Content and entertainment Archives · TechNode https://technode.com/tag/content-and-entertainment/ Latest news and trends about tech in China Thu, 01 Feb 2024 09:43:22 +0000 en-US hourly 1 https://technode.com/wp-content/uploads/2020/03/cropped-cropped-technode-icon-2020_512x512-1-32x32.png Content and entertainment Archives · TechNode https://technode.com/tag/content-and-entertainment/ 32 32 20867963 TikTok faces large-scale content removal after major falling out with Universal Music Group https://technode.com/2024/02/01/tiktok-faces-large-scale-content-removal-after-major-falling-out-with-universal-music-group/ Thu, 01 Feb 2024 09:43:19 +0000 https://technode.com/?p=184652 TikTok app on smartphone iPhone 13 Pro screenTikTok turned against its former cooperation partner Universal Music Group (UMG) overnight after the world’s largest music copyright owner threatened to remove all of the music it owns from the video-sharing platform, which lambasted UMG’s “self-serving actions” and characterized them as putting their interests above those of artists, songwriters, and fans.  Why it matters: The […]]]> TikTok app on smartphone iPhone 13 Pro screen

TikTok turned against its former cooperation partner Universal Music Group (UMG) overnight after the world’s largest music copyright owner threatened to remove all of the music it owns from the video-sharing platform, which lambasted UMG’s “self-serving actions” and characterized them as putting their interests above those of artists, songwriters, and fans. 

Why it matters: The dispute would reportedly also affect TikTok sibling Douyin, potentially causing both platforms to have to remove Universal songs from the huge number of videos using them as background music. The falling out with UMG may also lead to a similar response from other music companies. 

Details: The collapse of the deal would likely remove the pop songs that myriad TikTok videos use as background music, affecting tracks by Universal artists including Taylor Swift and Billie Eilish, as well as Chinese language singers Stefanie Sun and Eason Chan.

  • In an open letter, Universal said the success of TikTok has been largely rooted in the music created by “our artists and songwriters,” but revenue from the Chinese-owned company only accounts for about 1% of Universal’s income, which the letter claimed was a poor rate of compensation.
  • According to media outlet Caixin, the three-year authorization contract between both sides signed in February 2021 was also applied to TikTok sister app Douyin in China, meaning Douyin users are no longer allowed to create videos using copyright-protected music from UMG starting from Thursday, unless the two parties reach a new deal addressing Universal’s concerns over higher pay for artists, AI creation, and user protection.
  • In response, TikTok claimed Universal’s statement formed a “false narrative and rhetoric,” and blamed the music firm for leaving a platform that had served as a “free promotional and discovery vehicle for their talent.”

Context: This is not the first dispute involving a major tech platform and Universal-signed artists. In 2014, Taylor Swift decided to remove her entire discography from Spotify due to issues around royalty payments, with her boycott of the streaming service lasting three years.

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Vision Pro and Quest rival XREAL secures $60 million to expand AR devices production: report https://technode.com/2024/01/31/vision-pro-and-quest-rival-xreal-secures-60-million-to-expand-ar-devices-production-report/ Wed, 31 Jan 2024 09:28:46 +0000 https://technode.com/?p=184628 Chinese AR (augmented reality) glasses manufacturer XREAL has recently secured a new round of strategic financing valued at $60 million, bringing its total funding to $300 million, according to an exclusive report by Chinese media outlet 36Kr. The report asserted that XREAL’s current valuation has surpassed $1 billion, as indicated by industry analysts. Why it […]]]>

Chinese AR (augmented reality) glasses manufacturer XREAL has recently secured a new round of strategic financing valued at $60 million, bringing its total funding to $300 million, according to an exclusive report by Chinese media outlet 36Kr. The report asserted that XREAL’s current valuation has surpassed $1 billion, as indicated by industry analysts.

Why it matters: As a major player in the global AR device sector, XREAL’s devices are considered potential competitors to Apple’s Vision Pro and Meta’s Quest 3. This strategic financing empowers XREAL to pursue vital growth initiatives, such as expanding its AR glasses production.

Details: The new financing, which is dedicated to product R&D (research and development) and the expansion of the firm’s optical production base, will enable XREAL’s AR glasses production to reach two million units per year by 2025, the 36Kr report said.

  • XREAL has not disclosed the specific investors behind the new $60 million financing. Previous major investors in XREAL have included Alibaba, Kuaishou, NIO Capital, Yunfeng Capital, Sequoia China, Gentle Monster, Hillhouse Group, Hongtai Aplus, CICCcapital, Shanghai GP Capital, Shunwei Capital, CPE Asset Management, China Growth Capital, and iQiyi.
  • XREAL’s Founder and CEO, Xu Chi, has declared that the company aims to deliver wearable augmented reality displays to global audiences, as AR has revolutionized user experiences in gaming, movies, TV, in-car entertainment, displays, and work.
  • From Jan. 9 to Jan. 12, XREAL exhibited its latest XREAL Air 2 Ultra glasses during the 2024 CES (Consumer Electronics Show) in Las Vegas, featuring six degrees of freedom (6DoF) via dual 3D environment sensors with computer vision capabilities. 
  • The global release of the Air 2 Ultra glasses is scheduled for March, with a starting price of $699, and pre-orders are already available. Despite the increased cost compared to the previous Air headset, which was priced below 500 dollars, the Air 2 Ultra glasses still present a more budget-friendly option than Apple’s Vision Pro, which is priced at $3,499.

Context: The XREAL Air series of products are compatible with a variety of mainstream gaming and streaming entertainment devices, including Microsoft Xbox, Sony PlayStation, Nintendo Switch, Valve Steam Deck, ASUS ROG Ally, iOS, Android, Windows, and Mac.

  • On Jan. 4, XREAL announced a total shipment of 350,000 AR glasses since its establishment in 2017. The company claimed to currently hold a 45% share of the global AR market, a statement that came after market intelligence firm IDC confirmed XREAL secured a 51% market share in the global AR segment during the third quarter of 2023.
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Tencent’s Pony Ma strikes confident tone at annual meeting despite multiple challenges  https://technode.com/2024/01/30/tencents-pony-ma-strikes-confident-tone-at-annual-meeting-despite-multiple-challenges/ Tue, 30 Jan 2024 10:04:05 +0000 https://technode.com/?p=184598 The past year has seen Tencent’s TikTok-like short video service “deliver the expected results,” chairman and chief executive Pony Ma said at the tech titan’s annual staff meeting on Monday, while reaffirming his confidence in the company’s long-term development despite the sluggish general market. Why it matters: In contrast to his sharp-tongued speech a year […]]]>

The past year has seen Tencent’s TikTok-like short video service “deliver the expected results,” chairman and chief executive Pony Ma said at the tech titan’s annual staff meeting on Monday, while reaffirming his confidence in the company’s long-term development despite the sluggish general market.

Why it matters: In contrast to his sharp-tongued speech a year ago, where the emphasis was on cost-cutting, Ma’s more positive comments this year signal that he seems to think the company has overcome its challenging times.

Details: A year after Ma positioned WeChat Channels as Tencent’s major hope for the future, he said that the short video-sharing function has brought “lots of surprises” and committed to fully supporting livestreaming-based commerce in 2024. 

  • In a half-hour speech that struck a positive tone, Ma mentioned recent news of Tencent buying land in the Haidian district of Beijing at RMB 6.42 billion as a “careful and calculated decision” due to the steady growth of the firm’s businesses. 
  • Boasting 1.3 billion monthly active users, WeChat stands as the most powerful messaging app in China and comes with a flurry of social connecting features, but the app’s 12-year-old history gives Ma “great pressure,” especially as QQ, Tencent’s once-popular platform, undergoes a crucial transformation after 12 years in operation. Ma has called for WeChat, “the old tree”, to “sprout new shoots”.
  • Ma also stated that Tencent’s current holding of the title of the world’s largest game vendor feels like “relying on the credit of our [previous] successes.” This sentiment comes amidst challenges from peers releasing new titles and the company’s relatively underwhelming offerings when it comes to fresh games, according to local media outlet Jiemian.

Context: Tencent shares have suffered in the past year but have not seen as big a slump as those of its Chinese internet peers, with the firm seeing a 16% decline in the value of its Hong Kong-listed shares. The company’s largest shareholder, South Africa-headquartered Naspers, added to the downward trend by cutting its stake in Tencent to less than 25% through frequent share selling in 2023.

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China’s regulatory authority greenlights 115 games in January, highest total in two years https://technode.com/2024/01/26/chinas-regulatory-authority-greenlights-115-games-in-january-highest-total-in-two-years/ Fri, 26 Jan 2024 10:00:41 +0000 https://technode.com/?p=184564 Call of Dragons is a multiplayer Western-style fantasy strategy game with 3D modeling.The National Press and Publication Administration (NPPA) of China released its first batch of domestic game licenses for 2024 in the early hours of this morning, with its approval of 115 games sparking hope for a stable and positive regulatory environment in the industry this year. Why it matters: Over the last two years, the […]]]> Call of Dragons is a multiplayer Western-style fantasy strategy game with 3D modeling.

The National Press and Publication Administration (NPPA) of China released its first batch of domestic game licenses for 2024 in the early hours of this morning, with its approval of 115 games sparking hope for a stable and positive regulatory environment in the industry this year.

Why it matters: Over the last two years, the average monthly issuance of domestic game licenses was around 80, with January 2023 only reaching 88. Today’s approvals represent the highest number of monthly licenses granted for two years. 

Details: The batch of 115 approved games includes 100 mobile games, eight dual-end (PC and mobile) games, four PC games, one PS game, and one web-page game.

  • The main gaming titles are Need for Speed by Tencent Games, Etheria: Restart by X.D.Network, My Three Body: 2277 by YOOZOO Interactive, Call of Dragons by Lilith Games, Wait a Minute by 37 Interactive Entertainment, Anno: Mutationem by Leiting Games, and Youxing Continent by Bingchuan Network.
  • The Three-Body Problem is an international award-winning science fiction novel written by Liu Cixin, widely acclaimed for its profound ideas, captivating storyline, and scientific precision. As the first officially licensed Three-Body Problem game, the turn-based strategy title My Three Body: 2277 has consistently garnered attention in China. In October 2023, details of the gameplay were unveiled, accompanied by the opening of online pre-registration, and the game is scheduled for a launch for both mobile and PC platforms in the first half of this year, according to Cailian Press.
  • Launched globally in March 2023, Call of Dragons, developed by LEGOU Games and distributed by Lilith Games, is available for overseas markets on Android, iOS platforms, and PC. Call of Dragons is a multiplayer Western-style fantasy strategy game with 3D modeling, initially positioned for international audiences. Currently, the game has gained between 5 million and 10 million downloads on the Google Play Store in the global market, according to market intelligence firm SensorTower. However, it remains to be seen whether the game will find similar success with Chinese audiences.
  • Additionally, the NPPA approved a number of previously-licensed games on new platforms for 2024. NetEase’s card collection role-playing game Harry Potter: Magic Awakening and Perfect World’s turn-based role-playing game Persona 5: The Phantom X have both added a PC version, while X.D.Network introduced the Nintendo Switch version for its puzzle adventure game Moncage.

Context: In 2023, the NPPA released 977 domestic game licenses, representing a year-on-year growth of 108.76%. 

  • In December 2023, an industry report from The China Game Industry indicated that the revenue of the domestic gaming market reached RMB 3,029.64 billion ($426.83 billion) in 2023, a year-on-year growth of 13.95% and the first time that China’s gaming market has surpassed three trillion RMB. The user base also reached a historic high of 668 million.
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First 3D otome game Love and Deepspace triggers fierce competition in China around female-centric romance gaming https://technode.com/2024/01/24/first-3d-otome-game-love-and-deepspace-triggers-fierce-competition-in-china-around-female-centric-romance-gaming/ Wed, 24 Jan 2024 10:31:54 +0000 https://technode.com/?p=184488 Papergames’s new title aims to provide players with a more realistic interactive experience through its iterative improvements in 3D character modeling.Last week’s global launch of Papergames’ Love and Deepspace, a title touted as the first otome game to feature 3D modeling, has sparked a battle over the female-focused romance games market, with China’s major gaming companies weighing in with a raft of special offers and promotional events. Otome games are typically targeted towards female players, […]]]> Papergames’s new title aims to provide players with a more realistic interactive experience through its iterative improvements in 3D character modeling.

Last week’s global launch of Papergames’ Love and Deepspace, a title touted as the first otome game to feature 3D modeling, has sparked a battle over the female-focused romance games market, with China’s major gaming companies weighing in with a raft of special offers and promotional events.

Otome games are typically targeted towards female players, with the Japanese term translating to maiden or young lady. The games often involve a female protagonist who interacts with male characters, and the gameplay focuses on developing romantic relationships with one or more of these characters.

Why it matters: Having previously found success with otome game Mr. Love: Queen’s Choice, Papergames’s new title aims to provide players with a more realistic interactive experience through its iterative improvements in 3D character modeling. The release has sparked intense competition in the sector.

Details: On January 18, the day Love and Deepspace launched, China’s major domestic gaming companies all unveiled new promotional activities within their respective otome games. Light and Night from Tencent Games, HoYoverse’s Tears of Themis, and For All Time by NetEase Games are among the genre’s most popular titles, alongside Papergames’ Mr. Love: Queen’s Choice.

  • On the day of the Love and Deepspace’s release, a trending hashtag #0118决战国乙之巅# (Battle for the Peak of Chinese Otome Games on January 18) appeared on China’s Twitter-like platform Weibo. Posts under the hashtag listed the various promotional activities and benefits of domestic otome games, as Chinese players expressed their excitement over the developments.
  • In order to compete for potential new players, NetEase’s new otome game Beyond the World, originally scheduled for a public beta release on January 26, announced on January 16 that it would bring its open testing period forward to January 18. NetEase also offered various in-game promotional events and benefits that were similar to those available in Love and Deepspace.
  • Also coinciding with the Love and Deepspace’s launch, Tencent Games held its largest celebration event for the Light and Night since its launch in 2022, showering players with free benefits. Players can even receive animated video calls from game characters as part of the new offerings. Furthermore, Light and Night announced an ancient-style gacha event, a gameplay mechanic where players spend in-game currency to obtain random rare virtual characters. 
  • Love and Deepspace had already received over 14 million pre-registrations before its official release, according to Papergames. At time of writing, the game is in the top ten iOS free-download games in the Chinese region. The game’s estimated revenue from iOS on the first day reached RMB 5.27 million ($740,000), while iOS downloads amounted to 890,000 during the same period, according to market intelligence firm DataEye.

Context: Otome games are popular in Asia due to culturally resonant narratives, attractive character designs, and targeted marketing towards female players. They align with animated gaming trends in the region, providing escapism through romantic fantasy scenarios.

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Huawei launches HarmonyOS NEXT with ambitious plans to break away from Android https://technode.com/2024/01/19/huawei-launches-harmonyos-next-with-ambitious-plans-to-break-away-from-android/ Fri, 19 Jan 2024 09:40:22 +0000 https://technode.com/?p=184378 HarmonyOS NEXT will break away from Android architecture, establishing itself as a truly independent operating system.On Thursday, Huawei announced open applications for its developer preview version of HarmonyOS NEXT, with plans to release a more feature-complete developer beta version in the second quarter and a commercial version by the fourth quarter of 2024 as it looks to cut its ties with Android. Why it matters: While all previous consumer versions […]]]> HarmonyOS NEXT will break away from Android architecture, establishing itself as a truly independent operating system.

On Thursday, Huawei announced open applications for its developer preview version of HarmonyOS NEXT, with plans to release a more feature-complete developer beta version in the second quarter and a commercial version by the fourth quarter of 2024 as it looks to cut its ties with Android.

Why it matters: While all previous consumer versions of Huawei HarmonyOS have been compatible with Android, HarmonyOS NEXT will break away from Android architecture, establishing itself as a truly independent operating system.

Details: Huawei began the development of HarmonyOS in 2015 and subsequently released different versions from HarmonyOS 1.0 to 4.0. HarmonyOS NEXT will be the Chinese tech giant’s first OS not to accommodate Android applications and will not support the opening of APK files (Android application packages), according to statements made at Huawei’s launch event. Huawei opened recruitment for the HarmonyOS NEXT developer preview version on Monday, allowing users of its Huawei Mate 60, Mate 60 Pro, and Mate X5 phones to sign up.

  • Huawei plans to partner with enterprises, universities, and institutions to train over 100,000 HarmonyOS developers each month. The company is introducing the Yaoxing Plan, with an investment exceeding 7 billion RMB ($9.84 billion), to incentivize innovation in the HarmonyOS ecosystem, including native applications and SDKs (software development kits).
  • At the time of writing, more than 200 software companies have initiated the development of native HarmonyOS applications, making up 90% of the leading applications in the domestic sector, according to Huawei. Huawei aims to achieve a short-term goal of reaching 5,000 collaborative apps by the end of this year, and anticipates exceeding 500,000 applications to join the native HarmonyOS ecosystem in the long term.
  • Huawei’s Consumer BG CEO, Yu Chengdong, mentioned at the event that HarmonyOS has made breakthroughs in core technologies, including AI frameworks, large-scale models, design systems, programming frameworks, programming languages, and compilers.
  • Huawei first introduced HarmonyOS to address user experience issues arising from US sanctions. However, the company is now seeking to break free from the constraints of the existing Android framework, and create an integrated architecture that combines software, hardware, and cloud services, according to the president of Huawei Consumer BG software department Gong Ti.

Context: In June 2023, according to local media outlet Zaker, Huawei stated that a 16% market share in the operating system is a critical threshold for success, based on the developmental history of the PC and mobile industries.

  • Due to Huawei’s current inability to integrate GMS (Google Mobile Services), the 16% goal primarily refers to the Chinese market, where HarmonyOS has already captured a 13% share, as reported by CounterPoint Research.
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Tencent’s Honor of Kings to resume livestreaming on ByteDance’s Douyin after five-year ban: report https://technode.com/2024/01/15/tencents-honor-of-kings-to-resume-livestreaming-on-bytedances-douyin-after-five-year-ban-report/ Mon, 15 Jan 2024 09:38:12 +0000 https://technode.com/?p=184281 Tencent’s Honor of Kings is expected to start livestreaming on Douyin on Jan. 21.On Jan. 13, Tencent announced that its hit game Honor of Kings would resume livestreaming on Douyin (China’s TikTok sibling) five years after it was banned following a copyright infringement case. In 2016, Tencent sued ByteDance for livestreaming the online game on its subsidiary video platform Xigua. In 2019, a court ruling in Guangzhou stated […]]]> Tencent’s Honor of Kings is expected to start livestreaming on Douyin on Jan. 21.

On Jan. 13, Tencent announced that its hit game Honor of Kings would resume livestreaming on Douyin (China’s TikTok sibling) five years after it was banned following a copyright infringement case. In 2016, Tencent sued ByteDance for livestreaming the online game on its subsidiary video platform Xigua. In 2019, a court ruling in Guangzhou stated that ByteDance platforms were prohibited from livestreaming Honor of Kings without Tencent’s permission.

Why it matters: The return of Honor of Kings to Douyin signifies a further thawing of the relationship between Tencent and ByteDance. Tencent has been gradually lifting restrictions on ByteDance, as its competitor has begun scaling back its gaming interests in recent months.

Details: Tencent’s Honor of Kings is expected to start livestreaming on Douyin on Jan. 21, with game streamers invited to participate in the splashy return, as announced on the game’s page on China’s Twitter-like platform Weibo.

  • Tencent Games plans to conduct testing of Honor of Kings on Douyin from Jan. 14 to Jan. 17, aimed at avoiding technical issues that may arise during the first live broadcast. From Jan. 18 to Jan. 20, Honor of Kings will host various game-themed activities on Douyin, with invited gaming influencers heading livestream sessions and handing out in-game benefits.
  • A gaming industry insider said Tencent’s efforts to reconcile with Douyin stem from a noticeable slowdown in Tencent’s gaming revenue growth since 2022, according to Sina. New player growth and revenue for Honor of Kings have been weaker than in previous years, leading to immense pressure on Tencent’s gaming team, the insider said. 
  • Another of Tencent’s hit games, PUBG Mobile, has also seen a decline in users, but there are currently no other new hit games to make up for the loss, the same insider added. In December 2023, Tencent released DreamStar, a new party game with the potential to challenge its domestic rival NetEase’s Eggy Party. At this stage it remains uncertain if it will emerge as the firm’s next hit game.
  • Both parties may seek further collaboration in the future, as ByteDance has the potential to work with Tencent in areas including joint operations and distribution partnerships, according to the same Sina report. Douyin currently plays a crucial role in the gaming industry in China as a major channel for advertising and new player acquisition, and Tencent cannot afford to ignore it, the Sina report said.

Context: On Jan. 9, TikTok owner ByteDance said it was engaged in discussions with various potential buyers, including Tencent Games, for its gaming assets, according to Reuters. The two giants are discussing a deal involving major games published by ByteDance’s gaming unit Nuverse, as the TikTok owner looks to step back from the gaming industry.

  • In November 2023, ByteDance unveiled plans to scale down its Nuverse gaming unit and sell related gaming assets in a strategic shift away from the gaming industry.
  • Honor of Kings, a hit multiplayer online battle arena (MOBA) game, generated nearly $1.48 billion in 2023 for Tencent, but saw a notable decline compared to the $1.8 billion achieved in 2022, according to market intelligence AppMagic.
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CES 2024: Chinese tech companies return in numbers with robot cleaners, giant TVs, and lots of AI https://technode.com/2024/01/12/ces-2024-chinese-tech-companies-multiply-post-pandemic-with-robot-cleaners-giant-tvs-and-lots-of-ai/ Fri, 12 Jan 2024 10:01:14 +0000 https://technode.com/?p=184262 There are over 4,000 participating companies at CES 2024, with more than a quarter coming from China.On Tuesday, the world’s largest and most influential consumer electronics show CES 2024 kicked off in Las Vegas. Generative AI, AI-powered PCs, AI chips, emerging display technologies, XR, robots, wearable devices, and smart driving software are among the highlights of this year’s four-day exhibition. There are over 4,000 participating companies at CES 2024, with more […]]]> There are over 4,000 participating companies at CES 2024, with more than a quarter coming from China.

On Tuesday, the world’s largest and most influential consumer electronics show CES 2024 kicked off in Las Vegas. Generative AI, AI-powered PCs, AI chips, emerging display technologies, XR, robots, wearable devices, and smart driving software are among the highlights of this year’s four-day exhibition. There are over 4,000 participating companies at CES 2024, with more than a quarter coming from China, according to CES.

Why it matters: Chinese companies at CES gain global exposure, connecting with international partners and potential investors to showcase their products and expand markets. The premier tech event, which enhances Chinese brand visibility and provides insights into the global innovation ecosystem, fosters a healthy global competitiveness.

Details: Here are some of the most influential Chinese exhibitors and their products:

  • Of the Chinese corporations attending, TCL has the largest exhibition space of nearly 1,700 square meters, showcasing the world’s largest 115-inch QD-Mini LED high-end TV as its centerpiece. The technical challenge of the TV lies in its massive screen, which still achieves a high display brightness of up to 5,000 nits. TCL has also introduced a self-developed Mini LED image quality enhancement chip called AiPQ ULTRA, which is expected to enter mass production later this year.
  • Lenovo has unveiled more than 10 PC models equipped with AI capabilities, including the ThinkPad X1 Carbon business laptop that features built-in CPU, GPU, and NPU engines. Another notable product is the ThinkBook Plus Gen 5 Hybrid, which switches fluidly between Windows and Android systems. On the software front, Lenovo has also unveiled AI Now, a PC assistant developed on Alibaba’s answer to ChatGPT TongYi QianWen, which the company says enables natural language interaction in scenarios related to work, study, and device management. AI Now is expected to launch in the first half of 2024 and will be integrated into the latest ThinkPad products.
  • ASUS launched the 2024 edition of the Zenbook S 13 OLED laptop (UX5304), featuring Intel Core Ultra 5/7 chips and claimed as the world’s thinnest 13.3-inch laptop as part of the show. Thinner than the MacBook Air M2 at 11.3mm, the ASUS Zenbook S 13 OLED laptop is extremely lightweight at just 1kg.
  • Asus Republic of Gamers (ROG) also announced its latest gaming smartphone, the ROG Phone 8 series, featuring a Snapdragon 8 Gen 3 processor and AI functions. Its AI Grabber feature can directly extract text from games, while its Semantic Search enables contextual searches within the user’s photo album on their device using keywords.
  • Dreame used CES 2024 to release the Robotic-mower A1, a lawn mower that can assess its surroundings and intelligently identify objects it encounters. The A1 saves homeowners hours of time, the company says, and features patented high-precision 3D laser sensor technology, an OmniSense 3D ultra-sensing system, and a U-Path mowing plan program. With centimeter-level positioning, the company claims effective mowing is guaranteed.
  • BOE is showcasing its game-changing automotive display technologies, such as the oxide TFT, flexible OLED, 8K, Mini LED, and BD Cell, at the fair. In terms of oxide TFT (thin-film-transistor) technology, the company debuted the world’s first 45-inch 9K oxide TFT Mini LED display. Another innovation is the 14.6-inch 2.5K oxide TFT display, which boasts high transmittance, high contrast ratios, a wide color gamut, slim bezels, and high cost-effectiveness.
  • Ecovacs, a robot vacuum company, is presenting a diverse range of products at CES 2024. These include the Winbot W2 Omn (a robot window cleaner), the Deebot X2 Combo (a wireless handheld stick vacuum designed for the Deebot X2 Omni), and a robotic lawn mower. The Deebot X2 Combo comes with upgraded hands-free capabilities and precision for cleaning floors, drapes, ceilings, and more, according to the company, which adds that their products enable users to “enjoy a fully automated era of whole-house cleaning.”

Context: In January last year, 493 Chinese companies took part in CES 2023, less than half the number from three years earlier, according to South China Morning Post. The absence of leading Chinese companies at the time was attributed to geopolitical tensions and pandemic-related travel restrictions.

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Blizzard set for surprise return to China through second partnership with NetEase: report https://technode.com/2023/12/26/blizzard-set-for-surprise-return-to-china-through-second-partnership-with-netease-report/ Tue, 26 Dec 2023 09:58:59 +0000 https://technode.com/?p=183925 The relaunch of Blizzard’s games in China may have to wait for at least six months.The US game developer Activision Blizzard, which has recently been in discussions with several domestic game companies regarding the revival of its Chinese service after a one-year absence, has decided to re-establish collaboration with Chinese game publisher NetEase, as reported exclusively by local media outlet 36Kr. Why it matters: The split between NetEase and Blizzard […]]]> The relaunch of Blizzard’s games in China may have to wait for at least six months.

The US game developer Activision Blizzard, which has recently been in discussions with several domestic game companies regarding the revival of its Chinese service after a one-year absence, has decided to re-establish collaboration with Chinese game publisher NetEase, as reported exclusively by local media outlet 36Kr.

Why it matters: The split between NetEase and Blizzard was a major event in the gaming industry this year. On Jan. 24, 2023, the Chinese servers of Blizzard’s gaming platform were shut down, ending the World of Warcraft publisher’s 15-year partnership with NetEase in China. On Monday, most domestic gamers were shocked to hear about the potential revival of cooperation between the two gaming giants, especially after their previous relationship ultimately ended in acrimony.

Details: The relaunch of Blizzard’s games in China may have to wait for at least six months, as NetEase and Blizzard need to rebuild their domestic operations team and test the new servers after once any new deal is confirmed, according to 36Kr

  • The return of Blizzard suggests a full restoration of gaming titles under its brand in mainland China, including World of Warcraft, Hearthstone, Warcraft III: Reforged, Overwatch, the StarCraft series, Diablo III, and Heroes of the Storm.
  • News of Blizzard’s return instantly topped the trending topics chart on Twitter-like platform Weibo on Monday, with Chinese players expressing their shock at the quick reunion. NetEase declined to comment on the story, while Blizzard China stated that the company currently does not have any information or updates to share, according to Sina Tech.
  • NetEase Dashen, a gaming community app, has begun to gradually update with new content on World of Warcraft since Dec. 20, as reported by Southern Metropolis Daily. Additionally, the app no longer displays previous news items regarding NetEase’s discontinuing of the operation of World of Warcraft.
  • Blizzard has also been in contact with several other major Chinese gaming companies this year, including Tencent, ByteDance, and Bilibili, regarding the takeover of its domestic service, according to Cailianpress. Tencent denied the possibility of a deal, while ByteDance is currently preparing to sell its entire gaming sector, making a move highly unlikely. As for Bilibili, the performance of its games business is not very satisfactory at present, the report claimed.

Context: Blizzard announced in November 2022 that it would suspend its game services in China due to the expiration of its licensing agreements with NetEase. However, Microsoft’s acquisition of Blizzard this year and the upcoming resignation of Blizzard’s CEO have brought about a turning point in the relationship between Blizzard and NetEase.

  • Bobby Kotick, the CEO of Blizzard, will resign from his position as the leader of the video game company On Dec. 29, as communicated in an internal memo from Phil Spencer, the CEO of Microsoft Gaming. The leadership transition was expected after Microsoft’s completion of the $69 billion acquisition of Blizzard in October, as reported by CNBC.
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Huawei secures top five spot in global enterprise R&D investment ranking https://technode.com/2023/12/21/huawei-secures-top-five-spot-in-global-enterprise-rd-investment-ranking/ Thu, 21 Dec 2023 10:12:57 +0000 https://technode.com/?p=183862 Huawei has maintained its position among the top five global companies that made the highest R&D investments in 2022.In the recently released 2023 EU Industrial Research and Development (R&D) Investment Scoreboard put together by the European Commission, Chinese tech giant Huawei has maintained its position among the top five global companies that made the highest R&D investments in 2022. Why it matters: Huawei has been increasing R&D investment to strengthen its technological self-reliance […]]]> Huawei has maintained its position among the top five global companies that made the highest R&D investments in 2022.

In the recently released 2023 EU Industrial Research and Development (R&D) Investment Scoreboard put together by the European Commission, Chinese tech giant Huawei has maintained its position among the top five global companies that made the highest R&D investments in 2022.

Why it matters: Huawei has been increasing R&D investment to strengthen its technological self-reliance in the face of US sanctions. This strategic move allows the telecoms behemoth to mitigate the impact of sanctions while preparing itself for long-term development amid geopolitical challenges.

Details: The European Commission’s report provides statistics on research and development (R&D) investment for the top 2,500 ranked companies. It indicates that these enterprises collectively increased their R&D expenditure by 12.8% in 2022 compared to 2021, reaching a record-breaking total of 1,249.9 billion euros. Although Huawei dropped one spot compared to the 2021 list but still secured fifth position, with an investment of 20.925 billion euros.

  • In 2022, Huawei, TSMC (Taiwan Semiconductor Manufacturing Company), and CATL (Contemporary Amperex Technology Co. Limited) secured positions among the top ten in R&D investment within the Information and Communication Technology (ICT) sector. The ICT sector covers computing services, semiconductors, telecommunications, and multimedia.
  • In 2022, Huawei invested 20.925 billion euros, with a year-on-year growth of 11%, while TSMC invested 4.985 billion euros, demonstrating a significant year-on-year growth of 31%. Meanwhile, CATL invested 3.072 billion euros, an explosive year-on-year increase of 110%.
  • The top three countries represented on the list are the US, China, and Japan. The US leads with 827 companies on the list, investing a substantial 526.5 billion euros, while China follows closely with 679 companies who have allocated a total of 222 billion euros to R&D endeavors. Japan boasts 229 companies on the list, with a total R&D expenditure of 116.2 billion euros.
  • In terms of distribution of R&D investment across regions, the US, China, and the European Union occupied the top three positions, securing shares of 42.1%, 17.8%, and 17.5%, respectively.

Context: The Chinese Academy of Engineering issued its list of 2023 Global Top Ten Engineering Achievements on Wednesday, with Huawei’s self-developed operating system HarmonyOS being recognized among them. The other nine selected achievements were ChatGPT, the Chinese space station, AMD’s Frontier (a supercomputer capable of 100 billion x billion calculations per second), the Baihetan hydropower station, the double-asteroid redirection test, the RTS,S/AS01 malaria vaccine, Spot & Atlas robots, lithium-ion power batteries, and unmanned aerial vehicles.

  • In August 2023, Huawei released HarmonyOS 4.0 as a public beta version, in an effort to compete with Android and iOS. Currently, there are over 400 partners participating in co-building on and sharing of the technical foundation of HarmonyOS, according to Huawei
  • Huawei plans to commence construction of its first European factory in France in 2024, as reported on Dec. 11. The facility is expected to focus on 4G and 5G equipment production, reinforcing Huawei’s presence in Europe.
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Tested: U-trainer Plus, a smart home gym for fitness enthusiasts https://technode.com/2023/12/18/tested-u-trainer-plus-a-smart-home-gym-for-fitness-enthusiasts/ Mon, 18 Dec 2023 09:19:22 +0000 https://technode.com/?p=183800 The U-trainer Plus is equipped with dual electromagnetic motors.Unitop Fitness, a Chinese fitness equipment maker, unveiled the U-trainer Plus in September, at a price of $649. Our team was given a fortnight to review the home gym.  The U-trainer Plus enables users to exercise on their own schedule with real-time performance tracking and built-in workouts. It eliminates the need for gym memberships and, […]]]> The U-trainer Plus is equipped with dual electromagnetic motors.

Unitop Fitness, a Chinese fitness equipment maker, unveiled the U-trainer Plus in September, at a price of $649. Our team was given a fortnight to review the home gym. 

The U-trainer Plus enables users to exercise on their own schedule with real-time performance tracking and built-in workouts. It eliminates the need for gym memberships and, despite this meaning the lack of a supportive fitness community, the personalized nature of the smart equipment enhances individualized training. 

Assembly at home

The difficulty of assembling home fitness equipment can vary widely depending on the type of equipment, the manufacturer’s instructions, and your own level of experience and comfort with assembling items.

The U-trainer Plus arrives in two relatively large, heavy  boxes.

The entire assembly process, including unpacking, reading the instructions, watching the assembly video, and manually assembling the equipment, took four hours. Although the fitness equipment includes installation tools, the tester, with limited assembly experience, still found the process somewhat challenging. For added convenience, it is recommended to have two people to work on the assembly together, especially since some parts of the equipment are quite heavy.

It’s also worth noting that the equipment takes up a sizable space in the home. Here are some of its basic specifications:

Packaging size: 1,445 x 490 x 275mm
Folded: 702 x 992 x 2,105mm
Expanded: 1,450 x 992 x 2,105mm
Net weight (main parts): 47kg
Gross weight (including accessories): 58kg
Resistance level: 100 levels
Maximum resistance: 50kg on each side
Resistance range: 2-50kg
Maximum weight capacity: 110kg

Customized app for home workouts

The U-trainer Plus comes with an app called Unitop, which features built-in programs and the option to customize workouts according to individual fitness levels and goals.

Through the app, users can establish a Bluetooth connection between their equipment and their chosen device, enabling them to choose from various training programs and set up personalized training plans. 

Different combinations of exercises, repetition rates, and the resistance weight of the equipment are all customizable. Each training exercise in the app comes with instructional videos and detailed explanations, providing assistance for beginners and alleviating concerns about confusion during workouts.

The equipment includes a barbell rod, wrist straps, handles, deltoid ropes, and a waist belt. Users have the flexibility to choose to use the appropriate accessories based on their individual training goals. However, some functions in the app require paid membership, and the one-year membership fee is an additional expense not included with purchase of the equipment.

Motivational partner mode

The U-trainer Plus offers adjustable resistance on both sides, enabling users to exercise together with friends or family members. Although this function was not tested during our two week trial, it is an interesting option for home fitness. Typically, exercising with friends or family is more motivating than working out alone.

Dual electromagnetic motors

The U-trainer Plus is equipped with dual electromagnetic motors, ensuring a friction-free workout experience without any physical wear and tear. It allows independent adjustment for each side, with the motors supporting 100 levels of resistance weight increments, precisely adjustable at 0.5kg per level. This enables users to train with a maximum resistance weight of 50kg on each side, totaling 100kg.

Workout at home with ease

The U-trainer Plus suits individuals who are seeking privacy, convenience, and a focused exercise environment at home. It enables users to engage in personalized workouts without the distractions or potential discomfort associated with public gyms. 

The equipment set seamlessly transitions between different functions, serving as a cable machine, a rowing machine, or a boxing machine. This provides users with the opportunity to engage in a comprehensive, low-impact workout that effectively targets a wide range of muscle groups throughout the body.

While home workouts offer convenience and flexibility, they may lack the social element found in traditional gym settings, which can serve as a significant source of motivation for some individuals. 

Therefore, the potential impact and value for money of this fitness equipment varies completely based on an individual’s personality, as some people may lack the motivation to exercise at home. While it provides virtual coaching and tutorials, it may not be a substitute for in-person guidance from a certified fitness professional, especially for beginners who need more personalized instruction and support.

Conclusion

The choice between using smart fitness equipment at home or going to a traditional gym depends on individual preferences, lifestyle, and fitness goals. It is essential to weigh the advantages and disadvantages to determine the best fit for an individual’s needs.

But the U-trainer Plus is suitable for fitness enthusiasts with a basic level of exercise awareness who enjoy working out at home. Beginners or those who prefer the atmosphere of a gym should carefully consider their purchase.

Pros:

Convenient and flexible at home option
Individualized training to fit different fitness levels
Customized app with built-in programs
Motivational partner mode
Dual electromagnetic motors
Comprehensive workouts targeting all muscle groups

Cons:

Assembly may be challenging for one person
Extra charges for certain features in the app
Lack of social element compared with traditional gyms
Challenging for beginners who need in-person guidance

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BOE’s light leakage issue poses challenge in expanding OLED panel supply for Apple: report https://technode.com/2023/12/08/boes-light-leakage-issue-poses-challenge-in-expanding-oled-panel-supply-for-apple-report/ Fri, 08 Dec 2023 10:08:47 +0000 https://technode.com/?p=183658 Due to the light leakage issue, the current yield rate of BOE’s OLED panels for the iPhone 15 has dropped to 30%.A recent report by Taiwanese media outlet DigiTimes suggests that Chinese panel manufacturer BOE is facing challenges in expanding its OLED (organic light-emitting diodes) supply for Apple’s iPhone 15 models, primarily due to light leakage issues.  Why it matters: If BOE fails to address the light leakage problem, there is a high possibility that they […]]]> Due to the light leakage issue, the current yield rate of BOE’s OLED panels for the iPhone 15 has dropped to 30%.

A recent report by Taiwanese media outlet DigiTimes suggests that Chinese panel manufacturer BOE is facing challenges in expanding its OLED (organic light-emitting diodes) supply for Apple’s iPhone 15 models, primarily due to light leakage issues. 

Why it matters: If BOE fails to address the light leakage problem, there is a high possibility that they may lose potential orders for the iPhone 15 and iPhone 16 from Apple.

Details: The current yield rate of BOE’s OLED panels for the iPhone 15 has dropped to 30% on the back of the issue, causing a decrease in production output, according to the DigiTimes report. 

  • BOE has been selected to supply OLED panels for the iPhone 15 and iPhone 15 Plus. However, the supplier encountered a problem with light leakage, specifically in the panels designed for the standard models. The issue revolves around the Dynamic Island on the OLED display, where the hole punch and the pill-shaped cutout housing the TrueDepth camera sensor and FaceID are located.
  • Given the light leakage issue and potential impact on iPhone sales, BOE may face challenges in expanding orders from Apple, which in turn would impact its revenue. According to industry analysis, BOE was expected to supply 5 million to 15 million panels for the iPhone 15 this year. However, due to lower production yields, the actual supply may be limited to a range of 2 million to 3 million panels.
  • As Apple shifts its focus to the next-generation iPhone 16 series, avoiding light leakage is becoming more challenging, especially with larger panels. The iPhone 16 and 16 Plus are expected to feature OLED panels similar to the iPhone 15 and 15 Plus, while the Pro series may sport larger sizes, according to US media outlet Wccftech. The iPhone 16 Pro is anticipated to come with a 6.3-inch display, larger than the 6.1-inch display on the iPhone 15 Pro.

Context: Samsung also manufactures OLED panels for the iPhone 15 lineup, holding a dominant 91% share of the supply from June to August this year, according to DigiTimes. If the issue of light leakage persists, Samsung’s greater efficiency would become a significant concern for BOE in the short term.

  • In terms of the foldable panel market, Samsung is anticipated to uphold its leading position during the third and fourth quarters of this year, commanding a 74% market share, according to Korean media outlet Business Korea. While this represents an increase from the second quarter’s 63%, it marks a decline of 17% from the 91% share it held during the same period last year. 
  • BOE, which previously held a 4% market share in the foldable panel market during the third and fourth quarters of 2022, is projected to surge to 18% in the same period this year. This growth can be attributed to its supply to Chinese foldable smartphone manufacturers such as Huawei, Honor, and Oppo.
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US Federal judge blocks Montana’s TikTok ban https://technode.com/2023/12/01/us-federal-judge-blocks-montanas-tiktok-ban/ Fri, 01 Dec 2023 09:33:46 +0000 https://technode.com/?p=183529 TikTokA federal judge has blocked a law in the US state of Montana that sought to bar the use of TikTok, saying it “oversteps state power”, a month before the ban was due to take effect. Why it matters: The move suggests efforts to prohibit use of the Chinese-owned video sharing app in the US […]]]> TikTok

A federal judge has blocked a law in the US state of Montana that sought to bar the use of TikTok, saying it “oversteps state power”, a month before the ban was due to take effect.

Why it matters: The move suggests efforts to prohibit use of the Chinese-owned video sharing app in the US will face significant legal challenges. Montana was the first state set to implement a blanket TikTok ban.

Details: In a statement, the US District Judge Donald Molloy said the ban targets “China’s ostensible role in TikTok” rather than protects Montana consumers.

  • “We are pleased the judge rejected this unconstitutional law and hundreds of thousands of Montanans can continue to express themselves, earn a living, and find community on TikTok,” an account called TikTok Policy posted on social media platform X.
  • However, the office of Montana’s attorney general signaled it was not giving up on a ban, saying “the analysis could change as the case proceeds,” and noting that it looked forward to “presenting the complete legal argument to defend the law.”
  • The ByteDance-owned video platform filed a federal lawsuit against Montana in May, claiming the law “unlawfully abridges one of the core freedoms guaranteed by the First Amendment,” days after the state passed a law to ban the widely popular app across the state. Senate Bill 419, the initial ruling to ban TikTok in Montana from Jan. 1  2024, outlined a concern that the app accessed data against users’ will and shared it with the People’s Republic of China. An additional consideration for the ban was that it promoted dangerous social media challenges that threatened the health and safety of Montanans.
  • TikTok’s Chinese links have been a focal point of running controversy in the US, where the app says it has 150 million users. Inadequate protection of minors’ data is another legal fight the platform has been dealing with.

Context: TikTok has continued to face criticism during its rise in the US, but its popularity and ad revenue point to a continued upward trend in use of the app nationwide. Its parent company ByteDance reportedly generated $54 billion globally in the first half of 2023, a figure close to Facebook owner Meta’s $60.6 billion. The video platform also officially launched an in-app e-commerce feature in September.

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Tencent to sell Meta VR glasses in China next year https://technode.com/2023/11/13/tencent-to-sell-meta-vr-glasses-in-china-next-year/ Mon, 13 Nov 2023 09:19:53 +0000 https://technode.com/?p=183193 The agreement provides Meta with a fresh opportunity to tap into China's expansive consumer market.Following a year of negotiations, Tencent and Meta have made a deal for Tencent to  exclusively sell Meta’s VR (virtual reality) glasses in China from late 2024, The Wall Street Journal has reported. Why it matters: As social media platforms Facebook and Instagram are banned in China, the return of Meta to the Chinese market […]]]> The agreement provides Meta with a fresh opportunity to tap into China's expansive consumer market.

Following a year of negotiations, Tencent and Meta have made a deal for Tencent to  exclusively sell Meta’s VR (virtual reality) glasses in China from late 2024, The Wall Street Journal has reported.

Why it matters: As social media platforms Facebook and Instagram are banned in China, the return of Meta to the Chinese market is unexpected. It remains unclear if Tencent requires government approval to sell Meta’s devices due to the absence of VR-related government regulations in China.

Details: The agreement provides Meta with a fresh opportunity to tap into China’s expansive consumer market, a door that closed when access to Facebook was restricted in China in 2009.

  • The VR glasses will offer consumers more affordable lenses compared to Meta’s existing Quest 3 headset, which is currently priced at around $500 in the US, according to The Wall Street Journal. The less expensive device is scheduled for sale in various international markets in addition to China in 2024. 
  • Insiders told the WSJ that Meta will receive a larger share of hardware revenue, while Tencent will obtain a higher proportion of revenue from content and services. The Chinese version of the VR headset will offer games and apps distributed by Tencent.
  • Meta’s current lineup of VR headsets includes the 2023-released Quest 3, the 2022-unveiled Quest Pro, and the Quest 2, which went on sale in 2020. The upcoming VR device from Meta may be named Meta Quest 3 Lite, with an estimated price of $199 for the basic model, according to Chinese media outlet Cailian Press. This new product may feature a modified chip that will impact upon its performance due to its low cost.
  • In its third-quarter financial report on Oct. 25, Meta disclosed that its Reality Labs unit, which develops metaverse-related technologies, experienced an operating loss of $3.74 billion. Revenue in the virtual reality and augmented reality division dropped 26% during the reporting period, falling to $210 million from $285 million a year earlier.

Context: Global shipments of augmented reality and virtual reality headsets went through a decline for the fourth consecutive quarter in the second quarter of 2023, dropping by 44.6% year-on-year, according to data from market research firm IDC.

  • Meta emerged as the dominant player in the headset market during this period, occupying an approximately 50% market share, according to the same report from IDC. Sony and Pico (the headset division of TikTok parent ByteDance) secured second and third places, respectively.
  • On Nov. 7, in response to a decline in global demand for VR headsets, Pico reportedly initiated a significant round of job cuts, marking its most substantial overhaul since being acquired by TikTok’s owner two years ago.
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Temu takes legal action against scam sites to safeguard consumers https://technode.com/2023/11/10/temu-takes-legal-action-against-scam-sites-to-safeguard-consumers/ Fri, 10 Nov 2023 06:42:15 +0000 https://technode.com/?p=183165 Temu, the e-commerce platform celebrated for its cut-rate prices, has launched a legal offensive against fraudsters who masquerade as the company. These imposters lure customers into downloading bogus apps that infest devices with malware and pilfer personal data, according to lawsuits filed in the US in the past two weeks. Boston-based Temu, operating under its […]]]>

Temu, the e-commerce platform celebrated for its cut-rate prices, has launched a legal offensive against fraudsters who masquerade as the company. These imposters lure customers into downloading bogus apps that infest devices with malware and pilfer personal data, according to lawsuits filed in the US in the past two weeks.

Boston-based Temu, operating under its legal name Whaleco, has filed suit against seven websites accused of deceptively prompting visitors to download a counterfeit app. The aim, the lawsuit claims, is to snatch personal details from Whaleco’s clients, slip malware onto their devices, or hack into them. This legal move, initiated on November 7 in a U.S. court, comes on the heels of Temu’s earlier legal action against twenty websites for trademark violation and orchestrating internet phishing scams to defraud consumers.

“Fraudsters are posing as Temu on fake apps and websites to scam consumers. This not only damages our reputation but also hurts consumers who were deceived into believing they were engaging with genuine Temu platforms,” said a Temu spokesman.” We will take swift legal action to defend our rights and shield our customers from such malicious and unlawful activities.” 

In the year since Temu launched in the US, it has soared in popularity, propelled in part by its “Shop Like A Billionaire” Super Bowl commercial. Now, the e-commerce contender has broadened its reach, serving customers in 48 countries, from the UK to Malaysia.

Sensor Tower data reveals that Temu broke into the global top 10 most downloaded apps list in the second quarter of 2023, surpassing both its rival Shein and the American titan Amazon in downloads. Further, a data.ai analysis reported by CNBC shows that Temu has outstripped Shein in Japan and South Korea, clinching the top spot in shopping app rankings over an extended stretch.

Wendy Chen, a GAM Investments senior investment analyst, points to Temu’s innovative “fully entrusted business model” as the engine of its meteoric rise. This model blends direct retail sales with a marketplace for third-party vendors, drawing on the strengths of both. Temu streamlines its operations by sourcing directly from manufacturers, who are tasked merely with shipping to Temu’s global warehouses. The company then takes the reins, overseeing customer acquisition, pricing, logistics, and customer service.

This strategy affords Temu the quality control, timely delivery, and customer satisfaction of a first-party model, while it still benefits from the extensive selection and scalability of a third-party model. By connecting factories directly with consumers, Temu not only slashes middlemen expenses but also sidesteps the hazards of overstocking, Chen explains.

According to a recent report by Chinese tech media outlet 36 Kr, the US market, the first destination Temu entered, currently contributes 60% of the platform’s overall sales. The same report stated that the platform’s third quarter sales surpassed $5 billion, and the extraordinary pace of growth may allow Temu to exceed its annual GMV target of $15 billion this year.

“We are in a cost-of-living crisis and people are looking for anything to save a bit of money,” Miya Knights, the publisher of Retail Technology magazine, told the Guardian. “Everyone likes a bargain and Temu ticks those boxes.”

To be sure, Temu’s popularity has come at a price, with a small group of scammers capitalizing on the company’s reputation to launch phishing schemes and install malware, according to its lawsuit. Critics have also accused Temu of intrusive data practices, allegations that Temu has sought to dispel by prominently listing the permissions that it seeks from users. 

In its latest lawsuit, Temu accuses websites such as Dltemuapp.com and temudl.net of mimicking Temu’s domain name and describes them as primarily designed to lure consumers into making purchases or to mislead unsuspecting consumers.

“Bogus websites like these serve as a platform for various cybercrimes. They could be used to extract sensitive and financial information from duped consumers. They could be used to install malware on people’s sites (and/or those of their employers) to steal information or install viruses and serve as leverage for large ransoms,” Temu said in its lawsuit.

“In any of these scenarios, the results would be devastating—and the harm irreparable–to (Temu) and the public alike,” according to the lawsuit.

Meanwhile, Temu has intensified efforts to warn consumers about fake Temu promotions and scams. The company has also advised users of the importance of downloading the official Temu app from the Apple Store and Google Play Store, which have stringent vetting controls.

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ByteDance’s Pico undergoes its biggest overhaul amid disappointing VR headset sales  https://technode.com/2023/11/08/bytedances-pico-undergoes-its-biggest-overhaul-amid-disappointing-vr-headset-sales/ Wed, 08 Nov 2023 09:57:37 +0000 https://technode.com/?p=183128 Chinese video giant ByteDance will conduct a new round of layoffs from its virtual reality arm Pico as demand for headsets was not “as fast as expected,” said chief executive Henry Zhou, acknowledging at an internal meeting that projections for VR had been overly optimistic. Why it matters: This large-scale downsizing is the latest restructuring […]]]>

Chinese video giant ByteDance will conduct a new round of layoffs from its virtual reality arm Pico as demand for headsets was not “as fast as expected,” said chief executive Henry Zhou, acknowledging at an internal meeting that projections for VR had been overly optimistic.

Why it matters: This large-scale downsizing is the latest restructuring effort by ByteDance in response to dim prospects in the VR industry. Despite significant investments in technology and marketing over the past two years, which failed to yield satisfactory sales results, the company has stated its intention to keep its hardware team intact.

Details: The biggest overhaul since Pico was acquired by the TikTok owner two years ago was announced in a ten-minute meeting on Tuesday, with staff from sales, videos, and platform operations hit the most.

  • Although the exact percentage of layoffs was not disclosed by the company, a source close to Pico told local media outlet VR Tuoluo saying around half of its VR staff would be affected.
  • In February, Pico slashed nearly a third of its positions, equivalent to hundreds of jobs, mere months after ByteDance launched the flagship Pico 4 VR headset, benchmarked against Meta’s Quest 2. Recent layoffs will shrink the workforce to only a few hundred employees, down from a peak headcount of over 2,000.
  • Affected employees will be compensated based on their years of service plus one month’s salary, according to Tencent News.

Context: ByteDance acquired Pico for approximately RMB 5 billion in 2021, and launched an extensive marketing campaign for the Pico 4 standalone VR headset when it was launched a year later. The company enlisted musician Leah Dou and ping-pong star Sun Yingsha as spokespeople, covering major shopping malls and bus stops with advertisements. 

  • The TikTok owner has high hopes for its VR business, as Pico founder and president Henry Zhou said at last year’s launch event, expecting the headset to sell more than 1 million units eventually. However, early this year, the company lowered its sales target to “slightly over 500,000 units” due to disappointing initial results.
  • The Pico 4 boasts a total of 561 apps, according to figures compiled by VR Tuoluo, surpassing Quest’s 532. The report quoted a source as saying ByteDance had spent at least several billion yuan on building a content ecosystem within Pico.
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China sets ambitious plans to mass-produce humanoid robots by 2025 https://technode.com/2023/11/03/china-sets-ambitious-plans-to-mass-produce-humanoid-robots-by-2025/ Fri, 03 Nov 2023 09:42:19 +0000 https://technode.com/?p=183059 China expects to have a domestic ecosystem for humanoid robots established by 2025.On Thursday, China’s Ministry of Industry and Information Technology issued guidelines on developing humanoid robots, stating that the robots may be the next groundbreaking products to reach consumers after computers, smartphones, and new energy vehicles. The government’s “Opinions on the Innovation and Development of Humanoid Robots” outlines goals and timelines for the new sector in […]]]> China expects to have a domestic ecosystem for humanoid robots established by 2025.

On Thursday, China’s Ministry of Industry and Information Technology issued guidelines on developing humanoid robots, stating that the robots may be the next groundbreaking products to reach consumers after computers, smartphones, and new energy vehicles. The government’s “Opinions on the Innovation and Development of Humanoid Robots” outlines goals and timelines for the new sector in China.

Why it matters: Humanoid robots incorporate advanced technologies, including artificial intelligence, high-end manufacturing, and new materials. With the potential to be a new competitive frontier in future industries, the government plans to promote innovation in key technologies by strengthening policies and mobilizing resources, given that China’s humanoid robot industry is in its budding phase.

Details: According to the guidelines, China expects to have a domestic ecosystem for humanoid robots established by 2025. By that time, robotic products are likely to be in mass production, fast catching up with international contenders.

  • The ministry’s guidelines outline ambitious goals. By 2025, the country aims to nurture two to three world-beating companies, establish a cluster of specialized small- and medium-sized enterprises, and create two to three industrial development hubs. 
  • By 2027, China is expected to establish a reliable industrial supply chain, with products from this sector seamlessly integrated into the real economy, as stated in the guidelines.
  • The guidelines propose promoting artificial intelligence technologies with a focus on breakthroughs in key areas such as the “brain”, “cerebellum” and “limbs.” The “brain” encompasses core technologies of humanoid robots based on large AI models, while the “cerebellum” involves the robot’s environmental perception, behavior control, and human-machine interactive abilities. The “limbs” refers to humanoid mechanical arms, hands, legs, and feet. The emphasis is on addressing key technologies, including lightweight skeletons, high-strength body structures, and high-precision sensors.
  • The guidance also outlines measures for expanding the application of humanoid robots in specific areas, including electronics, automotive, healthcare, services, agriculture, logistics, and even specialized industrial environments where humans currently undertake dangerous tasks in harsh conditions.

Context: The global market for humanoid robots, valued at $1.11 billion in 2022, is projected to experience a compound annual growth rate (CAGR) of 21.1% from 2023 to 2030, according to a report by Grand View Research. There is already rising demand from public and corporate subsidy funds for specific goals, guiding research in humanoid robotics, as well as progress in various fundamental aspects of this field like improved AI, natural language processing, and robot dexterity.

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Influential bloggers lose anonymity on China’s social platforms https://technode.com/2023/11/01/influential-bloggers-lose-anonymity-on-chinas-social-platforms/ Wed, 01 Nov 2023 09:38:44 +0000 https://technode.com/?p=182994 China’s most populated social media platforms on Tuesday announced they will soon remove anonymity for content creators that have over 500,000 followers, confirming rumors that stirred up heated debate over personal privacy in recent weeks. Why it matters: The new policy will force bloggers with large fan bases to disclose their real names to the […]]]>

China’s most populated social media platforms on Tuesday announced they will soon remove anonymity for content creators that have over 500,000 followers, confirming rumors that stirred up heated debate over personal privacy in recent weeks.

Why it matters: The new policy will force bloggers with large fan bases to disclose their real names to the public on social media, in a change to the rules that will likely further deter discussion online in China, especially when it comes to finance news and current affairs.

Details: At least seven social platforms serving hundreds of thousands of users daily issued statements urging influencers to reveal their real identities. These included X-like platform Weibo, messaging app WeChat, video sites Douyin, Kuaishou, and Bilibili, as well as lifestyle-sharing app Xiaohongshu and search giant Baidu. 

  • Weibo has outlined plans to first require creators specializing in content related to social affairs, finance, and legal matters, with more than 1 million followers to post using their real names,  before extending the rule to bloggers in other fields.
  • Influencers who refuse to show their real names may be limited by account traffic and revenue, according to Weibo and WeChat.
  • WeChat said the move will  enhance the credibility of top “self-media” accounts, while Weibo said that as these influencers have a far greater impact on public opinion than ordinary users, requiring real name identification will encourage them to “take on responsibilities that align with the influence of their words.”
  • In recent years, China has strengthened the management of social media accounts run by individuals or organizations independent of state-control. Many of those accounts have amassed sizable fanbases.
  • Short video apps Kuaishou, and TikTok’s Chinese sibling Douyin, were among the platforms that published simultaneous statements. Accounts with over 500,000 followers will be the first affected by real-name ID disclosure requirements. Kuaishou added that accounts mainly sharing personal daily life stories will be exempt.

Context: On Oct.21, users noticed that Weibo’s CEO Wang Gaofei gave his real name on  his social media page, a move later confirmed by the executive who said he had decided to first test the policy on his own account.

  • A year ago, China asked that posts mentioning Russia’s invasion of Ukraine showed the location of the poster, in response to an incident in which a social media user faked his whereabouts, causing a stir in overseas media. Shortly after, the practice of displaying IP addresses was extended to individual users of Weibo and those of other social media platforms.
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Huawei looks to trademark “Far Ahead” to capitalize on post-US restrictions sentiment https://technode.com/2023/10/31/huawei-looks-to-trademark-far-ahead-to-capitalize-on-post-us-restrictions-sentiment/ Tue, 31 Oct 2023 09:26:25 +0000 https://technode.com/?p=182979 Huawei has applied to register the trademark Far Ahead.Chinese telecom giant Huawei has applied to register the trademark Far Ahead in the fields of transportation tools and scientific instruments, according to China’s trademark platform Tianyancha. “Far ahead” became a trending term on the Chinese internet after the surprise early release of Huawei’s Mate 60 series of smartphones in August, which came with advanced […]]]> Huawei has applied to register the trademark Far Ahead.

Chinese telecom giant Huawei has applied to register the trademark Far Ahead in the fields of transportation tools and scientific instruments, according to China’s trademark platform Tianyancha. “Far ahead” became a trending term on the Chinese internet after the surprise early release of Huawei’s Mate 60 series of smartphones in August, which came with advanced chipsets despite the Chinese tech company being a major target of US sanctions. The trademark is currently pending review. 

Why it matters: Having seen its tech capabilities limited by US chip sanctions, Huawei has ridden a wave of nationalist approval in China following the release of its Mate 60 line, which came equipped with a better chip and higher processor power than many industry observers had thought possible. 

Details: Yu Chengdong, CEO of Consumer Business at Huawei, has repeatedly used the phrase “far ahead” to describe the tech gap between Huawei and its competitors during product launches. Huawei fans often use the phrase as a rallying call on social media. Huawei’s detractors have also utilized this term to satirize the company’s advertising and messaging.

  • Huawei’s use of the term “far ahead” first came at the launch event of its Mate 40 smartphone in 2020, according to local media outlet ThePaper. During a presentation of the Mate 40’s features, Yu used the phrase 14 times. Last year, Yu again used “far ahead” to describe the advanced satellite messaging function of the Huawei Mate 50 series, further boosting the popularity of the phrase in China.
  • In August 2023, Huawei launched the Mate 60 Pro series, featuring the self-developed Kirin 9000s chip, manufactured in China by Semiconductor Manufacturing International Corp (SMIC). Related short videos with the tag “Far Ahead” went viral on the Chinese internet. For instance, videos on Douyin (the Chinese version of TikTok) with this tag have gained 960 million views.
  • Huawei reportedly plans to ship between 60 to 70 million smartphones in 2024. Sources have told local media outlets that Huawei has placed sufficient orders from its supply chain to guarantee the fulfillment of this shipment goal for the year 2024.
  • On Oct. 27, Huawei released details of its sales performance for the first three quarters of 2023. During this period, the firm achieved sales revenues of RMB 456.6 billion ($62.39 billion), representing a year-on-year increase of 2.4%, with a net profit margin of 16%. Huawei stated that these results were in line with expectations, though the company did not disclose specific figures for its various business streams during the period.

Context: Thanks to the newly launched Mate 60 series, Huawei’s domestic shipments in the third quarter increased by 37% compared to the same period last year, according to market research firm Counterpoint. Huawei’s share of China’s smartphone market has risen to 14%, making it the fifth largest company in the sector. 

  • On Monday, Huawei announced that downloads of its HarmonyOS 4, which was unveiled in August, had topped 100 million. One of the key updates in HarmonyOS 4 is the ability to customize the home screen, allowing users to change system fonts, colors, clock styles, and widgets according to their preferences.
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Xiaomi 14 series debuts firm’s own HyperOS and first phones with Snapdragon 8 Gen 3 processors https://technode.com/2023/10/27/xiaomi-14-series-debuts-firms-own-hyperos-and-first-phones-with-snapdragon-8-gen-3-processors/ Fri, 27 Oct 2023 10:04:39 +0000 https://technode.com/?p=182885 a photo taken by Xiaomi 14 ProXiaomi Group on Thursday unveiled its new operating system, the Xiaomi HyperOS, and its new flagship smartphone Xiaomi 14 series. CEO Lei Jun said the company’s strategy had moved beyond “smartphone connections to AIoT (Artificial Intelligence of Things)”, and now entailed having the “phone, home, and vehicle all within an ecosystem.” Why it matters: The […]]]> a photo taken by Xiaomi 14 Pro

Xiaomi Group on Thursday unveiled its new operating system, the Xiaomi HyperOS, and its new flagship smartphone Xiaomi 14 series. CEO Lei Jun said the company’s strategy had moved beyond “smartphone connections to AIoT (Artificial Intelligence of Things)”, and now entailed having the “phone, home, and vehicle all within an ecosystem.”

Why it matters: The Xiaomi 14 smartphone series showcases the Xiaomi HyperOS, an Android operating system that uses Xiaomi’s self-developed Vela system that enables the phone to connect with other AIoT devices. The lineup is touted by Xiaomi as the first flagship smartphone driven by Qualcomm’s latest processor Snapdragon 8 Gen 3, unveiled on Wednesday.

Details: In the next two years, Xiaomi HyperOS will replace its MIUI operating system across every Xiaomi smart device, as the company seeks to build a comprehensive ecosystem.

  • Xiaomi plans to invest RMB 100 billion ($13.66 billion) in research and development (R&D) over the next five years, Lei Jun revealed at the launch event. Xiaomi also revealed that in 2022 it had invested RMB 16.2 billion ($2.21 billion), or 0.53% of its national R&D expenditure. 
  • Xiaomi HyperOS is a cross-platform operating system that has been in development for seven years, involving 5,000 engineers, according to the company. Aiming to create a “people-vehicle-home” interactive ecosystem, Xiaomi has integrated its self-developed Vela system with a modified Linux system.
  • The Xiaomi 14 series comprises the Xiaomi 14 and Xiaomi 14 Pro, both carrying the latest Qualcomm Snapdragon 8 Gen 3 chipset, as well as Xiaomi’s own Loop LiquidCool technology for heat dissipation. Both models feature Leica Summilux optical rear lenses.
  • The latest Snapdragon 8 Gen 3, built using TSMC’s cutting-edge 4nm processor, is designed for AI applications and gaming, and comes with enhanced audio and camera features. The Gen 3 offers a notable improvement on its predecessor, being 30% faster and 20% more energy-efficient. Additionally, the chipset supports LPDDR5x memory at speeds up to 4,800 MHz and can accommodate up to 24 GB of RAM.
  • Xiaomi has opted for a smaller sensor for the 14 Pro, introducing the Light Hunter 900 coupled with a custom Leica Summilux lens. Despite being approximately 44% smaller than last year’s 13 Pro 1-inch sensor, the new setup is up to 80% brighter, according to Xiaomi.
  • Depending on storage requirements, a new Xiaomi 14 will cost from RMB 3,999 ($546) to RMB 4,999 ($683), with the pro version costing between RMB 4,999 ($683) and RMB 5,999 ($820).

Context: At the launch event, Lei also mentioned Xiaomi’s commitment to environmental protection and social responsibility, reiterating a pledge made in August to achieve carbon neutrality and to switch to 100% renewable energy by 2040. 

  • According to intelligence firm Counterpoint, Xiaomi ranked fifth place in the Chinese phone market in the second quarter of 2023 with a 14% market share.
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Bilibili aims to double its daily active users as time for profit promise looms: report https://technode.com/2023/10/11/bilibili-aims-to-double-its-daily-active-users-as-time-for-profit-promise-looms-report/ Wed, 11 Oct 2023 10:57:48 +0000 https://technode.com/?p=182554 Chinese video streaming platform Bilibili has proposed the goal of doubling its current daily active users (DAU), according to local media outlet LatePost. The target was discussed during a mid-year internal meeting, although the company did not specify a clear timeframe for its achievement. Why it matters: User growth is crucial for content-based Bilibili as […]]]>

Chinese video streaming platform Bilibili has proposed the goal of doubling its current daily active users (DAU), according to local media outlet LatePost. The target was discussed during a mid-year internal meeting, although the company did not specify a clear timeframe for its achievement.

Why it matters: User growth is crucial for content-based Bilibili as an increase in this figure could boost the firm’s advertising revenue and push to create new content, with the company aiming to achieve profitability by 2024.

  • In the second quarter, Bilibili’s average DAU reached 96.5 million, marking a 15% year-on-year growth and an increase of 2.8 million compared to the previous quarter. However, its MAU has declined for two consecutive quarters. Despite this challenge, the company successfully reduced its losses by 51% year-on-year during this period, bringing them down to RMB 964 million.

Details: Increasing the supply of high-quality content, and expanding the scenarios available for Bilibili users are the platform’s core strategies for doubling its DAUs, LatePost reported.

  • The first strategy aligns with a recent remark made by the company’s chief operating officer Li Ni, during the ANIME MADE BY BILIBILI 2023-2024 event. She emphasized that Bilibili’s investment in original content will “not decrease but only increase” over the next three years.
  • Before directing investors to focus on the DAU to MAU ratio in 2022, CEO Chen Rui expressed his confidence during the earnings call over the Q4 2020 financial report that Bilibili could achieve 400 million monthly active users by the end of 2023. The figure exceeded 300 million in the second quarter of the previous year, and reached 324 million in the second quarter of this year.

Context: Bilibili, a long-form video platform primarily favored by Gen Z users, currently offers a wide range of content genres, including anime, TV shows, variety shows, documentaries, and live streaming. Notably, in response to the growing impact of short video platforms, Bilibili has bet big on shorter vertical videos over the past year, aiming to attract new audiences.

  • Story Mode, the short video format on the platform, coupled with Bilibili’s pursuit of profitability has led to reduced incentives for content creators who regularly produce long videos with substantial influence on the platform. Several creators publicly announced this April that they would temporarily suspend content updates.
  • The Chinese animated series Yao-Chinese Folktales, a collaboration between Bilibili and the Shanghai Animation Film Studio, went live on Jan.1 this year and has already accumulated over 290 million views on Bilibili. The company has announced the commencement of production for the second season of the animation.
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E-sports makes debut at the Asian Games 2023 in Hangzhou, China https://technode.com/2023/09/21/e-sports-makes-debut-at-the-asian-games-2023-in-hangzhou-china/ Thu, 21 Sep 2023 09:27:59 +0000 https://technode.com/?p=182273 The 19th Asian Games have introduced Esports as a medal event.The Asian Games 2023 will take place in Hangzhou, China, from September 23 to October 8. Esports (online gaming), included as an official event of the Asian Games for the first time, will offer seven gold medals across seven gaming titles.  Why it matters: The 19th Asian Games have introduced Esports as a medal event, […]]]> The 19th Asian Games have introduced Esports as a medal event.

The Asian Games 2023 will take place in Hangzhou, China, from September 23 to October 8. Esports (online gaming), included as an official event of the Asian Games for the first time, will offer seven gold medals across seven gaming titles. 

Why it matters: The 19th Asian Games have introduced Esports as a medal event, giving global recognition to this emerging form of sport alongside more familiar physical activities. In recent years, Esports has gained significant popularity worldwide, demanding a comparable level of  skill, strategy, and dedication to traditional sports.

Details: Over 15 days of competition, the Hangzhou Asian Games will award a total of 481 gold medals, including seven gold medals for Esports. 

  • A total of 45 countries have registered for the Asian Games 2023, with 31 countries and regions participating in Esports, according to Tencent Games. Over 500 Esport athletes will compete for gold medals at the Hangzhou Esports Center. Completed in 2022, the Hangzhou Esports Center covers an area of 80,000 square meters, and can accommodate up to 5,000 spectators. It was designed specifically for the Asian Games Esports events and resembles a sci-fi spaceship when viewed from above.
  • The Esports lineup comprises: League of Legends, DOTA 2, Honor of Kings (also known as Arena of Valor), PUBG, FIFA Online 4, Street Fighter V, and Dream Three Kingdoms 2. Of these, two gaming titles were developed by Chinese game developers. Honor of Kings was developed by Timi Studio Group (a subsidiary of Tencent Games), while Dream Three Kingdoms 2 was published by Hangzhou Electronic Soul Network Technology.
  • League of Legends, DOTA 2, and Honor of Kings belong to the multiplayer online battle arena (MOBA) game genre. They involve two teams competing against each other to destroy an enemy base while defending their own base. MOBA games combine elements of strategy, teamwork, and individual skill, offering a wide range of heroes, each with unique abilities.
  • PUBG, which stands for Player Unknown’s Battlegrounds, is an online multiplayer battle royale game. Players are dropped onto a remote island along with 99 other players, where they must scavenge for weapons, armor, and supplies while eliminating other players. The ultimate goal is to be the last player or team standing. The game features a shrinking play zone that forces players into closer and more intense encounters as play progresses.
  • FIFA Online 4 is a free-to-play online football simulation game, belonging to the popular FIFA series. Players can create and manage their own virtual football teams, compete against other players in online matches, and participate in various game modes, including league play, tournaments, and more. The game includes a wide range of real-life football players, teams, and leagues from around the world.
  • Street Fighter V features a roster of diverse characters, each with their own unique fighting styles and special moves. Players engage in one-on-one battles, utilizing a combination of punches, kicks, and special abilities to defeat their opponents. Success hinges on precise timing, strategy, and the execution of combo moves to outmaneuver opponents.
  • Dream Three Kingdoms 2 is a strategy game set in ancient China. It challenges players to navigate the intricacies of diplomacy, warfare, and resource management to build their kingdoms and defeat their rivals.

Context: Originally scheduled to take place in 2022, the 19th Asian Games were delayed until this month due to COVID-19 travel restrictions.

  • Vivo’s sub-brand iQOO has been chosen as the official Esports gaming phone provider, which means that all contests at the international event will use their flagship smartphones.
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11 Chinese tech companies granted permission to fully release ChatGPT-like tools https://technode.com/2023/08/31/11-chinese-tech-companies-granted-permission-to-fully-release-chatgpt-like-tools/ Thu, 31 Aug 2023 09:57:29 +0000 https://technode.com/?p=181630 Baidu's booth at World Artificial Intelligence Conference 2023.Chinese search giant Baidu launched its ChatGPT-like service ERNIE Bot for public use on Thursday, as one of the first batches of companies given permission to allow regular access to generative AI bots, having filed details of its algorithms with the government. The move signals a softening of Beijing’s regulatory stance towards artificial intelligence. Why […]]]> Baidu's booth at World Artificial Intelligence Conference 2023.

Chinese search giant Baidu launched its ChatGPT-like service ERNIE Bot for public use on Thursday, as one of the first batches of companies given permission to allow regular access to generative AI bots, having filed details of its algorithms with the government. The move signals a softening of Beijing’s regulatory stance towards artificial intelligence.

Why it matters: The approval comes two weeks after China’s new AI rules took effect, paving the way for an initial eight companies to cater their generative AI services to over 1 billion Chinese internet users.

  • For China’s dozens of homegrown AI large language models, being among the first to launch could potentially bring early player advantages, given the relatively small distinctions between each consumer-facing service.

Details: The first tranche of approvals has been granted to tech companies and research institutes headquartered in Beijing or Shanghai, from Baidu, ByteDance, and SenseTime to the state-backed Chinese Academy of Sciences and Shanghai Artificial Intelligence Laboratory.

  • Local media outlet Beijing News reported on Thursday that, in addition to the first eight entities given approval, Shenzhen-based tech giants Huawei and Tencent, as well as Hefei-founded iFlytek, are readying to unveil their artificial intelligence bots to the general public.
  • Alibaba, located in Hangzhou, is not listed on the approved entities, but a source from the company’s cloud unit revealed that its chatbot service, known as Tongyi Qianwen, has completed its filing process and is ready for rollout, according to tech outlet China Star Market.
  • Baidu’s ERNIE Bot topped the free app download chart of Apple’s App Store 12 hours after its public availability announcement. The company is gearing up to introduce an array of fresh AI-native apps.

Context: China implemented detailed regulations for generative AI services on Aug. 15, making it clear that government approval of algorithms is a threshold that tech companies must cross before offering AI products to the public, as a way to better control content.

  • In an earnings call last week, Baidu CEO Robin Li noted that the government “has increasingly recognized” ERNIE and ERNIE Bot, believing that this endorsement stands the company in good stead for a large-scale release.
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NetEase announces steady Q2 results, anticipates major gaming growth in next quarter https://technode.com/2023/08/25/netease-announces-steady-q2-results-anticipates-major-gaming-growth-in-next-quarter/ Fri, 25 Aug 2023 11:04:55 +0000 https://technode.com/?p=181450 In July, NetEase's Justice secured third place in the global mobile game market by revenue with a figure of $113 million.On Thursday, NetEase announced in its unaudited financial results for the second quarter that it had generated RMB 24 billion ($3.3 billion) in revenue, a 3.7% increase on the same period in 2022. Net revenue from games and related value-added services amounted to RMB 18.8 billion ($2.6 billion), representing a 3.6% year-on-year increase.  Games accounted […]]]> In July, NetEase's Justice secured third place in the global mobile game market by revenue with a figure of $113 million.

On Thursday, NetEase announced in its unaudited financial results for the second quarter that it had generated RMB 24 billion ($3.3 billion) in revenue, a 3.7% increase on the same period in 2022. Net revenue from games and related value-added services amounted to RMB 18.8 billion ($2.6 billion), representing a 3.6% year-on-year increase.  Games accounted for 78.3% of the company’s total revenue.

Why it matters: In the second quarter, NetEase’s games, including flagship titles Fantasy Westward Journey series and Eggy Party, performed steadily. NetEase’s two new hits Justice and Racing Master were only launched in late June so their contributions to the company’s gaming revenue will show in the next quarter. With the revenue from the new titles, NetEase Games’ third quarter performance is expected to accelerate. 

Details: According to the financial reports, NetEase’s net revenue from mobile games accounted for approximately 73.6% of its online games income in the second quarter. 

  • Eggy Party continues to explore the combination of UGC (User Generated Content) ecology and AI technology. Game makers recently updated the UGC map editing function using AI, drawing in 26 million players to participate in creating new gaming maps, according to NetEase’s WeChat account. Declaring that Eggy Party was China’s most downloaded mobile game in Q2, as reported by local media outlet GameLook, NetEase now hopes to  promote it in the European, North American, and Japanese markets this year.
  • Released on June 30, open-world martial arts game Justice gained around 40 million domestic players in July. The game employs AI generated avatars and dialogues. Young players have flocked to the game, generating huge amounts of UGC content on social media. On micro-blogging platform Weibo’s discussion forum, Justice ranked fourth in terms of popularity for mobile games at time of writing, with 544,000 posts from players.
  • Racing Master topped the iOS download list in China for 10 days following its domestic debut on June 20. According to the game’s Weibo account, its pre-registered players exceeded 30 million on June 17. The company is expected to start overseas testing soon.
  • NetEase took the opportunity of unveiling its latest results to announce a brand new free-to-play open-world RPG title Project Mugen, for which pre-registration opened for players globally on Thursday.
  • A trailer for the action-adventure game highlighted its anime stylings and a high-quality open cityscape supported by Nvidia DLSS 3 technology, according to GameLook. Project Mugen reportedly marks the first domestic GTA (Grand Theft Auto) game using AI technology that combines racing, parkour, role-playing, and combat in the open-world of an urban city. The industry is viewing it as an upcoming competitor to HoYoverse’s Genshin Impact in revenue terms.

Context: In July, NetEase’s Justice secured third place in the global mobile game market by revenue with a figure of $113 million, according to analytics firm SensorTower

  • As for July’s iOS mobile game revenue charts in China, NetEase’s Justice, Racing Master, and Eggy Party ranked second, ninth, and eleventh respectively.
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Nuverse’s Crystal of Atlan becomes ByteDance’s first mobile gaming hit https://technode.com/2023/08/16/nuverses-crystal-of-atlan-becomes-bytedances-first-mobile-gaming-hit/ Wed, 16 Aug 2023 10:03:05 +0000 https://technode.com/?p=181120 Crystal of Atlan (CoA), the new action role-playing game developed by ByteDance’s video game company Nuverse, was the eighth best-selling mobile game on iOS in China in July, according to local media outlet GameLook, despite only launching on July 14.  Why it matters: The new game has the potential to be a breakout hit for […]]]>

Crystal of Atlan (CoA), the new action role-playing game developed by ByteDance’s video game company Nuverse, was the eighth best-selling mobile game on iOS in China in July, according to local media outlet GameLook, despite only launching on July 14. 

Why it matters: The new game has the potential to be a breakout hit for ByteDance, which has been aiming to develop its own successful mobile title in the wake of HoYoverse’s global success with Genshin Impact. In the second half of July, Crystal of Atlan’s revenue only ranked behind Tencent’s Honor of Kings, NetEase’s Justice Online, and Tencent’s PUBG Mobile, GameLook reported. Fueled by the success of the new game, Nuverse’s July revenue saw a remarkable 109% month-on-month increase.

Details: Based on data from Sensor Tower, CoA’s iOS revenue surpassed RMB 210 million ($29 million) in July. GameLook predicted that the revenue across all platforms amounted to RMB 600 million ($83 million) for the same month.

  • Crystal of Atlan is an action role-playing DNF (Dungeon ’n’ Fighter) game that uses 3D graphics and open-world scenarios. Its anime style resembles Genshin Impact and Honkai: Star Rail, both of which were launched by HoYoverse.
  • In May, according to CoA’s official Weibo account, the number of pre-registered players reached 8 million.
  • ByteDance is actively promoting the game on its short-video platform Douyin (the Chinese version of TikTok), using internal advertising resources to enhance the game’s visibility. A large number of gaming KOLs introduced the gameplay via videos and broadcasts on Douyin to attract domestic players. 
  • As of August 8, the hashtags #CoA and #CrystalofAtlant have collectively reached more than 3.5 billion views on Douyin, according to a report by 36Kr. Additionally, ByteDance also recruited KOLs on Chinese broadcast platforms Huya and Betta, to increase publicity for the game. Given the outlay on marketing, some analysts have suggested that maintaining the title’s high profile may prove a challenge in the months ahead.

Context: ByteDance established Nuverse in 2019, announcing its entry into the gaming sector. In 2021, ByteDance acquired game studio Moonton and C4games for RMB 10 billion and equity worth RMB 15 billion, according to 36Kr.

  • On July 13, Moonton launched the fantasy role-playing card game Watcher of Realms in the global market. The revenue of this game reached approximately RMB 70 million ($9.6 million) in the first month, according to GameLook.
  • In 2023, NetEase’s Justice Online and HoYoverse’s Honkai: Star Rail are the two most prominent new titles in China’s mobile game market.
  • In July, Justice Online, the martial arts role-playing game launched by NetEase on June 30, ranked seventh with a revenue of $63.3 million.
  • In May, Hoyoverse’s new hit game Honkai: Star Rail earned approximately RMB 1.2 billion ($168 million) in the first month since its global launch on April 26.
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Douyin establishes entertainment-oriented unit aimed at diversifying revenue growth https://technode.com/2023/08/15/douyin-establishes-entertainment-oriented-unit-aimed-at-diversifying-revenue-growth/ Tue, 15 Aug 2023 10:29:16 +0000 https://technode.com/?p=181080 Douyin, TikTok’s Chinese counterpart, has established a new department dedicated to entertainment ventures, according to a Monday report by 36Kr citing multiple sources. The move aims to centralize the management of activities ranging from live-streaming programs and variety shows to dramas and music. Why it matters: Douyin’s emphasis on cultural and entertainment content not only […]]]>

Douyin, TikTok’s Chinese counterpart, has established a new department dedicated to entertainment ventures, according to a Monday report by 36Kr citing multiple sources. The move aims to centralize the management of activities ranging from live-streaming programs and variety shows to dramas and music.

Why it matters: Douyin’s emphasis on cultural and entertainment content not only enriches its product ecosystem but, more importantly, helps the platform to further diversify its revenue streams.

Details: Chen Duye, head of the recently established division and previously in charge of Ocean Engine, ByteDance’s marketing platform for business promotions across its various apps, will directly report to Han Shangyou, who now holds a prominent position within Douyin.

  • Live broadcasts, particularly sports events and concerts, will take priority within the newly-established department, according to 36Kr, due to Douyin getting a taste for broadcasting major events over the past year.
  • Official data reveals that 10.6 billion cumulative viewers tuned in to watch the 2022 Qatar World Cup on Douyin. The leading short video platform reportedly spent over RMB 1 billion to secure broadcasting rights.
  • Amid COVID-19 restrictions impacting offline entertainment, Chinese-operated short video platforms recognized online events as a source of growth. Douyin, along with competitors Kuaishou and WeChat Channel, organized various concerts and live events featuring renowned musical artists, which has proven effective in drawing user engagement.
  • Variety shows, traditionally confined to television or long-form video platforms, have often been constrained by funding limitations during their pre-project phases in China. Nonetheless, the report highlights Douyin’s current efforts to create more original reality TV and variety shows, subsequently monetizing on an uptick in popularity. This involves various approaches, including live commerce activities on the platform and the introduction of content-charging within the platform.
  • Short-form dramas have also become a growing focal point for Douyin and its rival Kuaishou, as they strategically monetize their extensive user base. According to data revealed by Kuaishou, by the end of 2022, short dramas on the app attracted up to 260 million active viewers a day, with paid users for short dramas increasing by over 480% in the first quarter compared to a year earlier. While both companies did not provide specific figures, Douyin reported a 72% year-on-year revenue growth in the same sector in 2022.

Context: As of last December, the China Internet Network Information Center reported that over 70% of the Chinese population had accessed short videos, highlighting the significant reach of these platforms as mainstream entertainment channels across the country. The report also noted that individuals spent an average of 2.5 plus hours on the platforms every day.

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China proposes limiting kids’ mobile device screen time in new draft regulations on protecting minors online https://technode.com/2023/08/04/china-proposes-limiting-kids-mobile-device-screen-time-in-new-draft-regulations-on-protecting-minors-online/ Fri, 04 Aug 2023 08:59:12 +0000 https://technode.com/?p=180752 By default, mobile devices will limit usage to 40 minutes each day for those under 8 years of age in China.The Cyberspace Administration of China (CAC), the national internet regulator, on Wednesday issued new draft regulations aimed at preventing minors from becoming addicted to their phones. The rules seek to create a healthy online environment for minors by broadening the scope of supervision to include smart terminals and app stores. The draft is open for […]]]> By default, mobile devices will limit usage to 40 minutes each day for those under 8 years of age in China.

The Cyberspace Administration of China (CAC), the national internet regulator, on Wednesday issued new draft regulations aimed at preventing minors from becoming addicted to their phones. The rules seek to create a healthy online environment for minors by broadening the scope of supervision to include smart terminals and app stores. The draft is open for public comment until Sept. 2, 2023.

Why it matters: Safeguarding the online experience of minors is a key concern of authorities overseeing China’s entertainment and internet industries. In 2019 and 2021, CAC introduced laws that curbed the amount of time young people could spend playing video games. If approved, the new regulations would impact a range of industries, including gaming, streaming, hardware, and other internet-connected sectors, confronting companies with a wave of challenges as the government sets increasingly stringent rules for mobile terminals and internet content providers.

Details: The draft regulations require internet companies to create customized designs for minors on different mobile platforms, including mobile smart terminals, apps, and app stores. Content and functions will need to be tailored to different age groups.

  • The minor protection mode, initially focused on video, live broadcasts, and games, will soon be an essential built-in setting for mobile phones, smart watches, learning machines, and VR/AR wearable devices. When users set up their mobile devices for the first time, they will be prompted to activate a minor mode based on their ID information.
  • Internet content providers will be required to modify their offerings according to different under-18 age groups. The customized designs for minors will be divided into five age ranges: under 3 years old, 3 to 8 year-olds, 8 to 12 year-olds, 12 to 16 year-olds, and 16 to 18 year-olds.
  • Minor mode settings should be easy for parents to locate, the draft regulations state. Users will be able to access minor mode via a power-on reminder, desktop icon, and system setting. To exit minor mode, parents will need to verify their ID information by using their password, fingerprint, or facial recognition.
  • Mobile terminals are required to provide differentiated time management for minors of different age groups. By default, mobile devices will limit usage to 40 minutes each day for those under 8 years of age, and allow a maximum of two hours for those between 8 and 18 years of age. In minor mode, access to mobile devices will be restricted between 10 pm and 6 am. However, parents will be able to exempt their children from the restrictions if they prefer.

Context: In recent years, the Chinese authorities have implemented strict measures to limit minors’ game-playing time.

  • In 2019, CAC passed a law restricting minors to less than 1.5 hours of online gaming time on weekdays and three hours on weekends, with no game playing allowed between 10 pm and 8 am. Additionally, the amount minors could spend on virtual gaming items each month was limited, with maximum amounts ranging from RMB 200 to RMB 400 ($28 to $56), depending on age.
  • In 2021, CAC further limited minors to an hour of gameplay from 8 pm to 9 pm on Fridays, weekends, and public holidays.
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Tencent acquires Visual Arts to expand its global game market share https://technode.com/2023/07/28/tencent-acquires-visual-arts-to-expand-its-global-game-market-share/ Fri, 28 Jul 2023 09:58:34 +0000 https://technode.com/?p=180559 Visual Arts’ game Clannad was adapted into animations by Japanese studio Kyoto Animation.Chinese tech giant Tencent has acquired Japanese game developer Visual Arts (Kabushikigaisha Bijuaru Atsu), a specialist in galgame (female anime character-based games) and visual novels. The Osaka-based developer announced the news on Chinese social platform Weibo on Thursday.  Why it matters: With Tencent’s acquisition, Visual Arts has said it will be able to reach a […]]]> Visual Arts’ game Clannad was adapted into animations by Japanese studio Kyoto Animation.

Chinese tech giant Tencent has acquired Japanese game developer Visual Arts (Kabushikigaisha Bijuaru Atsu), a specialist in galgame (female anime character-based games) and visual novels. The Osaka-based developer announced the news on Chinese social platform Weibo on Thursday. 

Why it matters: With Tencent’s acquisition, Visual Arts has said it will be able to reach a wider audience and explore new growth opportunities. Tencent, meanwhile, will further its aim of becoming a global gaming powerhouse by acquiring another reputable developer after a series of such moves in recent weeks. 

Details: Visual Arts’ announcement on Thursday coincided with confirmation of the retirement of its founder Takahiro Baba, which was initially revealed last year. Baba has reportedly transferred his controlling stake to Tencent, with Genki Tenkumo announced as the new CEO. 

  • Founded in 1991, Visual Arts was at the forefront of the Japanese animation style galgame, a subgenre of dating games and visual novels focused on romance, typically marketed to heterosexual men. 
  • Visual Arts is the parent company of Key, which is known for creating acclaimed works such as Kanon, AIR, and Clannad.
  • Most Visual Arts games are characterized by a sentimental storyline. Kanon, AIR, and Clannad are all titles that were adapted into animations by Japanese studio Kyoto Animation, which has significant influence among ACG (anime, comics and games) groups.
  • Heaven Burns Red, the company’s 2022 turn-based role-playing game, once topped Japan’s iOS bestsellers list, according to Jiemian.
  • In the announcement of the Tencent deal, Takahiro Baba said the company was “in the best condition ever.” With the help of Tencent’s investment, Visual Arts hopes to create classics that spread across the world, he added.

Context: Tencent, China’s biggest gaming firm, has been expanding its international footprint in recent months, adding to its majority ownership of Riot Games with a series of major deals. 

  • On July 5, Tencent invested an unspecified amount in Lighthouse Games, which will support the UK game studio to build an as yet unnamed forthcoming title. Lighthouse Games is a recently-opened triple-A studio from Playground Games co-founder Gavin Raeburn.
  • Weeks later, on July 24, Tencent announced that it had become the majority shareholder in Techland, the Polish studio behind the popular game Dying Light. 
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Chinese travel booking site Ctrip unveils AI model offering tourism tips https://technode.com/2023/07/18/chinese-travel-booking-site-ctrip-unveils-ai-model-offering-tourism-tips/ Tue, 18 Jul 2023 10:07:44 +0000 https://technode.com/?p=180238 Ctrip's AI model will offer recommendations on destinations, hotels, and sightseeing, the firm said.]]>

China’s biggest travel agency Ctrip on Monday introduced a vertical AI large model designed for the tourism industry. The AI-driven model, called Xiecheng Wendao, allows users to ask Ctrip travel-related questions. The company’s chair James Liang said the model is in its early stages and still “requires a long process of iteration.”

Why it matters: Many companies are fine-tuning existing general large models with industry-specific data to cater to their specific needs. Ctrip, in this case, said its specialized model is built on an undisclosed general model, filtering 20 billion high-quality unstructured streams of tourism data along with its own structured real-time data and search algorithms.

Details: Ctrip’s AI model will offer recommendations on destinations, hotels, and sightseeing, the firm said at the Monday launch event, and also can offer real-time search results for flights and hotels.

  • The country’s biggest travel services provider did not reveal the specific number of parameters used to train Xiecheng Wendao, with Liang emphasizing that parameters are not as critical for a vertical model compared to other data integrations.
  • Ctrip said users often take up to 11 days to research and decide on travel plans on average, as pre-journey planning is often the most time-consuming and complex part of the process. Liang further claimed that this is an area where generative AI can significantly improve efficiency.
  • Although Chinese tech majors have been quick to release their own AI models and services, the country is yet to have a local AI tool as widely popular as OpenAI’s ChatGPT has been outside of China. Baidu, the local search giant, is still restricting its ERNIE Bot service to internal testing after releasing it four months ago. Ctrip’s AI model is also in a testing phase; users currently have to apply to use it.

Context: Chinese companies are increasingly turning to industry-specific models, in a variation on the race to create artificial intelligence chatbots similar to ChatGPT. It seems a safer path for domestic firms to utilize the rapidly-growing technology, especially in a country that has recently taken a major step to regulate generative AI content.

  • James Liang, also an economics professor at Peking University and a researcher of demography, expressed his concerns over China’s long-term innovativeness at the press conference, according to local media outlet Caixin. While he said innovative work and emotional work cannot yet be replaced by AI, low fertility rates are hurting China’s future innovation potential.
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NetEase’s new martial arts game Justice tops charts in China, draws comparisons to Genshin Impact https://technode.com/2023/07/10/neteases-new-martial-arts-game-justice-tops-charts-in-china-draws-comparisons-to-genshin-impact/ Mon, 10 Jul 2023 09:59:03 +0000 https://technode.com/?p=179911 NetEase’s new mobile martial arts game Justice has rapidly gained popularity after launching in China on June 30.NetEase’s new mobile martial arts game Justice has become a hit in China, with some seeing it as the firm's answer to Genshin Impact.]]> NetEase’s new mobile martial arts game Justice has rapidly gained popularity after launching in China on June 30.

NetEase’s new mobile martial arts game Justice has rapidly gained popularity after launching in China on June 30. The role-playing game has consistently ranked in the top three of the App Store’s free download game list and best-selling game list since its release.

Why it matters: Justice is being tipped as NetEase’s answer to Tencent’s Honor of Kings and HoYoverse’s Genshin Impact. The Chinese gaming giant also used AI to generate in-game dialogue and interactions with non-player characters (NPCs). 

  • NetEase’s flagship game in 2023, Justice achieved 40 million pre-registrations before its launch, according to its official account on social media platform Weibo. A flood of about one million online players crashed the game’s servers temporarily on the first day of its launch. On July 7, it topped the best-selling iOS game charts. 

Details: Set in China’s Song dynasty, Justice’s mobile version integrates diversified elements of imperial Song culture, including martial arts, mythical creatures, and traditional architecture. NetEase has said it will update the game regularly for at least the next ten years in a bid to build an adventurous martial arts fantasy world and serve millions of mobile players.

  • Players can customize their characters’ avatar through AI-powered settings, choosing various facial features, graphics, and literal descriptions. For instance, when players upload a portrait of themselves or input the requirements of ideal facial features, the system will generate a unique character in seconds.
  • Set in an expansive open world, players can choose from a range of game modes, such as instance dungeon, battles, puzzles, relationships, card collection, architecture building, farming, and map exploration.
  • Currently only available in China, Justice’s other significant feature is the use of AI to generate in-game dialogue and enable unique reactions from NPCs. Every action taken by players may have an impact on the game plot, the open world’s order, and NPCs’ behavior, NetEase has said.
  • Justice’s advertising budget amounted to RMB 46.2 million solely on June 20, a source from the game project has revealed. The general advertising fee of RMB 170 million ($23.49 million) on all platforms includes RMB 23 million ($3.17 million) on Douyin (the Chinese version of TikTok) and RMB 20 million ($2.76 million) on Weibo.
  • According to market analysis platform DataEye, the iOS version of Justice reached an estimated RMB 25.85 million ($3.57 million) in revenue on the first day of its launch.

Context: NetEase’s net revenues from games and related value-added services were RMB 74.56 billion ($10.8 billion) for the fiscal year 2022, with mobile games accounting for approximately 67% of net revenues from the operation of online games.

  • On May 20, NetEase unveiled 11 new games and updated 35 existing titles at its annual product launch event. In addition to Justice, the company also plans to launch another wuxia (martial arts fantasy) game called She Diao in the second half of this year.
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Asus releases its first handheld gaming console ROG Ally in China https://technode.com/2023/06/14/asus-releases-its-first-handheld-gaming-console-rog-ally-in-china/ Wed, 14 Jun 2023 10:06:38 +0000 https://technode.com/?p=179169 Asus launched its first handheld gaming console ROG Ally.Asus subsidiary ROG (Republic Of Gamers) has launched its first handheld gaming console the Asus ROG Ally in China.]]> Asus launched its first handheld gaming console ROG Ally.

Asus subsidiary ROG (Republic Of Gamers) launched its first handheld gaming console called the Asus ROG Ally at a summer product launch event on Monday. Equipped with a customized AMD Ryzen Z1 Extreme processor, the company claimed  its new product’s performance was on a par with the PS5 game console. 

The handheld device runs on a Windows 11 system, supporting game platforms Steam, Epic Games, Xbox, and GOG among others. Gamers can also explore Android mobile games through the software Tencent mobile game simulator. Asus initially unveiled a global version of the ROG Ally on May 11, priced at $699; the device will sell at a comparable price point in China.

Why it matters: The Asus ROG Ally is one of the most widely anticipated handheld gaming consoles to launch this year, with the company positioning the device as a rival to the Steam Deck and Nintendo Switch. Asus has been a major player in the PC space for years and will hope to boost the reputation of its new venture by making a positive impact in the world’s biggest gaming market.

Details: With multiple functions, the ROG Ally is essentially akin to a portable Windows 11 PC rather than a handheld gaming console. Players can play games, browse the internet, download files, and run programs. 

  • Built on a cutting-edge 4nm processor, the customized AMD Ryzen Z1 Extreme processor features both Zen 4 architecture and RDNA 3 graphics. The Ally boosts high frame rates and strong image quality. 
  • The ROG Ally screen features a 7-inch LCD display with 1080p resolution, a 16:9 aspect ratio, 500 nits of peak brightness, and a 120Hz refresh rate. Asus claims a 7ms response time and 100% coverage of the sRGB color space.
  • The device weighs approximately 608 grams and is equipped with two fans, allowing better cooling at slower speeds to keep noise to a minimum.
  • The new console comes with dual Dolby Atmos speakers and AI Noise Cancellation, which processes both incoming and outgoing audio to filter errant background noises from voice chats.
  • The console comes with a 40Wh battery that Asus claims gives it up to two hours of life when playing heavy gaming titles. The ROG Ally comes with 16GB of LPDDR5 memory and 512GB of solid state storage, and can be upgraded with a microSD card. It is fully compatible with Steam, Xbox Game Pass, Epic, and GOG, among other platforms.

Context: Established in 1989, Asus is a Taiwan-based company known for personal computers and monitors. It founded ROG as a gaming brand n 2006. 

  • According to market analyst firm Canalys, as global PC shipments declined by 16% year-on-year to 285 million units in 2022, Asus ranked in the top five, albeit also declining on 2021 shipments by 4%. Asus occupied a 7.2% share of the global PC market in 2022, selling 20.61 million units.
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Xiaomi launches world’s first Disney-themed phone to celebrate Disney’s 100th anniversary https://technode.com/2023/06/09/xiaomi-launches-worlds-first-disney-themed-phone-to-celebrate-disneys-100th-anniversary/ Fri, 09 Jun 2023 10:07:38 +0000 https://technode.com/?p=178973 Xiaomi released a Disney-themed Civi 3 to celebrate Disney’s 100th Anniversary.Xiaomi has released a limited edition Civi 3 device to celebrate Disney’s 100th anniversary.]]> Xiaomi released a Disney-themed Civi 3 to celebrate Disney’s 100th Anniversary.

On Thursday, Xiaomi released a Disney-themed Civi 3 to celebrate Disney’s 100th anniversary. The limited-edition phone is based on Xiaomi’s mid-range Civi 3, which debuted in China on May 25. The limited edition model incorporates elements from Disney’s classic Mickey Mouse character into the design and features a Disney 100 logo on the back. 

Why it matters: As China faces a slowdown in consumer electronics consumption, phone makers are looking for new ways to encourage sales and brand exposure. 

Details: The limited edition phone marks the first collaborative product between Xiaomi and Disney. It is also the first time that a phone brand has cooperated with Disney on actual device design. Currently, Xiaomi’s Disney 100th anniversary series products are offered exclusively in China, with a global launch yet to be announced.

  • In addition to the device design and a Disney-themed phone case, the limited edition Civi 3 offers a built-in Mickey theme, including a charging animation, lock screen clocks, wallpaper, filter, and stickers. In terms of hardware, it sticks with the same specs as the ordinary Civi 3 model.
  • The limited edition Civi 3’s back panel houses a triple camera setup positioned at the top-left corner and is encircled by a Mickey Mouse design and the Disney 100 logo.
  • The device only comes in a 12GB + 512GB storage and is priced at RMB 2,899 ($407). The whole package includes the mobile phone, customized stickers, exclusive limited certificates, customized card pins, and Mickey-themed phone cases.
  • The phone is equipped with a MediaTek Dimensity 8200 Ultra chipset, a 4,500 mAh battery, 67W fast charging, and a 6.55-inch OLED curved screen with a 120Hz refresh rate. Additionally, the camera boasts a 50MP Sony IMX800 sensor with an f/1.77 aperture and optical image stabilization (OIS). 
  • In celebration of Disney’s 100th anniversary, Xiaomi also unveiled a range of Disney anime-style products, including Xiaomi true wireless noise cancellation headphones 3, a 10,000mAh charger, Xiaomi smart band 8, and a 20-inch travel case.

Context: On March 28, Redmi, a subsidiary owned by Xiaomi, launched the world’s first Harry Potter-themed smartphone. The Redmi Note 12 Turbo Harry Potter edition comes with customized Harry Potter design elements such as the lightning scar, golden snitch, and the iconic Hogwarts logo.

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Bilibili’s uncertain road to profitability: slowed growth, promising loss reductions https://technode.com/2023/06/09/bilibilis-uncertain-road-to-profitability-slowed-growth-promising-loss-reductions/ Fri, 09 Jun 2023 08:50:00 +0000 https://technode.com/?p=178945 BilibiliFive years after a Nasdaq IPO, Bilibili faces mounting pressure to reach profitability. Despite 315 million MAUs, the content site well-loved by China’s Gen Z and millennials has yet to find a way to sustain its growth. ]]> Bilibili

Five years after a Nasdaq IPO, Chinese video site Bilibili faces mounting pressure to reach profitability. Despite 315 million monthly active users, the user-generated content site well-loved by China’s Gen Z and millennials has yet to find a way to sustain its growth. 

On June 1, Bilibili reported its first quarterly earnings of 2023, showing continued flat growth in revenue but far reduced net losses. It made RMB 5.1 billion ($738.2 million) in revenue, representing 0.3% yearly growth and a 16.39% decrease from the last quarter. The company reported a net loss of RMB 629.6 million, narrowing 72% from the same period in 2022, and 58% less than the previous quarter’s RMB1.5 billion losses. 

Bilibili attributed narrowed losses to effective spending control, specifically a reduction of 8% in revenue-sharing, 16% in server and bandwidth, and 30% in sales and marketing compared to the same period in 2022. 

Despite continued improvements in cutting its losses, Bilibili is facing persistently slower revenue growth over the past several years. In 2022, Bilibili brought in RMB 21.9 billion (US$3.2 billion) in revenue, up 13% from the previous year. To compare, in 2020, revenue grew by 77% in a year, and in 2021, by 62%. 

Bilibili had RMB 19.56 billion left in cash at the end of 2022. Based on Bilibil’s current operating expenses, the cash will be enough to sustain it for another five to seven quarters, or until mid-to-late 2024, according to its earnings report. With a tighter investment sentiment and an increasingly competitive online content space, Bilibili needs to achieve profitability soon, or at least show investors that it is on the right path. 

Bilibili’s plan for commercialization

Compared to other mainstream long-video platforms in China, Bilibili has a competitive advantage: decent quality content generated by users. This makes its video content and style completely different from long-video competitors such as iQiyi, Mango TV, Tencent Video, and Youku, which focuses on professional content like TV dramas, variety shows, and movies. 

Bilibili understands its strength and sees the engagement of users within the community as the foundation of its business. It has taken strong measures to protect that community feeling, such as when founder Xu Yi promised users in 2014 that the platform would never do bumper ads on newly imported anime series

But as Bilibili faces a more competitive market and an urgency to make money, integrated marketing and performance-based ads have become greater focus areas. 

Bilibili plans to utilize its creators’ influence and the platform’s community atmosphere to expand customized and in-stream ads, according to the two most recent quarterly earnings calls. 

Li Ni, vice chairman and COO of Bilibili, said in the first quarter earnings call that in order to expand ad revenue, the platform selected six specific industries last year and developed precise advertising models tailored to each industry. These include gaming, online shopping, consumer electronics, fast-moving consumer goods, and automobiles.

Li emphasized Bilibili’s advantages in gaming and e-commerce in particular. For example, Bilibili integrated its internal units to convert more gaming-interested users to spend more on game-related items on the platform, after seeing that more than 40% of mobile users on Bilibili watched gaming content daily. Li said the platform also saw 110% yearly growth in ad revenue growth in the online shopping segment after sharing data and ads with Alibaba, Pinduoduo, and JD. 

Bilibili currently uses Huahuo, an advertising platform established in late 2020, to connect advertisers directly to its content creators. In the past, the platform relied more on highly customized and creative ads (such as known creators making customized scripts and video ads). It may now create more general ads for creators to embed in their videos, speeding up ad execution. 

E-commerce is another place Bilibili is seeing growth, viewed by the platform as “an opportunity for increased advertising and revenue streams for content creators,” according to its first-quarter earnings call. In the first quarter, the platform saw more than 10 million users watch shopping suggestions and other e-commerce-related content on Bilibili daily, surpassing expectations. 

Competing for Chinese users’ viewing time

Two factors have contributed to Bilibili’s revenue slowdown in the past years. The first is short-term: Covid-related hits on ads and e-commerce revenues. The second is more long-term and structural: Bilibili faces increased competition from other rising content platforms — short video platforms like Douyin (the Chinese version of TikTok), Kuaishou, social e-commerce platforms like Xiaohongshu, and others. 

In 2022, like many other businesses, Bilibili was hit by uncertain macroeconomics, as advertisers and consumers scaled back spending during Covid resurgences. The video site saw sharp quarterly declines of 34.42% and 13.33% in advertising in the first quarters of 2022 and 2023, and a recovery in the second to fourth quarters of 2022. As China’s economy continues to recover in the second half of 2023, the company is likely to overcome these setbacks. 

Yet Bilibili faces a more entrenched threat: the rise of short video platforms and social content platforms that increase competition in the content sector, making it harder for Bilibili to grow profits. 

Short video platforms like Douyin and Kuaishou are expanding much faster in the past five years, in terms of market size, than video platforms like Bilibili. 

China’s online video sector has a market size of RMB 600.9 billion ($92.5 billion) and a 32% annual growth rate in 2020, according to China Netcasting Services Association (CNSA). Short video platforms benefited from the widespread success of Douyin and Kuaishou, with astonishing annual growth rates of 179%, 731%, and 172% in 2017, 2018, and 2019. Although the growth rate of short videos has slowed down to 42% in 2021, it still far exceeds the average annual growth rate of around 20% for other long-form video platforms over the past five years. In 2020, short videos accounted for more than a third of the online video industry, exceeding the 20% market size of long-form videos.

Moreover, Xiaohongshu, a content platform known for product reviews and lifestyle blog posts targeting mobile users, is also expanding its own commercialization potential. The private company saw about 200 million monthly active users on its platform in 2022, according to Qian-gua data

As Bilibili faces increasing revenue pressures, the company is compelled to explore aggressive advertising strategies. The platform has already suffered public backlashes. In April, some creators complained that the site’s updated incentive system has reduced their income, with some experiencing a significant drop in income. To reach its own goal of becoming break-even in 2024, Bilibili needs to prove to advertisers and marketers it has value and competitive advantage over other content platforms while maintaining its healthy user and creator ecosystem. 

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TikTok reveals it has 8.5 million monthly active users in Australia https://technode.com/2023/06/08/tiktok-reveals-it-has-8-5-million-monthly-active-users-in-australia/ Thu, 08 Jun 2023 09:53:00 +0000 https://technode.com/?p=178918 The data suggests more than 30% of the Australian population is using TikTok.]]>

TikTok has announced that it has 8.5 million monthly active users in Australia, in the short video platform’s first disclosure of its user numbers in the country. The platform, owned by Beijing-based tech firm ByteDance, also said TikTok is being utilized by 350,000 businesses as a marketing tool to reach and engage new clients in Australia.

Why it matters: The figure suggests that more than 30% of the Australian population is using TikTok. Australia banned TikTok on government-issued devices in April.

Details: Australia joined more than 10 countries (including the US, the UK, Canada, New Zealand, France, Denmark, and India) in banning the use of the ByteDance-owned short video platform on government devices in April.

  • Australia’s Attorney-General’s Department said in April that TikTok poses “significant security and privacy risks to non-corporate Commonwealth entities” due to its extensive collection of user data.
  • Lee Hunter, TikTok’s Australia and New Zealand general manager, said the company was “extremely disappointed” by the government-level ban, attributing the decision to “politics” instead of facts.
  • TikTok set up an Australian branch office in mid-2020 when the video-sharing platform experienced massive user growth in overseas markets. 
  • TikTok announced it had 150 million monthly active users in the US three days before a congressional hearing in the country attended by TikTok CEO Shou Zi Chew on March 23, in an attempt to emphasize the platform’s wide reach across the US and counter a potential nationwide ban. 

Context: TikTok has long been questioned by Western countries on whether it shares users’ data with the Chinese government.

  • Over half of US states have announced bans on using TikTok on official devices. Montana authorities have announced their intention to begin blocking all residents from accessing the platform from January 2024. TikTok filed a lawsuit against the Montana government shortly after the bill passed in May.
  • TikTok is also under scrutiny in Vietnam. The country’s Ministry of Information and Communications stated on Monday that it is holding probes into allegations of illegal and irregular activities by TikTok, and is expected to make a public announcement in July upon completion of the official investigation.
  • The Vietnamese government frequently requests social media platforms such as YouTube, Facebook, and TikTok remove content it considers illegal, and regularly reports on the number of links or videos removed by each platform. In April, the information ministry said that TikTok may face a ban in the country if it fails to comply with instructions to remove content it deems to be in violation of its rules, according to local media outlet VnExpress.
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Genshin Impact launches its first international tournament Astra Carnival: The Prince Cup https://technode.com/2023/05/31/genshin-impact-launches-its-first-international-tournament-astra-carnival-the-prince-cup/ Wed, 31 May 2023 10:21:47 +0000 https://technode.com/?p=178696 HoYoverse announced its first ever international tournament for hit game Genshin Impact.On Monday, Chinese game developer HoYoverse announced its first ever international tournament for hit game Genshin Impact, with an event entitled Astra Carnival: The Prince Cup. The qualifying round for the tournament is already underway, with regional games being played over the next few months in Europe, North America, South America, Japan, South Korea, and […]]]> HoYoverse announced its first ever international tournament for hit game Genshin Impact.

On Monday, Chinese game developer HoYoverse announced its first ever international tournament for hit game Genshin Impact, with an event entitled Astra Carnival: The Prince Cup. The qualifying round for the tournament is already underway, with regional games being played over the next few months in Europe, North America, South America, Japan, South Korea, and Southeast Asia.

Why it matters: This is the first international tournament to be held by HoYoverse and marks the Chinese game developer’s first foray into e-sports. Genshin Impact has been hugely  popular since launching worldwide in September 2020.

Details: Astra Carnival: The Prince Cup will bring together players from across the globe to compete for a prize pool of $270,000. Three cross-regional invitational tournaments are scheduled to take place in June, August, and December.

  • The tournament will be based around Genius Invokation TCG, the card game mode of Genshin Impact. Genius Invokation TCG released its  game version 3.3 in December 2022 based on the Genshin Universe, using existing lore, quests, and characters. In the latest Genshin Impact 3.7 version update, released on May 24, over 60 new cards and two game modes have been added.
  • The trading card game uses turn-based battles. Players need to build a deck with a combination of three character cards and 30 action cards, and win by knocking down all the opponent’s character cards. 
  • The North America regional competition began on Monday. It will run until June 17, with 32 players battling it out in online qualification matches. The top eight will be invited to Los Angeles to participate in offline championship matches, with all travel expenses covered, according to HoYoverse’s announcement.
  • HoYoverse has said that the matches will be livestreamed on AstraCarnival’s social media channels, including on Twitter, Twitch, TikTok, and YouTube.

Context: In 2022, there were approximately 50 million players playing Genshin Impact on a monthly basis, according to ActivePlayer

  • By September 2022, two years after its launch, Genshin Impact had generated $3.7 billion in revenue across the App Store and Google Play, making it the third-highest revenue-generating mobile game worldwide, according to Sensor Tower.
  • China’s biggest gaming company Tencent Games has been involved in major tournaments for hit titles such as League of Legends for the past decade. In April, Tencent Games announced the 2023 Honor of Kings International Championship, featuring a prize pool of $10 million, the biggest prize pool ever for a mobile game event.
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NetEase bets big on new martial arts games inspired by Jin Yong and Woon Swee Oan https://technode.com/2023/05/22/netease-bets-big-on-new-martial-arts-games-inspired-by-jin-yong-and-woon-swee-oan/ Mon, 22 May 2023 09:58:15 +0000 https://technode.com/?p=178468 She Diao is a wuxia (martial arts adventure) game based on classic Chinese novels by renowned authors Jin Yong.NetEase Games has launched 11 new games, including two new wuxia titles — Justice and She Diao —based on works by Woon Swee Oan and Jin Yong.]]> She Diao is a wuxia (martial arts adventure) game based on classic Chinese novels by renowned authors Jin Yong.

NetEase Games unveiled 11 new games and updated 35 existing titles at its annual product launch event, held online on May 20. Particularly notable among them were two new wuxia (martial arts adventure) games — Justice and She Diao — based on classic novels by renowned authors Woon Swee Oan and Jin Yong.

Why it matters: In recent years, wuxia games have become a hugely popular genre in China. NetEase is also looking to bring some of its most successful games to international markets and to emulate the recent success of Eggy Party, which saw the highest number of daily active users in NetEase history in February. To increase its global appeal, the event was also streamed in English and Japanese via YouTube and Twitter.

Justice and She Diao: NetEase has invested RMB 800 million ($114 million) over the last four years into the development of Justice, an MMORPG (massively multiplayer online role-playing game) wuxia title. 

  • Set in a world of martial arts, magic, and ancient Chinese mythology, Justice sends players on a journey to uncover the truth behind a great conspiracy and fight their way through hordes of enemies. The game is based on the famous wuxia literature works of writer Woon Swee Oan (also known as Wen Rui’an). 
  • Justice is being billed as having the first intelligent NPC (non-player character) system in China’s gaming industry. Players can interact with AI-controlled NPCs as they explore the game’s world.
  • The game will be launched on June 30, with the number of pre-registration players already exceeding 30 million.
  • Another anticipated open-world wuxia game is She Diao, which is based on the famous martial arts novel The Legend of The Condor Heroes, written by Jin Yong. According to NetEase, the game uses classic characters and novel plots, and allows players to explore the landscape of the Song Dynasty with a suite of exclusive martial arts moves. A release date for She Diao has not yet been announced.
  • Other new game titles released in the event are real-time simulation racing game Racing Master, role-playing game Raid: Shadow Legends, open-world fantasy game Qi Feng Travelers, competitive survival shooter game Badlanders, basketball game Dunk City Dynasty, 2v4 competitive stealth game Mission Zero, multiplayer online role-playing game Lord of Dragon, geo-strategic simulation game Infinite Borders, and post-apocalyptic shooter game Ashfall.

Context: NetEase’s net revenues from games and related value-added services were RMB 74.6 billion ($10.8 billion) in 2022, compared with RMB 67.8 billion ($9.64 billion) the year before, representing a 10% yearly increase, according to its fourth-quarter financial report.

  • In March 2023, Eggy Party demonstrated huge potential by becoming the 18th highest-revenue mobile game globally despite still only being available in the China market.
  • Eggy Party is a casual game for mobile devices that involves competing against other players to reach the end of each stage while avoiding various obstacles. The game earned nearly $30 million in March, which helped NetEase become the second biggest Chinese mobile game publisher by revenue, according to Sensor Tower
  • Recently, NetEase announced the overseas launch of Eggy Party on April 21, starting in the Philippines, with more regions and platforms to follow this year.
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Tencent Games see 25% growth in overseas gaming sector in Q1 https://technode.com/2023/05/18/tencent-games-see-25-growth-in-overseas-gaming-sector-in-q1/ Thu, 18 May 2023 10:43:54 +0000 https://technode.com/?p=178399 Tencent Games surpassed analysts’ expectations with its first-quarter financial results.Chinese tech giant Tencent reported strong growth in gaming revenues in its first quarter earnings released on Wednesday. Overseas gaming revenue was up 25% year-on-year to RMB 13.2 billion ($1.88 billion), while gaming revenue in the Chinese market rose by 6% year-on-year to RMB 35.1 billion ($5 billion).  Overall, Tencent surpassed analysts’ expectations with its […]]]> Tencent Games surpassed analysts’ expectations with its first-quarter financial results.

Chinese tech giant Tencent reported strong growth in gaming revenues in its first quarter earnings released on Wednesday. Overseas gaming revenue was up 25% year-on-year to RMB 13.2 billion ($1.88 billion), while gaming revenue in the Chinese market rose by 6% year-on-year to RMB 35.1 billion ($5 billion). 

Overall, Tencent surpassed analysts’ expectations with its first-quarter financial results. Total revenue for the company amounted to RMB 150 billion ($21.8 billion), representing an increase of 11% year-on-year. Net profit came in at RMB 33.4 billion ($4.9 billion) on a non-IFRS basis, up 27% yearly. 

Why it matters: The gradual recovery of Tencent’s gaming business was a key factor in the tech major’s upbeat performance, with the unit reversing its trend of negative growth in the last three quarters. Tencent’s release of new games such as Triple Match 3D and updates to existing hit games has helped generate healthy revenues for its overseas gaming business.

Details: In the first quarter of 2023, Tencent’s revenue from games reached RMB 48.3 billion ($6.9 billion), up 11% up year-on-year. The company’s average daily gaming revenue exceeded RMB 500 million ($71 million) in the first quarter of 2023, according to the figures.

  • Tencent’s domestic gaming revenue during the period rose 6% year-on-year to RMB 35.1 billion ($5 billion), while its overseas gaming revenue rose 25% to RMB 13.2 billion ($1.8 billion). 
  • Revenue from domestic games came mostly from established titles such as Honor of Kings, Dungeon and Fighter, CrossFire Mobile, and Arena Breakout. In the first quarter of 2023, Honor of Kings released new paid-for skins based on Shan Hai Jing (a classic compilation of mythological Chinese geography and beasts) using targeted marketing, which the firm credited with helping Honor of Kings boost its income. In January 2023, Honor of Kings earned $250 million globally from Apple’s App Store and Google Play, ranking first in the global mobile game best-selling list, according to market intelligence firm Sensor Tower. Revenue from iOS downloads in China accounted for 94.1% of this total.
  • Fight of the Golden Spatula, Tencent’s self-developed mobile auto battler spin-off of the popular Teamfight Tactics released in 2021, was another highlight for the company, increasing its gross revenue by 30% year-on-year in the first quarter and topping 10 million average daily active users in April 2023.
  • Revenue from Tencent’s international games was mainly driven by the strong performance of Valorant and PUBG Mobile. The first-person tactical hero shooter game Valorant increased monthly active users with the release of a new map and a new agent during the first quarter. Tencent’s financial report stated that the title’s gross revenue increased by 30% year-on-year in the first quarter, helped by popular Japanese- and alien-themed weaponry.
  • PUBG Mobile ensured its growth in daily active users during the first quarter with new combat features and enhanced multi-player modes. Tencent introduced a map editing tool to facilitate user-generated content, increasing the game’s user engagement and time played.
  • The report also provided an update on Tencent’s protection program for underage players. Minors accounted for 0.4% of total time played and 0.7% of total gross earnings for domestic games during the first quarter, down by 96% and 90% respectively from the same period three years ago. The Chinese government introduced a set of regulations in August 2021 ordering gaming companies to ban underage users from playing on weekdays and allow them only an hour of play time between 8 p.m. and 9 p.m. on Fridays, weekends, and public holidays.

Context: At Tencent’s annual gaming conference Spark 2023 this week, the Chinese tech giant introduced updates on 15 previously announced titles and revealed 20 new projects. The previous titles included Honor of Kings, Arena Breakout, Moonlight Blade, and SYNCED. The conference also featured more renowned imported titles, namely Valorant, Lost Ark, and Alchemy Stars. The company was keen to emphasize the “social value” of its gaming arm at the event, as the industry continues to emerge from a lengthy period of regulatory scrutiny.

  • The National Press and Publication Administration (NPPA), China’s gaming regulator, announced 86 new licenses for domestic games on April 20 this year. Currently, 347 domestic games and 27 imported games have been issued with licenses so far in China in 2023, compared to 513 game licenses for the whole of 2022. The renewed issuance of licenses is seen as  a significant sign for the recovery of China’s gaming industry.
  • In the fourth quarter of 2022, Tencent’s domestic gaming revenue was RMB 27.9 billion ($3.9 billion), a decline of 6% year-on-year. Revenue from international games reached RMB 13.9 billion ($1.9 billion) during that period, representing an increase of 5% year-on-year.
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Microsoft spin-off Xiaoice launches AI clone program in China and Japan, seeks 300 testers https://technode.com/2023/05/17/microsoft-spinoff-xiaoice-launches-ai-clone-program-in-china-and-japan-seeks-300-testers/ Wed, 17 May 2023 10:48:22 +0000 https://technode.com/?p=178362 Xiaoice, an AI chatbot spin-off from Microsoft, is looking for 300 individuals to agree to be digitally cloned in a new AI trial.]]>

Xiaoice, an AI chatbot brand formerly operated by Microsoft, announced on Tuesday that it is looking for 300 individuals to agree to be digitally cloned as part of a new AI trial.

The process of creating AI clones, which embed the tester’s own personality, voice, and appearance, needs as little as three minutes of data collection, the company claims. Xiaoice has opened registration on WeChat and said it is looking for influencers, experts, and ordinary people. 

Why it matters: Li Di, CEO of Xiaoice and a former Microsoft executive, thinks AI-powered personal avatars can become a major consumer-facing business model for companies. 

Details: The program is open for Chinese and Japanese participants, with the first batch of clones set to be operational within a month. The company plans to expand the scale of GPT clones to 100,000 people by the end of the year if the initial 300 AI clones are controllable, according to Caixin.

  • Testers who sign up for the clone program are required to provide links to their social media accounts, such as Douyin, Kuaishou, Bilibili, Xiaohongshu, and Weibo.
  • The company’s GPT model was developed and completed half a year ago, according to Xiaoice’s announcement, ranking first in terms of downloads among open-source large-scale GPT models in Japan.
  • Using AI technology to create digital clones of real people carries ethical and legal implications. As yet undefined is which party will be held accountable should a clone say or engage in inappropriate or illegal activities. 

Context: AI technology has continued to generate new uses and applications in various sectors. Recently, Snapchat influencer Caryn Marjorie employed the GPT-4 API to develop her own AI clone. For $1 per minute, her fans can interact with the chatbot, Caryn AI, earning the influencer a reported $71,610 in revenue from a week of beta testing.

  • In China, users have trained AI on popular Mandarin singer Stefanie Sun’s voice and created AI cover versions of various hit songs, with many going viral on video site Bilibili. Though Sun has not publicly responded to the use of her AI-generated voice in these songs, users have expressed concern about the legality of the practice.
  • Microsoft span off its chatbot platform Xiaoice in 2020, having established it in 2014. The self-sustaining startup has since completed three rounds of financing, with the latest round in November securing RMB 1 billion from investors including Sequoia Capital.
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Spark 2023: Tencent emphasizes “social value” at annual gaming conference https://technode.com/2023/05/16/spark-2023-tencent-emphasizes-social-value-at-annual-gaming-conference/ Tue, 16 May 2023 10:51:17 +0000 https://technode.com/?p=178315 Tencent Games held its annual gaming conference Spark 2023 online.Tencent Games held its annual gaming conference Spark 2023 online this week, highlighting a slew of "social value" projects.]]> Tencent Games held its annual gaming conference Spark 2023 online.

On Monday, Tencent Games held its annual gaming conference Spark 2023 online, introducing dozens of new gaming-related titles and projects. The Chinese gaming giant also highlighted a slew of “social value” projects using gaming technology, in an attempt to show that the gaming industry can have a positive impact upon society as it emerges from a lengthy period of regulatory scrutiny in China. 

Why it matters: China’s gaming industry has faced heavy regulation since the summer of 2021 but saw signs of this easing earlier this year as licenses for new games continued to return to regular levels. Tencent Games, the leading company in China’s gaming sector, is eager to prove to the regulators that the industry can provide value to society, outside of just producing popular entertainment. 

Details: Tencent introduced a series of new projects using gaming technology for “social value,” including a flight simulator, a game-driven robot-learning project, a 3D online tour of the Great Wall, and games related to clinical research. The gaming unit also announced 26 updates on its more traditional gaming titles, including new games and new updates on hit titles such as Honor of Kings.  

  • Tencent will launch a full-motion flight simulator next month. The simulator is based on a gaming engine developed by Tencent Games’ CROS (Common R&D and Operation Systems) unit and was created jointly with Nanhang Xiangyi, a subsidiary of China Southern Airlines. Tencent said during the event that the simulator aims to create a more realistic and efficient training scenario for pilots.
  • A new robot-learning project initiated by Tencent Games’ START Team and Tencent Robotics X Lab was also announced. It uses AI to generate the actions and decision-making of the robots, combining gaming and robot development. Tencent claims that the training efficiency of a single robot is improved by 20 times after CPU optimization via the project.
  • Tencent’s online tour of the Great Wall combines photo-scanning modeling, game engine, and cloud gaming technologies. The project uses gaming technology to achieve fine-detailed rendering and immersive digital imagery usually seen only in AAA games rather than cultural heritage projects. The tour is accessible through a mini-program on WeChat and has received more than 40 million views since it was launched last June. The project won one of the 2022 Global Awards for World Heritage Education Innovative Cases awarded by the United Nations Educational, Scientific and Cultural Organization. The gaming giant also unveiled a similar project featuring detailed scans of the historic Buddhist artworks at the Unesco-protected site of the Mogao grottoes near Dunhuang.
  • Another “social value” project came with the showcasing of narrative puzzle game Pavlov: Brain’it On, which looks to harness clinical research to “help players exercise various cognitive capacities, such as attention, thinking speed, memory, inductive reasoning, and spatial imagination,” according to Tencent. The title was developed by the Chinese tech giant’s Social Value Exploration Center in collaboration with NExT Studios and the Tianqiao and Chrissy Chen Institute (TCCI).
  • The firm’s Social Value Exploration Center also worked on Room 301 NO.6, which aims to help the public better understand the world of Alzheimer’s patients. The narrative game “allows users to experience, feel, and understand the lived experience of patients with Alzheimer’s,” Tencent claims.
  • In terms of new out-and-out gaming titles, Valorant and Lost Ark attracted significant attention at the event. Valorant is a first-person tactical hero shooter game developed and published by Riot Games in 2019, but which will now be available in China for the first time after Tencent announced a distribution deal. Valorant hit a new record with an estimated total of more than 20 million active players throughout April 2023, according to Tracker Network. The China version will start beta testing in June.
  • Lost Ark is a 2019 MMO (massively multiplayer online) action role-playing game co-developed by Tripod Studio and Smilegate. Lost Ark will be launched for the Chinese market this summer, with unlimited pre-release reservations now open. In February, Lost Ark recorded more than 1.3 million concurrent players on Steam, according to Studio Loot. With this number, it overtook CS:GO to claim second place in the all-time concurrent peak charts, behind leader PUBG.

Context: The National Press and Publication Administration (NPPA), China’s gaming regulator, announced 86 new licenses for domestic games in April, the latest sign that the licensing freeze that spanned August 2021 to April 2022 has now thawed. But despite a return to relative normalcy, many gaming companies are still feeling the pressure of a tighter approval environment. 

  • Facing heavy regulation and stagnant growth at home, Tencent Games has been accelerating its expansion in overseas markets in recent months. In March, it brought its highest-grossing mobile game in China, Honor of Kings, to Brazil, where it quickly became the most downloaded mobile game in the country.
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Honkai: Star Rail review — Genshin Impact developer brings ‘gacha’ culture to new anime game https://technode.com/2023/05/08/honkai-star-rail-review-genshin-impact-developer-brings-gacha-culture-to-new-anime-title/ Mon, 08 May 2023 11:10:02 +0000 https://technode.com/?p=178079 HoYoverse's new game Honkai Star RailWith an intriguing sci-fi narrative, high-quality visuals and an addictive gameplay system, Honkai: Star Rail has done its makers proud, meeting the high standards set by Genshin Impact. ]]> HoYoverse's new game Honkai Star Rail

Following the global success of Genshin Impact, Chinese game developer HoYoverse published new title Honkai: Star Rail on April 26. The game is an anime-styled science-fiction gacha title. Players of gacha games, a reference to Japanese toy vending machines, use in-game currency to purchase virtual boxes that contain a randomized selection of characters, weapons, and other rewards. 

Honkai: Star Rail is available on PC, PlayStation 4 and 5, iOS, and Android devices. In this new title, HoYoverse blends open-world and turn-based mechanics to create a different type of anime game to its famous predecessor. At first glance, Genshin Impact players might find some familiarity due to style and user interface, but a deeper exploration of Honkai shows it offers a genuinely alternative experience. 

An unskippable storyline

Honkai: Star Rail is the fourth instalment of the Honkai series, drawing on characters from Honkai Impact 3rd and Tears of Themis, and gameplay elements from Genshin Impact. New players who are not familiar with the previous titles in the series might be a bit overwhelmed to start, with novices needing some time to digest wordings and worldview settings. But the game’s narrative becomes simpler after the prologue, as the story transitions into the stage of planetary adventures.

The game is set in a fantasy universe where humanity follows in the paths of godlike beings called “Aeons,” in an attempt to stop a pervasive corrupting force, the “Fragmentum.” In the game, players take on the role of “Trailblazers,” waking up without memory aboard a space station. You discover your body contains a destructive matter called “Stellaron” and join a band of adventurers, traveling between planets aboard the “Astral Express,” a space-train.

The game’s characters have distinct personalities and the main story is fast-paced. Humor is a key feature of HoYoverse’s game, with NPCs messaging you to lighten the mood while the main storyline unfolds. Some players may feel like the asides, seen in props and messages, waste time or aren’t especially funny, preferring pure combat. Others will enjoy chatting to NPCs to deepen the sense of immersion.

The game’s plot and script have room for improvement. Not being able to skip along in the plot and having to wait for a character’s action to finish before clicking on the next line of dialogue can be frustrating. Additionally, players can only obtain the first accessory character gifted by the system after several hours of story, by which time an impatient beginner may have abandoned the game due to perceived lack of progress. 

An array of gacha characters

Honkai: Star Rail currently offers 28 characters, categorized in the following seven elements: lightning, ice, fire, wind, imaginary, quantum, and physical. Thus, players have plenty of choice when it comes to building a team. 

Desired characters and weapons acquired through the gacha system are called Warps, and you need to spend specific types of in-game currency to get a Star Rail Pass. With this, players can unlock four or five star characters. In-game lolly accumulates the more you play, or you can choose to accelerate the process with fiat currency.

It’s possible to complete the entire game without spending a cent, but it’s hard to ignore the temptation of in-game purchases. It is especially difficult to resist the urge to buy Star Rail Passes if you’re obsessed with character collection or weapons upgrading.

The alternative is putting in long hours and putting up with a degree of drag in the story. 

Strategy over action

The major difference between Genshin Impact and Honkai: Star Rail is how combat works. Genshin Impact is a third-person real-time action game, whereas Honkai is a turn-based strategy game. Players build up and control a team of four characters in turn-based combat. 

When in combat, you take turns attacking each character and performing actions one by one. The same rules apply to your enemies. You therefore have to rely more on strategy to win your battles. Different character skills, elements, and order of play may have a different impact. The battle scenes are compelling, but there’s also an option for double-speed and automatic mode for these scenes, enabling you to speed the battles along if you want.

Players can move around various locations to explore tasks, but it is not a fully open-world game. There are various locations where you can teleport from one region to another but they are not interconnected.

Stunning visuals

The aesthetics and immersive worlds that HoYoverse has previously built have been major factors in the company’s  success. Like Genshin Impact, Honkai has stunning graphics, with detailed character designs and lush environments, making it a treat for the eyes. The exquisite surroundings and backgrounds keep you engaged in the anime sci-fi world. 

Each location is markedly different from the others, again keeping exploration enticing. The treasure chests in the anime world are abundant as well, continuously motivating you to find out more. 

Conclusion

Overall, Honkai: Star Rail has done its makers proud, meeting the high standards set by Genshin Impact. With an intriguing sci-fi narrative, high-quality visuals and an addictive gameplay system, its players should be satisfied for some time to come. In terms of content optimization, HoYoverse needs to put its mind to work if the company wants to emulate its most famous title’s popularity and keep active players hooked for the foreseeable future.

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Genshin Impact developer’s new game Honkai: Star Rail immediately tops App Store charts https://technode.com/2023/04/26/genshin-impact-developers-new-game-honkai-star-rail-immediately-hits-top-of-app-store-charts/ Wed, 26 Apr 2023 10:58:42 +0000 https://technode.com/?p=177921 Genshin Impact developer HoYoverse launched a new game, Honkai: Star Rail.HoYoverse, the developer behind smash hit Genshin Impact, has seen its latest game, Honkai: Star Rail, leap to the top of Apple’s App Store download charts following its launch on April 26. Initially teased on April 23 and now available worldwide in beta mode, the game has already garnered high expectations, amassing more than 30 […]]]> Genshin Impact developer HoYoverse launched a new game, Honkai: Star Rail.

HoYoverse, the developer behind smash hit Genshin Impact, has seen its latest game, Honkai: Star Rail, leap to the top of Apple’s App Store download charts following its launch on April 26. Initially teased on April 23 and now available worldwide in beta mode, the game has already garnered high expectations, amassing more than 30 million pre-download reservations after it was first announced. 

HoYoverse is also exploring the use of AI tools to achieve a better immersive game experience for the new title, according to National Business Daily. For example, the team has been trying to incorporate AI technology into the behavior patterns of NPC (non-play characters) in Honkai: Star Rail. 

Why it matters: HoYoverse’s Genshin Impact, an anime-style role-playing game (RPG), has consistently brought in sizable revenue for the company. This new game has the potential to widen HoYoverse’s lead in anime RPG games. On April 23, Honkai: Star Rail topped the free download list in Apple’s App Store in more than 113 countries and regions including the US, Japan, and South Korea, according to Chinese media outlet National Business Daily

Details: The fourth installment of the Honkai series, Honkai: Star Rail is a space fantasy game featuring fantasy elements with myths and legends integrated into a sci-fi storyline. Players can control up to four characters and form a team by themselves. The game includes elements of open-world, dungeon exploration, and turn-based strategic combats.

  • HoYoverse is keen to emphasize that Honkai: Star Rail is not a direct sequel to its previous title Honkai Impact 3rd. While the two games share themes, elements, and characters, the producer says the new title is an independent game and players don’t need previous knowledge of other Honkai titles. 
  • Honkai: Star Rail and Genshin Impact do share some similarities, but the two games differ in their combat scenarios. Genshin Impact is more of a third-person action RPG, whereas Star Rail is a turn-based RPG.
  • Honkai: Star Rail released an official trailer called Interstellar Journey on YouTube on Tuesday, reaching 1.3 million views in around 24 hours. 
  • HoYoverse plans to widely market the game in the following months, introducing the new title at  events including LA’s Anime Expo, Japan Expo, Germany’s Gamescom, and Tokyo Game, according to an official press release. 

Context: Genshin Impact ranked third on the global list of highest-earning mobile games in March 2023, according to Sensor Tower. The same data showed that 50.2% of the title’s revenue comes from the Chinese iOS market, with the Japanese market accounting for 20.2% and the US market accounting for 9%.

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Chinese extended reality startup GravityXR secures funding from Goertek, Pico, and HoYoverse: report https://technode.com/2023/04/24/chinese-extended-reality-startup-gravityxr-secures-funding-from-goertek-pico-and-hoyoverse-report/ Mon, 24 Apr 2023 10:06:50 +0000 https://technode.com/?p=177862 China to boost chip industry with RMB 300 billion fund.Extended reality chip startup GravityXR has completed a pre-A+ worth millions of dollars, according to local media outlet LatePost. The round of financing was led by Goertek’s Tongge Fund and joined by ByteDance’s VR headset maker Pico and gaming companies HoYoverse and 37 Interactive Entertainment, among others. These companies are leaders of the XR industry […]]]> China to boost chip industry with RMB 300 billion fund.

Extended reality chip startup GravityXR has completed a pre-A+ worth millions of dollars, according to local media outlet LatePost. The round of financing was led by Goertek’s Tongge Fund and joined by ByteDance’s VR headset maker Pico and gaming companies HoYoverse and 37 Interactive Entertainment, among others. These companies are leaders of the XR industry chain, with Goertek the world’s largest manufacturer of XR glasses.

GravityXR has plans to expand its team, develop next generation XR chips, and carry out another round of financing. Combined with previous fundraising, the company has raised nearly RMB 1 billion ($1.45 billion) in total since its founding in September 2021.

Why it matters: Extended reality (XR) is a catch-all term for augmented, virtual, and mixed reality. The technology combines with or mirrors the physical world via a digital twin world, and enables interaction between them. Many consumer tech giants see XR devices as having the potential to become the next-generation of ubiquitous computing platforms, a role dominated by smartphones today. 

  • Devices equipped with XR have already started mass production in the games and entertainment industries. Last year, 8.8 million VR devices were sold worldwide, alongside 42 million game consoles. Some of the better-known firms are Oculus, acquired by Meta in 2014, and Pico, acquired by ByteDance in 2021.

Details: GravityXR develops metaverse interfaces, hardware chips, and related algorithms, offering new XR user experiences. 

  • GravityXR claims its first generation product will be in mass production by the end of 2024. The firm is currently developing a co-processing chip for XR devices, which can optimize the display, sensor, and other components of an XR device. The new chip will provide real-time image rendering, sensor data processing, and mixed-reality interaction functions, according to LatePost.
  • GravityXR’s first XR co-processor chip will adopt 14nm or above advanced technology. Its core function is to help render and reduce the load of the main chip, as the GravityXR chip can coordinate with the customized XR device chips made by semiconductor giants Qualcomm and Mediatek. GravityXR’s self-developed algorithm reduces motion sickness during the XR experience and improves display quality, the company told LatePost.
  • GravityXR has previously received investment from Gaorong Capital, Sequoia Capital, IDG Capital, GSR Ventures, Lenovo Capital, and Incubator Group. A core member of GravityXR’s founding team previously worked in Apple’s XR team for eight years, while other co-founders came from leading companies such as Huawei, Meta and Amazon, and specialize in chips, displays, optics, and algorithms. The company has about 200 employees.
  • Goertek, a Chinese manufacturer and an Apple supplier of electronic components, launched its Tongge Fund in May 2022.

Context: The global extended reality market reached $35.14 billion in 2022 and is projected to hit around $345.9 billion by 2030, growing at a compound annual growth rate of 33.09% from 2022 to 2030.

  • In the fourth quarter of 2022, the top three XR manufacturers globally were Meta (with 81% of the market), DPVR (7%), and Pico (7%), according to a report from market research firm Counterpoint
  • Apple originally planned to launch its VR headset in 2021, but delayed the move until this year. The California-headquartered tech giant plans to equip its forthcoming headset with games, fitness apps, and even a virtual reality reading function, according to a report by Bloomberg
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Weibo to test AI content creation tool with select users https://technode.com/2023/04/17/weibo-to-test-ai-content-creation-tool-with-select-users/ Mon, 17 Apr 2023 09:59:50 +0000 https://technode.com/?p=177690 Major Chinese microblogging platform Weibo is set to launch an artificial intelligence-powered creation assistant in the second quarter, executives announced at the firm’s annual creator festival in Changsha on April 15. One of China’s largest social platforms, Weibo plans to unveil a host of incentives aimed at helping creators monetize their content during the two-day […]]]>

Major Chinese microblogging platform Weibo is set to launch an artificial intelligence-powered creation assistant in the second quarter, executives announced at the firm’s annual creator festival in Changsha on April 15.

One of China’s largest social platforms, Weibo plans to unveil a host of incentives aimed at helping creators monetize their content during the two-day festival held in the central Chinese city.

Why it matters: Weibo has been under significant pressure from lifestyle platform Xiaohongshu as well as short video apps, with the platform recording falling total revenue and advertising income for several consecutive quarters. Its upcoming AI assistant and a series of monetization incentives for creators aim to improve efficiency in content creation while increasing creators’ earnings, a move the company hopes will help it stay competitive.

  • “We want more growth to secure revenue for content creators on our platform,” said Cao Zenghui, senior vice president of Weibo, at the creators festival.
  • Creators from Weibo saw their ad endorsements fall 6% year-on-year to RMB 1.5 billion ($220 million) in 2022, which Weibo claimed was down to the impact of Covid-19 and falling customer demand.

Details: Weibo plans to invite 100 creators with more than 5,000 original blog posts to be the first to use the AI assistant when it launches in the second quarter.

  • Cao called AI-generated content a new trend and opportunity in content creation, saying “AI will not replace human creators but become their assistant,” according to local media outlet IThome.
  • The number of Weibo creators with over 10,000 followers hit 1.4 million in the quarter ending in December, of which 11% had more than 100,000 followers and 24,000 had more than 1 million followers.
  • The AI tool will learn creators’ writing styles and assist them in picking titles and suggesting special effects, according to IThome. It will also help them with topic selection when creating articles and videos, and with setting up a livestream.
  • Weibo creators currently get a 20% share for posting original graphics and 15% for creating original videos as advertising endorsements, National Business Daily reported on April 17. Weibo noted at the festival that it will implement a 5% cashback incentive policy by the end of this year with the aim of boosting creators’ incomes.

Context: Weibo had 586 million monthly active users by the end of 2022, which the latest earnings reports show was twice the number of Xiaohongshu. However, Xiaohongshu users have been recorded as spending nearly 20 minutes longer every day on the app than users on the Weibo app. As of last July, the average daily use time of Weibo was 36.43 minutes, according to statistics from analytics company Qianguan and cited by local media outlet 21Jingji.

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ByteDance allows Tencent to place game ads on its platforms, easing long-standing animosity https://technode.com/2023/04/12/bytedance-allows-tencent-to-place-game-ads-on-its-platforms-easing-long-standing-animosity/ Wed, 12 Apr 2023 10:14:23 +0000 https://technode.com/?p=177570 ByteDance and Tencent have competed fiercely over the years.China’s largest gaming firm Tencent can finally advertise on ByteDance apps, in a sign the relationship between the two firms is thawing.]]> ByteDance and Tencent have competed fiercely over the years.

China’s largest gaming firm Tencent can finally advertise on ByteDance apps, according to online gaming analytics platform DataEye, a new milestone in the two companies’ relationship. ByteDance and Tencent have competed fiercely over the years, barring each other from cross-promotion and regularly engaging in legal wrangles. As a result, Tencent games have had limited exposure on ByteDance platforms, while ByteDance’s apps have had little publicity on Tencent platforms. 

The latest advertising data shows that Tencent’s war game Return to the Empire and multiplayer role-playing game Naruto have been advertised on Bytedance’s Douyin (China’s TikTok twin), news app Toutiao, and Xigua Video in the past seven days. 

Why it matters: The relationship between Tencent and ByteDance has long been tense due to their rivalry in content, video, and gaming. Recent developments show the two companies are moving toward a reconciliation after years of bitter competition. 

  • On Feb. 7, Douyin and Tencent Video announced an unexpected cooperation, in which the two parties will jointly explore the promotion of videos and the secondary creation of short videos. Tencent has issued a long-term video copyright authorization to ByteDance and clarified secondary video creation rules. On Tuesday, Tencent was able to register the official account of Tencent Video on Douyin. The partnership deal between the two companies has even become a hot topic on microblogging platform Weibo
  • Such reconciliation was unthinkable a few years ago. In the second half of 2021 alone, Tencent sued Douyin 168 times for video rights infringements, with compensation reaching almost RMB 3 billion (or $430 million). 

Details: Tencent’s game Return to the Empire has started to place advertisements on ByteDance’s Toutiao and Xigua Video in recent days. The game had previously been advertised mostly within Tencent’s platform, according to DataEye statistics. In addition, ByteDance’s Douyin accounted for about 15% of the gaming ads distribution for another Tencent game Naruto.

  • The reconciliation will potentially benefit both sides. Traffic from ByteDance platforms may head in Tencent games’ direction. At the same time, Tencent’s ubiquitous app WeChat could open up to ByteDance and introduce new users to ByteDance apps.
  • The promotion of bestselling Tencent games (like Honor of Kings) in Douyin may enrich ByteDance content.
  • The move will have repercussions in livestream gaming too. In the future, ByteDance-based games may also enter the WeChat network and WeChat video channel.

Context: Sharing a focus on content and entertainment, Tencent and ByteDance were the top-grossing publishers in global mobile app stores in the first half of 2022. Tencent was the top-grossing publisher in the game and non-game categories, earning about $3.3 billion in the first half of 2022. The figure is almost 153% higher than ByteDance, which came second with $1.3 billion in revenue. Their disputes have been long-lasting: 

  • In January 2023, Tencent super app WeChat temporarily blocked users from accessing links to ByteDance-owned short video app Douyin. 
  • In June 2021, ByteDance criticized Tencent’s practice of blocking links to its products on WeChat and QQ in an online post, attaching a 59-page PDF file chronicling incidents of blocking in the past three years. 
  • In May 2019, Tencent filed two lawsuits against ByteDance, requesting the owner of Douyin stop streaming Tencent’s hit titles CrossFire and Honour of Kings.
  • In June 2019, Tencent filed six new lawsuits against ByteDance, demanding the company delete all Honour of Kings gameplay videos from the accounts of six specified users on Toutiao and Douyin. It demanded  ByteDance pay RMB 10.8 million (around $1.56 million) in damages.
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Bilibili’s growing pains: Push for profitability comes at a cost to some creators https://technode.com/2023/04/04/bilibilis-growing-pains-push-for-profitability-come-at-a-cost-to-some-creators/ Tue, 04 Apr 2023 10:34:18 +0000 https://technode.com/?p=177351 Several popular content creators on the Chinese video site Bilibili recently announced they were taking a pause in updating their channels, citing a decrease in income as the main reason. The news soon spread on Chinese social media and developed into a wider discussion on the relationship between Bilibili and its video creators, with some […]]]>

Several popular content creators on the Chinese video site Bilibili recently announced they were taking a pause in updating their channels, citing a decrease in income as the main reason. The news soon spread on Chinese social media and developed into a wider discussion on the relationship between Bilibili and its video creators, with some claiming a creator exodus while others seeing it more as an individual phenomenon. 

Similar to YouTube, Bilibili largely relies on user-generated videos. The loss-making platform is facing increasing pressure to turn a profit and has promised to reach break-even by 2024. 

Why it matters: With profitability goals in sight, Bilibili has been adopting multiple strategies, including reducing incentives for some creators and introducing a short video format called Story Mode. These new strategies have hit creators with fewer followers and clout the most. 

  • In 2022, the Shanghai-based company spent RMB 9.1 billion ($1.3 billion) on revenue-sharing with creators, its latest filing showed, accounting for half of Bilibili’s cost of revenues. Bilibili had more than 3.8 million video creators by the end of 2022. 

Details: Back in January 2018, to spur growth, Bilibili launched a creative incentive program to encourage creators to “make high-quality videos,” whereby the streaming site provides cash bonuses to creators based on views and engagements. Since last year, in an effort to reduce losses amid an economic downturn, Bilibili has reduced creator incentives, and prioritized commercial advertising and other integrated marketing. 

  • Those changes have hit some regular creators hard. Creators with more than 1 million followers mainly rely on business advertising to generate income, while those with fewer fans depend more on creative incentives.
  • Some Bilibili creators have previously expressed dissatisfaction with reduced incentives publicly. In March 2022, a creator named Shudashi, who produces knowledge-related content, wrote that his earnings from the platform had been reduced by over 40% for a video. Before the adjustments, the creator said one of his videos with more than 100,000 views on Bilibili would earn him about RMB 1,600. Shudashi has 47,000 followers on the platform as of writing.
  • A creator who once considered Bilibili a major source of income published a post on Monday and said that the creators who announced they were stopping updating content in the last few days were mostly working full-time with a team to support. The decline in commercial advertising partnerships and the high cost of creating long-form videos are the main reasons several creators chose to take a break, according to the creator.

Context: Bilibili launched a TikTok-like service called Story Mode in 2021 in an attempt to expand profits. Despite the effort, the YouTube-like video platform is facing increasing competition from short-video platforms such as Douyin and Kuaishou, as well as other grassroots online platforms like Xiaohongshu. 

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Tencent takes on CapCut with launch of AI editing tool for short videos https://technode.com/2023/03/31/tencent-to-compete-with-capcut-with-launch-of-ai-editing-tool-for-short-videos/ Fri, 31 Mar 2023 10:46:19 +0000 https://technode.com/?p=177250 Chinese tech giant Tencent has launched an AI-powered short video editing tool called Zenvideo.]]>

Chinese tech giant Tencent has launched an AI-powered video editing tool called Zenvideo, integrating a variety of features for short-form video creators, such as text-to-video generation and digital narration.  

Why it matters: With its growing emphasis on short video, Tencent is looking to further challenge current market leaders in the sector such as Kuaishou and ByteDance’s TikTok sibling Douyin. Tencent’s new offering comes with similar capabilities to ByteDance’s CapCut, which recently surpassed 200 million monthly active users in the US.

Details: Zenvideo is available to use both through web browsers and WeChat’s mini-program, but is more powerful as a web app. The version within Tencent’s superapp has comparatively limited AI features, only supporting AI painting and digital narration. 

  • The video editing tool allows users to create short-form videos, with a range of editing options such as filters, visual effects, and digital avatars.
  • Unlike ByteDance’s video editing toolCapCut (Jianyin in the Chinese market), Tencent’s new tool can be operated on the web without the need to download an app. Furthermore, users can import Tencent licensed video and audio clips and use them as long as the final work is published on Tencent’s open content platforms. For example, users are able to use music from Tencent’s streaming platforms and take clips from popular Tencent Video TV shows such as The Three-Body Problem and Red Sorghum and edit them for free within Zenvideo. 
  • According to a notice within the tool, Tencent plans to share revenue with video creators as an incentive to attract more content creators.

Context: This week, Tencent’s super app WeChat also announced several changes to its ecosystem, especially for its short video section WeChat Channels. 

  • WeChat Channels has an average daily user time of about 40 minutes, which is less than one-third of the two leading short video platforms Douyin and Kuaishou. The latter reached a new high of 134 minutes in the fourth quarter of last year, its latest financial results showed.
  • Regarded as “the hope of the whole company” by Tencent CEO Pony Ma, WeChat Channels is planning to launch a paid subscription service and share revenue with creators of short videos. This move is likely to heat up the competition among similar platforms.
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Kai-Fu Lee founds new AI startup to build ChatGPT-like apps for China  https://technode.com/2023/03/20/kai-fu-lee-founds-new-ai-startup-to-build-chatgpt-like-apps-for-china/ Mon, 20 Mar 2023 10:43:00 +0000 https://technode.com/?p=176900 Kai-Fu Lee, former president of Google China and now CEO of Sinovation Ventures, announced on Monday that he’s building a new AI company.]]>

Kai-Fu Lee, former president of Google China and now CEO of Sinovation Ventures, announced on Monday that he’s building a new AI company called Project AI 2.0 that will focus on developing ChatGPT-like apps, as well as an ecosystem for AI-powered productivity tools. 

Lee shared his thoughts on the latest AI trends, including the concepts of AI 1.0 and 2.0 on March 14, at Sinovation Ventures’ headquarters in Beijing. He said he considers ChatGPT to be a major breakthrough in deep learning, driving AI into the 2.0 era.

Why it matters: As a renowned AI expert and venture capitalist, Lee said he sees AI as providing an opportunity to reconstruct almost all existing applications, just as Microsoft redesigned Microsoft Office into Copilot, giving Word, Excel, and other mainstream productivity tools AI and generative capabilities.  

  • Lee founded Sinovation Ventures in 2009. One of its AI startups, AInnovation, was founded in 2018 to develop artificial intelligence products for manufacturing, telecommunications, and finance industries, and went public in Hong Kong last January.

Details: Lee is currently seeking global talent in the fields of large language models (LLMs), natural language processing (NLP), multi-modality, AI algorithm, and infrastructure. The newly established company is also seeking fundraising.

  • Sinovation Ventures has confirmed that multiple technical experts with experience in leading teams in major tech companies have expressed interest in joining the project, according to Chinese media outlet Yicai.
  • “Every field can rewrite their existing apps with the aim of creating a more profitable model,” Lee said in his Sinovation Ventures speech, adding that the generative capabilities of AI 2.0 will ultimately reduce costs to almost zero.
  • Lee sees three phases of AI application development. The first phase of popular AI apps is more likely to appear in content, where the margin for error is more tolerable. AI would then be used in more demanding fields such as finance and education, to assist automatic trading and language teaching for example. The third phase would be automatic AI, with AI capable of being applied wherever it’s needed.  
  • Lee also sees AI providing opportunities to companies that are ten times bigger than those of the mobile internet era, and accessible to Chinese participants for the first time. 
  • During the speech on March 14, Lee indicated that if he were at Microsoft, he would prioritize transforming Office tools first rather than just focusing on embedding GPT into search, a piece of advice that coincided with Microsoft’s announcement of Copilot, a reworked Office with AI ability, three days later. 

Context: Lee is the latest tech leader in China tech to turn his attention to launching AI startups. Meituan co-founder Wang Huiwen is setting up an AI startup Guangnian Zhiwai to develop an alternative to ChatGPT, with his closest ally Wang Xing, who is also a co-founder of Meituan, committing himself to invest in Series A financing of the startup.

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Tencent’s hit mobile game Honor of Kings finds immediate success in Brazil https://technode.com/2023/03/15/tencents-hit-mobile-game-honor-of-kings-finds-immediate-success-in-brazil/ Wed, 15 Mar 2023 10:32:24 +0000 https://technode.com/?p=176757 Tencent’s hit game Honor of Kings is now available in Brazil.The highest-grossing mobile game in China, Tencent's Honor of Kings, has made its first foray into the global market with a launch in Brazil.]]> Tencent’s hit game Honor of Kings is now available in Brazil.

On March 8, the highest-grossing mobile game in China, Honor of Kings (HoK), launched in Brazil, marking the Tencent TiMi Studio Group game’s first foray into the global market. The number of pre-registered HoK players in Brazil before the MOBA (multiplayer online battle arena) title’s launch exceeded 2 million, quickly making it the most downloaded free mobile game in the country, according to a report from Chinese financial media outlet Baijing.

Why it matters: The Brazilian launch is a key part of Tencent’s global expansion as the Chinese gaming giant looks to overseas markets amid continued uncertainty at home due to heavy regulation and sluggish consumer spending. The team behind Honor of Kings hopes its experience in Brazil will lay a solid foundation for its future launch in other regions, such as Mexico, Egypt and Turkey, according to Tencent’s overseas game distributor Level Infinite.

  • Tencent is increasingly relying on the overseas gaming market for growth. In its 2022 third-quarter financial report, Tencent’s global market revenue reached RMB 11.7 billion, more than one-third of its domestic game revenue RMB 31.2 billion.

Details: HoK released a series of high-quality cinematic trailers on YouTube ahead of its Brazilian launch. The pre-registration trailer Hey Brazil received 2.3 million views on YouTube in its first month.

  • Tencent has set up dedicated servers in Brazil for a smoother gaming experience in the country. The firm also employed well-known Brazilian voice actors for the characters in the Brazilian version of Honor of Kings, alongside localization of in-game text, user interfaces, and character designs.
  • HoK was released in Brazil on the iOS App Store, Google Play Store for Android, and Samsung Store, with the title offering 5v5 Matchmaking, 5v5 Quick Mode, 5v5 Ranked Match, 1v1 Solo Mode, and a newly created Casual Mode called the Infinite Brawl.
  • Level Infinite first announced on Twitter last June that HoK would be launched globally by the end of 2022. However, this was later postponed until this year, with the company partly blaming the Covid-19 pandemic. 

Context: In February 2023, Tencent’s Honor of Kings remained the highest-grossing game app in China, earning about $113 million in monthly revenue. In 2022, Honor of Kings generated over $2.2 billion in revenue, making it one of the top-grossing mobile games of all time.

  • At an event celebrating Honor of Kings’ seventh anniversary held in November 2022, Tencent provided new details on its plans to build a “universe” around the hit game, teasing a range of spin-off titles including chess and Street Fighter-style battle games.
  • According to Chinese media outlet Sina, Brazil is the largest gaming market in Latin America, generating $1.84 billion in revenue in 2022. Among the gamer population in Brazil, the proportion of young players aged between 18 and 24 is relatively high, accounting for more than 20%, which benefits MOBA games that need a high level of DAUs (daily active users) and appeal to this demographic.
  • In recent years, Chinese gaming companies have increasingly looked to overseas markets for growth. In the top 100 list of highest-grossing mobile games in the global market, Chinese game publishers account for 40% of the US market, 43.1% of the Japanese market, and 49.1% of the Korean market, according to Chinese data research firm CNG’s Global Mobile Game Market 2022 report.
  • Chinese gaming giant Tencent doubled its stake in AAA game title developer and publisher Ubisoft to around 10% in 2022, a move it followed by taking a 20% stake in Korean studio Shift Up.

READ MORE: Chinese gaming companies go overseas as home growth slows

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iQiyi books annual profit for the first time, expects high-quality growth ahead https://technode.com/2023/02/23/iqiyi-books-annual-profit-for-the-first-time-expects-high-quality-growth-ahead/ Thu, 23 Feb 2023 10:23:14 +0000 https://technode.com/?p=176312 Chinese video streaming site iQiyi achieved an annual profit for the first time in 2022, according to its earnings report posted on Wednesday. The Baidu-backed long-video platform posted a non-GAAP net profit of RMB 1.3 billion ($186.2 million) and a 5% fall in revenue from the previous year to RMB 29 billion. The Nasdaq-listed company […]]]>

Chinese video streaming site iQiyi achieved an annual profit for the first time in 2022, according to its earnings report posted on Wednesday. The Baidu-backed long-video platform posted a non-GAAP net profit of RMB 1.3 billion ($186.2 million) and a 5% fall in revenue from the previous year to RMB 29 billion.

The Nasdaq-listed company is eyeing “high-quality growth” in 2023, aiming for simultaneous growth in operating profit and revenue, its CEO Gong Yu said in a related earnings call.

Why it matters: iQiyi has been losing money since its founding in the early 2010s. Its current profitability is largely thanks to aggressive cost-cutting since the end of 2021, fine-tuning content production, and new subscriber growth. Its competitors Tencent Video and Youku have yet to turn an annual operating profit.

Details: iQiyi managed to decrease its revenue costs by 19% in 2022. The platform produced a number of widely popular original video series, and grew its members to 120 million, offsetting some of its losses in ad revenue as the content business as a whole saw less ad expenditure last year. 

  • Membership service revenue — the primary revenue source for iQiyi, accounting for 60% of its revenue — increased by 6% to RMB 17.7 billion. Meanwhile, the company’s revenue generated by online advertising services and content distribution decreased by 25% and 14%, respectively.
  • The continuing cost-cutting measures have contributed to a significant reduction in iQiyi’s expenses, with both administrative expenses and R&D expenses falling more than 20% in 2022.
  • iQiyi’s subscription membership grew by more than 10 million in the fourth quarter of 2022, and its total number of subscriptions was close to 120 million by the end of December.
  • Some of iQiyi’s video series that reached a wide audience in 2022 include A Lifelong Journey, Love Between Fairy and Devil, New Life Begins, and Wild Bloom.
  • Earlier this year, the video site also received acclamation for its original series The Knockout. Executives believe the success of the hit drama is replicable, saying leading original content production ability and operational capability are key to iQiyi’s competitive strengths. Streamed last month, The Knockout followed a fictional hunt for corrupt local officials and has garnered more than 300 million views. 

Context: Although The Knockout has proven an early 2023 hit for iQiyi, the steaming site has faced multiple controversies over membership rights in recent months.

  • The growth in iQiyi’s membership service revenue is due in part to subscription fees rising over the past three years, with increases ranging from RMB 3 to RMB 20, a move that spurred rivals Tencent Video, Youku, and Mango TV to follow suit.
  • Facing criticism from a government-backed consumer council and a lawsuit by one of its users, iQiyi dropped a plan to restrict access to high-definition screens among its paid members unless they paid an extra fee for the service.
  • On Feb. 15, iQiyi announced that it would incorporate Baidu’s artificial intelligence chatbot Ernie Bot into its content search, promotion, and novel creation services.
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Fudan University’s ChatGPT-like platform MOSS crashes due to high demand https://technode.com/2023/02/22/fudan-universitys-chatgpt-like-platform-moss-crashes-due-to-high-demand/ Wed, 22 Feb 2023 10:08:27 +0000 https://technode.com/?p=176275 The Fudan University website loading on a phone screenMOSS, a ChatGPT-style platform developed by the Natural Language Processing Lab at China's Fudan University, crashed a day after its launch.]]> The Fudan University website loading on a phone screen

MOSS, a ChatGPT-style chatbot platform developed by Fudan University’s Natural Language Processing Lab, crashed a day after its launch on Monday due to high demand, forcing the lab to set up an invitation-only waitlist to use the AI tool.

The model, similar to OpenAI’s ChatGPT, was named MOSS after a quantum computer in the hit Chinese science fiction film Wandering Earth. Rolled out on Monday, MOSS was seen as ChatGPT’s first Chinese rival, but its server crash means it will no longer be directly available to the general public. 

The team at Fudan University apologized for disappointing users of the experimental software, issuing a statement on the chatbot platform that read, “MOSS is still a very immature model and has a long way to go. Our academic research lab is unable to make a model with similar capabilities to ChatGPT.” 

Why it matters: Amid a wave of excitement in the Chinese tech sphere around ChatGPT, MOSS’s overwhelmed server illustrates the technical and modeling challenges that Chinese research teams and tech companies will need to overcome before they can successfully develop and operate their own ChatGPT-like tools.

  • MOSS has followed in the footsteps of ChatGPT almost entirely, a core member of the Fudan University team Zhang Qi told local media outlet Yicai. Zhang stated that gathering real data from users to enhance the model and assist in subsequent research was the team’s main incentive for opening MOSS to the public.  

Details: MOSS is able to perform a variety of natural language tasks based on user instructions, ranging from answering questions to text generation and summarization, as well as code reviewing and generation, according to examples posted by the Fudan MOSS team on GitHub.

  • ChatGPT has up to 175 billion parameters, while MOSS has only 16 billion.
  • Currently, MOSS performs better in English than Chinese because its model base has learned over 300 billion English words, and only about 30 billion Chinese words, The Paper reported on Tuesday, citing the research team.
  • The Fudan team is set to make MOSS’s code and model parameters open-source after their initial validation is completed, and said on Github that this could be as soon as March. 

Context: At least ten Chinese tech companies are competing to develop large-scale conversational language models like the ChatGPT, but none have launched products yet. Baidu’s ERNIE Bot is expected to launch as soon as March.

  • ChatGPT is estimated to have reached 100 million monthly active users in January, and is said to have crashed its servers several times in its first week due to mass user demand.

READ MORE: Alibaba, Baidu, NetEase, iFlytek…Chinese companies rushing to prove they have tech similar to ChatGPT

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Baidu may develop stand-alone portal for its ChatGPT-like service https://technode.com/2023/02/20/baidu-may-develop-stand-alone-portal-for-its-chatgpt-like-service/ Mon, 20 Feb 2023 10:07:23 +0000 https://technode.com/?p=176134 Baidu AI insightsBaidu is weighing whether to embed its ChatGPT-like service Ernie Bot into its main search platform, similar to Microsoft’s Bing, or launch it as an independent service, local media outlet 36Kr has reported, citing multiple Baidu employees. Why it matters: Baidu’s reported indecision on Ernie Bot reflects the unpredictability surrounding the launch of artificial intelligence-powered […]]]> Baidu AI insights

Baidu is weighing whether to embed its ChatGPT-like service Ernie Bot into its main search platform, similar to Microsoft’s Bing, or launch it as an independent service, local media outlet 36Kr has reported, citing multiple Baidu employees.

Why it matters: Baidu’s reported indecision on Ernie Bot reflects the unpredictability surrounding the launch of artificial intelligence-powered chatbots, as the search giant looks to avoid some of the missteps seen with Bing and Google’s recent projects.

Details: Baidu, which has increasingly put AI capabilities at the heart of its strategy in recent years, announced in early February that its Ernie Bot tool would go live in March.

  • Led by Baidu’s chief technology officer Wang Haifeng, the Ernie Bot team includes Wu Tian, supervisor of the company’s deep learning platform PaddlePaddle, as well as Wu Hua, technical leader of Baidu’s natural-language processing department.
  • Ernie Bot is currently Baidu’s highest-priority project, according to 36Kr. The report cited Baidu employees as saying that all of the “scarce resources” being used to train deep learning models have now been diverted to its large-scale machine-learning Ernie system, which will power Baidu’s version of ChatGPT.
  • The company is reportedly also seeking to combine AI-generated content with its blog-style platform Baijiahao as well as with short video content.
  • Nearly 300 leading companies from sectors spanning internet, media, insurance, and auto have announced their inclusion in Baidu’s ChatGPT-style Ernie Bot ecosystem.

Context:  Baidu is part of a crowded field of Chinese companies to have announced their own AI chatbot projects in the wake of the huge popularity of ChatGPT.

  • The search giant has also announced that its first electric vehicle model will launch using its new conversational artificial intelligence technology, with the intention of providing a ChatGPT-like experience that enables natural conversation between owners and their vehicles.
  • AI-powered chatbot services rely on large and diverse data sources to train. Based on PaddlePaddle and the Pengcheng Cloud Brain II computing power system, Baidu launched the largest single model in the Chinese language at the end of 2021 with 260 billion parameters, a parameter figure that has exceeded GPT-3’s total by 50%, Baidu said.
  • Meanwhile, Baidu has built a knowledge database of over 5 billion entities and 550 billion facts in recent years as the company’s largest business – search – has generated a huge pool of resources.

READ MORE: Alibaba, Baidu, NetEase, iFlytek…Chinese companies rushing to prove they have tech similar to ChatGPT

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Tencent overhauls metaverse-related business, refutes reports XR unit being disbanded https://technode.com/2023/02/17/tencent-overhauls-metaverse-related-business-refutes-reports-xr-unit-being-disbanded/ Fri, 17 Feb 2023 10:28:39 +0000 https://technode.com/?p=176102 TencentOn Thursday, Chinese tech giant Tencent dismissed reports claiming that it was disbanding parts of its XR team, with the Shenzhen-based company saying that it is set to change the hardware development path of its XR business by making some personnel adjustments. Why it matters: Tencent is the latest tech company to overhaul its metaverse-related […]]]> Tencent

On Thursday, Chinese tech giant Tencent dismissed reports claiming that it was disbanding parts of its XR team, with the Shenzhen-based company saying that it is set to change the hardware development path of its XR business by making some personnel adjustments.

Why it matters: Tencent is the latest tech company to overhaul its metaverse-related activity, a move that comes less than a year after the company established its XR unit and follows its failed attempts to acquire AR hardware maker PICO and gaming phone maker Black Shark. XR hardware usually requires large amounts of capital over a long period of time, but as Tencent continues to cut costs and focus mainly on software, the company has been more cautious with its investments.

Details: Local media outlet 36Kr first reported on Thursday that Tencent was disbanding part of its XR team, which was established in June 2022. The report said that employees in the unit would be given two months to find new opportunities inside or outside of the company. However, Tencent later dismissed the report, saying it was simply making personnel adjustments within the unit.

  • As of January 2023, there were still about 300 employees working on Tencent’s XR business, including tasks related to basic platform, content, Vision Labs, media technology, art and design, business decision, and spatial audio technology, according to 36Kr.
  • Shen Li, previously the head of Tencent’s XR project, left the company in November 2022, with part of Tencent’s XR business suspended in January, 36Kr reported. 
  • Shen, previously head of Tencent game studio NExT Studios, was one of the few people in the company’s XR unit with experience in VR hardware development, due to his work at French video game developer Ubisoft and at Epic Games before joining Tencent in 2013.
  • Sources told 36Kr that Tencent’s XR project has few employees with hardware backgrounds and that the tech giant is hesitant about developing its hardware business.
  • In early 2022, it was reported that Tencent intended to acquire gaming phone maker Black Shark, but the plan was abandoned a few months later, seemingly after the deal failed to get approval from the authorities.

Context: The global metaverse frenzy, kickstarted in 2021, caused Chinese tech firms to race to become front-line players in the sector, but lower-than-expected sales and user metrics are making them reconsider and adjust their investments.

  • Tencent’s founder Pony Ma warned all employees at the end of 2022 that any business unit within the company could be cut if it isn’t self-sustaining.
  • Pico, a Chinese VR headset maker acquired by ByteDance in 2021 and reportedly a one-time Tencent target, has also cut hundreds of jobs, with some teams reduced by as much as 30%, South China Morning Post reported on Thursday, citing two unnamed sources.
  • ByteDance rolled out new VR headsets Pico 4 and 4 Pro last September, with Pico founder and president Henry Zhou saying he expected to eventually sell more than 1 million headsets. While the TikTok owner is yet to reveal sales or shipment figures, International Data Corporation (IDC) shows Pico’s market share reached about 15% in the third quarter of 2022; Meta’s market share fell to about 75% from 90% a year ago according to IDC.
  • Microsoft ended its industrial metaverse project recently with the company reportedly shifting its focus to prioritize short-term projects instead. Redundancies at its metaverse team were part of the firm’s broader layoff of 10,000 employees announced in January, The Information reported on Feb. 9.
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China approves 87 domestic gaming titles in February as licensing freeze continues to thaw https://technode.com/2023/02/13/china-approves-87-domestic-gaming-titles-in-february-as-licensing-freeze-continues-to-thaw/ Mon, 13 Feb 2023 10:22:10 +0000 https://technode.com/?p=175971 Chinese gameOn Feb. 10, China’s National Press and Publication Administration (NPPA) released its approval list of domestic online games for February 2023 on its official website, with titles by Tencent, ByteDance, and NetEase among those given the green light. Why it matters: The new list is the ninth batch of games approved in China since the […]]]> Chinese game

On Feb. 10, China’s National Press and Publication Administration (NPPA) released its approval list of domestic online games for February 2023 on its official website, with titles by Tencent, ByteDance, and NetEase among those given the green light.

Why it matters: The new list is the ninth batch of games approved in China since the NPPA resumed its issuing of licenses in April 2022 following an eight month pause. As with January, the number of new licenses this month exceeded 80, higher than any month in 2022 and a sign that China’s gaming regulators may be returning to a more consistent approach to approvals after months of uncertainty. 

Details: Some 87 new domestic games have been granted licenses by the NPPA, including 79 mobile games, seven PC titles, and one game for Nintendo Switch. 

  • Tencent’s high-profile new game King Chess, a strategy battle mobile game that is part of the company’s attempts to build an Honor of Kings “universe,” was among those gaining approval. The official WeChat account for the game claimed on Feb. 10 that it is still in development and will undergo beta testing in the near future. 
  • NetEase, another Chinese gaming giant that has struggled for new title approvals in the past 18 months, saw the mobile version of its massively multiplayer online role-playing game Fantasy Westward Journey make the list of February approvals.
  • ByteDance has three new titles on the list: The Leader of the Battle from its publisher Ohayoo; Matrix: Out of Control by wholly-owned subsidiary Nuverse; and Hyper Instant Connection by its newly acquired company C4Games (all titles our translations). 

Context: China’s gaming industry has been sluggish over the past year due to tightening regulations on the industry and strict limits on young gamers.

  • The total revenue of the video games market in China slumped 10.33% to RMB 265.9 billion in 2022, while game users declined slightly, down 0.33% year-on-year to 664 million, according to a report by the country’s semi-official games industry association.
  • In August 2021, Chinese authorities restricted the weekly gaming hours for minors under the age of 18 to one hour a day on Fridays, weekends, and public holidays.
  • China’s eight-month gaming license freeze was lifted in April 2022, but new approvals remained limited throughout the year. Just 513 game licenses, including 468 domestic games and 45 imported games, were issued over the course of 2022, 38% fewer than in 2021 and only a third of those approved in 2020, according to Caixin’s calculations. Tencent, one of the biggest gaming companies in the world, didn’t receive its first major approval of the year until November.
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Baidu to embed ChatGPT-like service into its search engine: report https://technode.com/2023/01/31/baidu-to-embed-chatgpt-like-service-into-its-search-engine-report/ Tue, 31 Jan 2023 10:51:23 +0000 https://technode.com/?p=175693 Chinese search engine giant Baidu is working on a ChatGPT-like bot service to embed in its search engine. Baidu’s CEO Robin Li believes that artificial intelligence tech has reached a tipping point and will produce “a generational revolution in the search experience,” China Star Market reported Monday, citing unnamed sources.  Why it matters: With its own […]]]>

Chinese search engine giant Baidu is working on a ChatGPT-like bot service to embed in its search engine. Baidu’s CEO Robin Li believes that artificial intelligence tech has reached a tipping point and will produce “a generational revolution in the search experience,” China Star Market reported Monday, citing unnamed sources. 

Why it matters: With its own deep-learning platform (PaddlePaddle) and large-scale pre-trained model (Wenxin or Ernie in English), Baidu is one of the few Chinese tech companies investing heavily in generative AI as the technology becomes more mainstream. 

  • Led by Baidu’s mobile eco-business group as well as the technology platform group, the development of an AI-powered chatbot tool project started last December, but the gap between its current performance and ChatGPT is still obvious, a staff member from Baidu told local media outlet Caijing.

Details: ChatGPT, an artificial intelligence chatbot service debuted by OpenAI last November, is built on OpenAI’s large-language model GPT-3, and can output human-like responses in seconds. The aim is for Baidu’s version, which is using its large-scale model Ernie as a foundation, to do the same. Baidu’s upcoming chatbot is being trained with both Chinese and English sources, according to the Wall Street Journal.

  • Robin Li is confident that Baidu will be able to embed ChatGPT-like technology into its search engine, admitting that integration is more complicated than the chatbot technology itself, China Star Market wrote, citing a speech by Li given at an internal talk.
  • The implementation of a ChatGPT-style service embedded in search services still depends on Baidu’s subsequent research and development investments, a source close to the firm told the outlet.
  • For years, Baidu’s research expenses as a percentage of total revenue have remained at around 20%. The company also saw its new AI businesses account for an increasing share of its revenue in the last three years.
  • Baidu declined to comment on the chatbot service when reached by TechNode on Tuesday.

Context: Since launching in late 2022, ChatGPT quickly sparked wide discussion, attracting 1 million users in just five days, and pushing many tech companies to prepare for the revolutionary potential of artificial intelligence technology.

  • On Jan. 23, Microsoft announced it would offer a multi-year, multi-billion dollar investment in OpenAI, and plans to integrate ChatGPT into its own search engine, Bing.
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Lunar New Year special | 10 most-read stories on China tech in 2022 https://technode.com/2023/01/23/lunar-new-year-special-10-most-read-stories-on-china-tech-in-2022/ Mon, 23 Jan 2023 00:30:00 +0000 https://technode.com/?p=175473 China techIn 2022, TechNode readers gravitate toward several topics: consumer tech, Douyin, Shein, US chip sanctions, and more. ]]> China tech

Editor’s note: China is on holiday for the Lunar New Year, or Spring Festival, from Jan. 21 to Jan. 27. For the week, TechNode has prepared three yearly summary reports. They include a list of the most-read articles, an in-depth feature on the rising Chinese EV sector, and an analysis of the growth of China’s overseas shopping apps. 

In 2022, many Chinese tech companies struggled to keep growing amid slowing demand, drastic Covid control policy changes, and heightened geopolitical tensions. 

TechNode looked back on articles published in this tumultuous time and saw readers gravitate toward several topics: new Chinese consumer tech products, the rise of Douyin and Shein in e-commerce, the US’s chip sanctions on the entire Chinese semiconductor sector, and key moves from China’s tech giants. 

Below are the 10 articles read the most by TechNode readers in 2022: 

1- A guide teaching programmers “to live longer” goes viral on GitHub among Chinese tech workers

A Chinese-language guide on GitHub entitled “HowToLiveLonger” was trending within the Chinese tech community in late April. Despite its serious and scientific tone, the new “guide” appeared to be a pointed joke, taking aim at ongoing overwork practices in China’s tech industry and their impact on employees’ mental and physical well-being. Its popular reception in Chinese tech circles reflected the community’s mood. 

2- ByteDance acquires two new entertainment companies

Chinese tech unicorn ByteDance acquired cinema ticketing platform Yingtuobang and online comics service Yizhikan Comics to further ramp up its push into the entertainment market, Chinese media outlet Tech Planet reported in mid-January. 

With the new acquisitions, the Beijing-based TikTok developer further expanded the reach of its entertainment empire, which already consisted of short video apps, short- and long-form video platforms, news aggregation services, online novels, gaming, music streamingidol management, and virtual idols.

3- Tencent reported to be cutting 20% of its workforce

Chinese tech giant Tencent reportedly planned to lay off around 20% of its staff in mid-March, joining a lengthy list of tech firms trimming their workforces since 2021. 

Deep-pocketed tech titans such as Tencent and Alibaba, which are generally less vulnerable to small market fluctuations, have largely maintained their headcount until recently. The two giants have not been immune to China’s ongoing economic downturn, regulatory curbs, and international trade tensions.

4- China’s NFT market: Who are the major players, and what makes them different?

In China, the NFT digital art market is bustling with new players and projects. That may come as a surprise for people familiar with China’s strict approach to cryptocurrency, with the country having fully banned crypto trading and mining in 2021. However, China has also embraced controlled versions of blockchain technology, such as the digital yuan, encouraging its growth in various sectors. So far, China has allowed NFTs but banned people from speculating and trading them. 

NFTs are viewed more as a derivative of blockchain technology rather than a tradable asset in China. Tech majors such as Alibaba, Tencent, and JD have built their own platforms where users can buy and collect NFTs but are prohibited from trading or reselling their purchases. Most Chinese tech giants don’t even use the term NFT, hoping to stay on regulators’ good side and avoid association with the global crypto market. Instead, they use the term “digital collectible.” 

5- The US’s moves to contain China’s semiconductor industry: a timeline from July

In early October, the US announced a new set of semiconductor export restrictions aimed at cutting China off from accessing certain high-end chips and further limiting the country’s ability to make advanced chips themselves. 

The US Department of Commerce’s Bureau of Industry and Security issued nine new rules, imposing export controls on advanced chips, transactions for supercomputer centers, and transactions involving certain entities on the Entity List. The rules also imposed new controls on certain semiconductor manufacturing equipment and on transactions for certain integrated circuit end uses. 

6- Chinese semiconductor firms bear heavy fallout of US chip sanctions

After the US issued one of the broadest export controls on semiconductor technology to China in a decade in October, China’s semiconductor industry saw its market value tumble. At least 13 China-listed semiconductor firms saw their market value decline more than 10% in less than a week, and five saw a more than 20% decline. 

Issued by the US commerce department, the comprehensive restriction bars companies from shipping advanced chips and chipmaking tools to China unless they obtain a special license. More specifically, the restrictions aim to cut off China’s access to and ability to make advanced chips under 16nm or 14nm, DRAM memory chips of 18nm or more advanced, and NAND flash memory chips of 128 layers or more. These technologies are essential to supercomputing and artificial intelligence. 

7- Gadget review | Oppo Watch 3 Pro: a high-end Android watch that lasts for days

Chinese phone maker Oppo released its new generation of smartwatches, the Watch 3 series, in August with a price tag of RMB 1,599 – RMB 2,099 ($228 – $300). The company first entered the watch market in 2020, updating its range annually since then.  

The latest series has a new look and offers more premium features such as long battery life, and an always-on feature supported by a LTPO OLED display. 

The version TechNode tested, the Watch 3 Pro, is currently only available in mainland China and Oppo has yet to reveal any plans regarding overseas markets, but there is an expectation that it will eventually be sold internationally. 

8- Gadget review | Xiaomi 12S Pro review: Flagship made for photographers and gamers

Xiaomi launched the 12S Pro in China in early July. The phone is the mid-range offering in Xiaomi’s new 12S lineup (including the 12S, 12S Pro, and 12S Ultra), which updates annually and targets a broad range of mid-end to high-end users. The series is also the first set of Xiaomi phones to use Leica lenses. TechNode got a hold of the 12S Pro and spent a week using and testing it. 

The phone is a solid choice as a primary daily device. The Leica-branded cameras can lure photography lovers, and the 12S Pro’s specs offer a quality entertainment experience. We would also recommend it to avid gamers and video watchers.

9- Douyin sees e-commerce sales more than triple in the past year

TikTok’s Chinese version Douyin announced in late May that its online sales had more than tripled for the year ending in April 2022, an impressive growth rate for the e-commerce up-and-comer when other majors were slowing down due to an economic downturn in China.

Chinese short-video platforms such as ByteDance-backed Douyin and Kuaishou are quickly eating into the market shares of e-commerce giants such as Alibaba, JD, and Pinduoduo, thanks to their widely popular social content.

10- How Shein became China’s ‘TikTok for e-commerce’

Shein was among hundreds of thousands of Chinese startups that tapped into the country’s emerging cross-border e-commerce industry when it was founded in 2008 in the eastern city of Nanjing. 

More than a decade later, it’s a Chinese fast fashion decacorn (a private technology company worth more than $10 billion) with a market cap of $100 billion. Only three other tech juggernauts — ByteDance, Alibaba’s Ant Group, and SpaceX — have surpassed that benchmark, according to Crunchbase’s private unicorn list.

Shein is a much lesser-known name than its local peers, such as Alibaba and JD. Its relative anonymity is largely due to its unusually low profile, typified by the lack of public information on its mysterious founder Xu Yangtian, also known as Chris Xu. However, Shein is a name that is increasingly difficult to ignore, as its extraordinary growth has people comparing it with big-name rivals like Amazon and Zara.

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Tencent Video and other Tencent content units turned profitable at the end of 2022: report https://technode.com/2023/01/12/tencent-video-and-other-tencent-content-units-turned-profitable-at-the-end-of-2022-report/ Thu, 12 Jan 2023 10:52:52 +0000 https://technode.com/?p=175338 TencentAll businesses under Tencent’s content unit achieved profitability at the end of 2022, according to a report by local media outlet LatePost. The platform and content group (PCG) unit includes Tencent Video, which turned profitable for the first time according to the report, and Tencent News, which saw a turnaround in the October-December period after […]]]> Tencent

All businesses under Tencent’s content unit achieved profitability at the end of 2022, according to a report by local media outlet LatePost. The platform and content group (PCG) unit includes Tencent Video, which turned profitable for the first time according to the report, and Tencent News, which saw a turnaround in the October-December period after a difficult first three quarters.

Why it matters: The division’s profits are largely thanks to Tencent’s ongoing and widespread cost-cutting measures and provide a key insight into how the tech giant intends to weather the macroeconomic slowdown. The several billion in profit from the unit is likely to provide a bright spot in the tech giant’s 2022 annual financial report. However, it does not mean PCG employees can rest easy, with continued profitability remaining far from certain and Tencent CEO Pony Ma previously warning he would cut any part of the business that was unable to sustain itself.

Details: LatePost reported that reaching profitability across the PCG will enable Tencent to “increase its annual profit to several billion yuan” for 2022. Established in 2018, the platform and content division integrates Tencent’s online video business unit (including long-form video platform Tencent Video, short-video app Tencent Weishi, Tencent app store Yingyongbao, and Tencent Comics), Tencent News, instant messaging app QQ, QQ Browser, Sogou search engine, and Sogou Pinyin Input. 

  • In 2022, Tencent conducted at least three large-scale layoffs, with the PCG, which has the largest workforce, being the hardest hit. LatePost’s report said employee numbers were down from over 20,000 to less than 10,000 in the division.
  • At the same time, the PCG has significantly tightened its requirements for the setting up of new projects. New initiatives, such as an original video project, must now be able to prove they can make five times their cost in revenue to be approved; previously, this requirement was set at twice the cost, a PCG employee told LatePost.
  • Brands’ reduced advertising budgets amid a broader economic slowdown are hurting Tencent’s media ad revenue, with LatePost citing a source as saying that variety shows produced by Tencent Video, which rely heavily on such advertising, are essentially now losing money. The long-form video platform is trying to save money on buying original show concepts by shifting to a payment model based on an initial fee followed by performance-related incentives to copyright holders and developers.
  • Tencent News, one of the tech giant’s best-known units, has seen a major turnaround after losing money for most of 2022. The unit reportedly returned to profitability in October after it adjusted to focus on high-quality content and algorithm recommendations following Jonathan He’s arrival to head up the team in May.
  • The report says that QQ Browser, another unit within the PCG, finally turned profitable after it reduced promotional costs by over RMB 2 billion. The browser holds a small market share of just 4.87% in China, compared to Chrome’s 41.65%, according to traffic analysis website Statcounter.
  • “PCG has made a solid step forward in its survival,” Tencent COO Ren Yuxin reportedly told an internal year-end conference, adding that this didn’t mean the unit could slacken off.

Context: Tencent recorded year-on-year declines in both its domestic gaming revenue and advertising revenue in the first three quarters of 2022, after Chinese regulators tightened time limits on young gamers and effectively froze the issuing of new game licenses. 

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WeChat Channels saw view counts grow 200% and GMV rise 800% in 2022 https://technode.com/2023/01/10/wechat-channels-saw-view-counts-grow-200-and-gmv-rise-800-in-2022/ Tue, 10 Jan 2023 10:16:57 +0000 https://technode.com/?p=175282 Tencent’s short-video product WeChat Channels reported impressive growth at its annual flagship event on Tuesday. The unit saw a 200% yearly growth in the total number of video views, and an 800% growth in total gross merchandise value (GMV) from livestream shopping content.  Why it matters: WeChat Channels’ strong growth in creator numbers and view […]]]>

Tencent’s short-video product WeChat Channels reported impressive growth at its annual flagship event on Tuesday. The unit saw a 200% yearly growth in the total number of video views, and an 800% growth in total gross merchandise value (GMV) from livestream shopping content. 

Why it matters: WeChat Channels’ strong growth in creator numbers and view counts offers a wider basis for monetization plans. Tencent will likely see the short-video unit play a bigger role in its advertising revenue, with CEO Pony Ma recently declaring it “the hope of the whole company.”

Details: The total time users spent on WeChat Channels exceeded 80% of the time they spent on WeChat Moments (a feature similar to Facebook timeline) in 2022. The messaging app hasn’t revealed the amount of time users spend on the Moments feature since 2019, when WeChat founder Allen Zhang said the figure had been roughly the same over the years at an average of 30 minutes per day.

  • WeChat saw the total view counts of its video unit increase by 200% from last year, and the number of creators with over 10,000 followers was up 308%.
  • WeChat also posted significant growth in its live-commerce business, saying GMV grew more than eight times from last year, and the average unit price exceeded RMB 200 ($29.5), similar to last year’s.
  • For livestreaming, executives said the number of users and time spent watching jumped 300% and 156%, respectively. The video unit has already livestreamed multiple concerts by popular singers, speeches by public figures, and major sports events to the public. Last April, the Chinese rock star Cui Jian’s livestreamed concert attracted more than 46 million viewers, setting a viewing record for live online concerts at the time. 

Context: Tencent urgently needs to find a new revenue growth point as it faces slow growth in video games and advertising operations. The company’s overall revenue has declined in the last two quarters. The company’s CEO Pony Ma sees WeChat Channels as a major source of hope for the future of Tencent, with the unit already initiating various attempts to monetize.

  • Similar to rivals Douyin and Kuaishou, WeChat’s short-video unit have attempted to accelerate the commercialization process in multiple ways: livestream e-commerce, in-feed ads, encouraging users to tip livestreamers, and charging merchants a 1% to 5% commission fee, which started on Jan. 1.
  • Launched in 2020, WeChat Channels positioned itself as a short-video platform for personal video content, largely thanks to its integration with Tencent’s WeChat super app.
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China tech in 2022 | A difficult year for many, but EVs and overseas retail provide bright spots https://technode.com/2023/01/02/china-tech-in-2022-a-difficult-year-for-many-but-evs-and-overseas-retail-provide-bright-spots/ Mon, 02 Jan 2023 00:10:00 +0000 https://technode.com/?p=174953 China tech in 20222022 has been a challenging year for many Chinese tech companies. But EVs and overseas e-commerce have become rare growth points.]]> China tech in 2022

China had a rough ride in 2022. 

Throughout the year, the economy was plagued by the frequent resurgence of Covid and the related containment measures that disrupted daily activities. In the first three quarters, China’s GDP grew by 4.8%, 0.4%, and 3.9% from last year, falling far short of its own 5.5% annual growth goal. 

The country’s tech industry was, of course, not immune to the overall sluggish economy. Chinese companies (many of which are in the tech sector) on the Hurun Global 500, a list that tracks the world’s most valuable companies, lost $2.9 trillion in 2022, more than half of their value from last year. 

The e-commerce and content sectors, in particular, saw the most damage as consumers and advertisers cut spending. Industry leader Alibaba reported a steep drop in revenue growth, while budget retailer Pinduoduo saw rapid growth as people became more sensitive to prices. Content giant Tencent also reported quarterly revenue declines, and advertising revenue dropped significantly. 

Meanwhile, green energy vehicle sales had been a rare growth point in China, and Chinese shopping platforms were rising rapidly in overseas markets despite challenges at home. 

It might be too early to tell whether the country is nearing a turning point. After three years of battling the highly mutable and transmissible Covid-19, the Chinese government suddenly relaxed its Covid control policies in early December, exiting from its previously strict measures in less than a week. Such drastic change has resulted in rapid Covid infections across China, triggering drug shortages and causing many people to stay home to recover. 

China’s earlier-than-expected reopening could bring an economic recovery in 2023. But the country might also need some time to learn to live with Covid after three years of strict controls.

Goldman Sachs expected China to reopen in the second quarter of 2023 in their annual China outlook report published in November and forecasted China’s GDP growth to “accelerate from 3.0% this year to 4.5% next year.” The first quarter after reopening might see negative growth, due to Covid case surges and people temporarily reducing travel, the report said. However, China might see accelerated growth once people adjust to the new reality, as experiences from other East Asian countries that have implemented strict Covid controls show. 

EVs drive automaker growth, BYD claims dominance

In a year of lackluster consumer confidence, new energy vehicles (NEVs, including plug-in hybrids and electric vehicles) have been a rare bright spot in China. The country’s car buyers showed a strong preference for NEVs over traditional gas cars. The share of NEVs in the new car sales reached 36.2% in November, growing from last year’s 22.5% and surpassing China’s goal of 25% by 2025, three years ahead of schedule. 

And no Chinese automaker had a better year than BYD. The local EV and battery maker climbed to a dominant position in the new energy vehicle segment. At the same time, China’s leading EV trio — Nio, Xpeng, and Li Auto — faced various problems and lost some of their shine.

BYD managed to capture market share from other strong rivals this year. In a year, BYD grew its share of NEV sales from 19.5% to 31%, while Wuling’s went down from 14.4% to 8%, and Tesla China went down from 10.7% to 7.9%. 

As of November, BYD more than doubled its sales from last year, selling more than 1.57 million NEVs this year in China, taking more than 31% of the market share, ranking first and way ahead of the trailing pack of automakers. Wuling, a state-owned mini EV maker, is second, selling more than 400,000, growing 7.1% from last year, and accounting for more than 8% of the market. Tesla’s China operation came in third, with more than 397,800 cars sold, a 59% annual growth, and a 7.9% market share. Li Auto, Xpeng, and Nio ranked 10th, 11th, and 12th, each taking less than 2.3% of the market, down about 1% from last year. 

Other local automakers, such as Geely, GAC’s Aion, Chery, Changan, and Hozon, also had a good year and grew their market share, though the speed and scale of BYD’s growth were unrivaled. Hozon made it into the top ten EV brands by sales for the first time this year, squeezing out the state-owned joint venture SAIC. Geely also saw impressive market share growth, rising from 2.7% last year to 5.3% this year. 

BYD has two main advantages: competitive pricing and an integrated supply chain. BYD’s popular models — BYD Song Plus and BYD Qin — have been frequent bestsellers in their categories in the last six months. Priced between RMB 150,000 and RMB 220,000 ($21,470 to $31,490), these models are known for affordability and fuel efficiency. Unlike many other automakers hit by supply chain crunch and price hikes of source materials, BYD was able to keep its competitive price as a major battery maker in its own right (and one that is reportedly set to supply its blade battery to Tesla). BYD is also expanding outside China, systematically entering Japan, Southeast Asia, and Western Europe, with more overseas pushes planned ahead. 

However, such impressive growth could slow in 2023. Multiple automakers in China gave conservative outlooks for the first half of 2023, citing the end of EV purchase subsidies at the end of 2022. Many brands also cut prices and gave out promotions to attract buyers to place orders before the end of 2022, boosting their year-end sales and capitalizing on the last subsidy run. These moves are likely to overdraft 2023’s sales in advance. 

Pinduoduo wins in China, competition heats up in overseas markets 

In the economic downturn, budget retailer Pinduoduo outrivaled established platforms like Alibaba and JD. In the third quarter, Pinduoduo reported 65% growth in revenue and a whopping 388% growth in operating profit, contrasting with Alibaba’s relatively flat growth of 3% in revenue and 68% in operating profit, and JD’s 11.4% growth in revenue and 276% in operating profit. Alibaba fared worse than JD, seeing a steep drop in revenue growth, with yearly growth hitting below 10% for the first three quarters of 2022, a major departure from the 20% or 30% plus growth rates it has been accustomed to in the past few years.

Although Pinduoduo’s vice president of finance, Liu Jun, said at a third-quarter earnings call that the company was “unlikely to maintain” that level of profitability, the temporary strong growth still showed the broad appeal of a well-run budget retailer during lean times. 

China’s year-end shopping festival Singles Day was also increasingly losing its appeal. Industry leaders Alibaba and JD didn’t release their overall sales data for the first time in a decade. Moreover, these established retailers were also facing serious threats from ByteDance’s Douyin as the short-video platform continues to see strong growth in live commerce. 

In contrast to the slow growth back home, outside of China, competition has been heating up for Chinese overseas retail platforms. In March, Shein, the Chinese online fashion platform known for its ultra-cheap prices, managed to expand its market share of fast fashion sales in the US to 40%, continue to widen its lead over H&M’s 27%, Zara’s 17%, Forever 21’s 9% and Fashion Nova’s 6%, a report from Bloomberg Second Measure said. Shein became the largest fast-fashion retailer in the US in the second quarter of 2021 and grew its US sales more than 5.6 times between March 2020 and March 2022. 

Seeing Shein’s success, Pinduoduo also launched an overseas retail platform Temu in September. The platform surpassed $1.5 million in average daily gross merchandise value (GMV) in its first month. Although the figure fell slightly short of internal expectations, the platform was spending heavily on ads to capture new customers, even becoming the most-downloaded shopping app in the US, surpassing Amazon, Walmart, and Shein. Nevertheless, it remains to be seen whether such growth is sustainable. 

A somber year for China’s semiconductor industry

Since Chinese tech giants ZTE and Huawei began to be hit by US sanctions five years ago, the Chinese tech industry has wondered about the evolution of US sanctions. This fall, the multi-year effort hit a new level. 

In October, the US announced a sweeping set of restrictions on semiconductor exports to China, aiming to cut China off from accessing high-end chips and the tools to make them. Instead of putting individual companies on blacklists, the new restrictions took aim at the entire Chinese semiconductor sector and related industries. 

In particular, the Biden administration is trying to limit China’s ability to make advanced chips under 16nm or 14nm, DRAM memory chips of at least 18nm, and NAND flash memory chips of 128 layers or more. Meanwhile, the US is also pursuing chipmaking toolmakers in the Netherlands (ASML) and Japan (Tokyo Electron), pressuring them to stop selling China the tools to make high-end chips. There aren’t many ways around these curbs. Unless advanced chipmaking technology changes or undergoes a fundamental evolution, China’s dream of making its own advanced chips in the next few years might be limited. 

Content platforms see ad revenue winter 

The content and entertainment sectors have seen significant blows in the past year, not just in China, but also worldwide. According to the Hurun Global 500 list, media and entertainment companies suffered the most significant drop in value in 2022, followed by retail, software, and services, while the biggest gainers were in energy and insurance. 

Major content platforms in China saw dwindling advertising dollars as companies cut marketing budgets to weather the economic downturn. Worse, whatever budget was left was increasingly going directly to e-commerce platforms such as Pinduodou and JD rather than content platforms like Tencent, Baidu, and Weibo. 

Content giant Tencent saw yearly revenue decline by 3% and 2% in the second and third quarters, with advertising revenue down almost 18% in the second quarter. In late December, Tencent’s CEO Pony Ma said in an internal speech that the company could cut Tencent News, the company’s signature news website established in 2003, if the site can’t break even by itself. 

Search engine giant Baidu also saw revenue decline by 5% in the second quarter, and a flat 1.9% growth in the third. Microblogging site Weibo saw heavy losses too, reporting 22% and 25% revenue declines in the second and the third quarter. 

Gaming companies in China saw a few signs of easing conditions. In April, China began issuing gaming licenses again after an eight-month freeze. But heavy regulation on the sector in 2021 has continued to have ripple effects, and video game companies were projected to see a 2.5% annual revenue decline in 2022. Many smaller studios had to lay off staff or even shut down their companies while waiting for their new games to be approved by the authorities. The worst might be over, but the pain is still being felt throughout the industry

Related reporting from TechNode

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Tencent and NetEase secure major game approvals at the end of 2022 https://technode.com/2022/12/29/tencent-and-netease-secure-major-game-approvals-at-the-end-of-2022/ Thu, 29 Dec 2022 08:59:15 +0000 https://technode.com/?p=175029 Tencent PokemonTencent and NetEase received approval for several major games at the end of the year, including the first overseas titles in 17 months. ]]> Tencent Pokemon

China’s media regulator released its December game licensing list for domestic and imported games on Wednesday. The National Press and Publication Administration approved 84 China-made games and 44 imported overseas games. Among those winning approval, Tencent got a green light for Pokémon Unite, part of the famous franchise co-developed with Nintendo. NetEase also scored several approvals. 

Why it matters: Despite the resumption of gaming licenses in April after an eight-month freeze, China again skipped approvals this year in May and October, and overall approved far fewer games than in previous years. The country approved 468 domestic games this year, 38% less than in 2021 and only a third of those approved in 2020, according to Caixin’s calculations

Details: Tencent received approval for one domestic game and five imported games. NetEase got one domestic game and two imported games approved. Alibaba’s Lingxi Game and ByteDance’s Nuverse won approval for one imported game each. 

  • Tencent’s NExT studio got its third-person shooting game Synced: Off-Planet approved. The world-leading game developer also won approvals for five imported games: Pokémon Unite, Valorant, Don’t Starve Newhome, The Age of Navigation: Sea Overlord, and Crossfire developer Smile Gate’s Lost Ark.
  • NetEase’s Racing Masters, a racing game co-developed with British car game developer Codemasters, also won approval. NetEase also gained licenses for Raid: Shadow Legends and Fantasy Life, two imported role-playing games. 
  • Chinese gaming firm Perfect World also won approval for two imports: Two Point Hospital and Dorfromantik.

Context: Although the Chinese regulator has shown signs of loosening the crackdown on the gaming industry that began in August 2021, it is still handing licenses to fewer games and doing so with less frequency than before. 

  • This round of approvals was the first time in 17 months that the Chinese regulator gave nods to imported games developed overseas. Last year, the regulator handed out imported game licenses in June, approving 76 games, 42% more titles than on this year’s approved list.
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More Chinese tech companies see potential growth in fictional short video series https://technode.com/2022/11/28/more-chinese-tech-companies-saw-potential-growth-in-fictional-short-video-series/ Mon, 28 Nov 2022 12:30:00 +0000 https://technode.com/?p=173981 More Chinese tech majors are investing in making fictional short video series.Major Chinese tech companies like Xiaomi and Baidu are increasing their offerings in fictional short video series, an area in which established short-video platforms Douyin and Kuaishou excel. These short dramas are typically low-budget, under 10 minutes per episode, made for verticle viewing and target mobile users. Many of these short video dramas are adapted […]]]> More Chinese tech majors are investing in making fictional short video series.

Major Chinese tech companies like Xiaomi and Baidu are increasing their offerings in fictional short video series, an area in which established short-video platforms Douyin and Kuaishou excel. These short dramas are typically low-budget, under 10 minutes per episode, made for verticle viewing and target mobile users. Many of these short video dramas are adapted from web fiction, some are original content. 

Local online media Tech Planet reported on Monday that ByteDance, Baidu, and Xiaomi have recently increased their offering in short video series and are looking to “deeply cultivate the online literature and short drama industries”.

Why it matters: The adaptation of web fiction and online literature into new “mini-dramas” offers Chinese internet companies a new model for monetization amid sluggish advertising growth – potentially attracting new users and increasing time spent on the app. Tencent, Kuaishou, and Alibaba are all considering expanding their presence in the sector according to the report.

Details: The report said that Baidu, Xiaomi, and ByteDance are keeping the production cycle for these short video series within 10 days, with production costs mostly within hundreds of thousands of yuan (under $1,400). 

  • The report said Xiaomi has recently launched an app called “Duohua short video (our translation)” allowing paid users to watch short video series, which are still mainly provided by third parties. The Chinese phone vendor acquired e-reader service provider Duokan Technology in 2012 and now offers third-party web novels through the app.
  • Baidu’s online free novel app Qimao also plans to start a short video business, and has been hiring related talents recently, the report said.
  • TikTok’s parent company ByteDance started its online novel business in 2015. Its free literature app Tomato Novel has reached 93.27 million monthly active users as of December 2021, and the Beijing-based firm also has at least eight paid novel apps. The company uses Douyin, which has more than 600 million active daily users, to distribute short video series.
  • Douyin also sees the online novel business as a new way to tap into more potential users, with TikTok’s sister platform testing a dedicated novel channel on the homepage of its tablet app this June, which allowed users to select and read e-books. 
  • Short-video platform Kuaishou also excels in short video series. There are more than 2,000 series with over 100 million views on the platform, with genre spanning from romance, country to animation.
  • Kuaishoul also launched its first novel app Kuaishou Free Novel this September.
  • Kuaishou and Douyin have already launched numerous short series, with the former stating in its creator meeting held in July that the number of daily users watching Kuaishou mini-series has surpassed 260 million, and half of these users watch more than 10 episodes on the app every day.
  • Chinese long-form video platforms, including Youku, iQiyi, and Tencent video, have also invested in short series productions and added a quick link to this content type on their apps’ home pages.

Context: China’s web literature market size has exceeded RMB 30 billion with 502 million users by the end of 2021, according to a report conducted by the Chinese Academy of Social Sciences.

  • Major internet companies recorded a slowdown in advertising growth amid sluggish macroeconomic environment, for example, Kuaishou posted a 6.2% growth in advertising revenue in the third quarter, compared to a 32.6%, 10.5%  growth year-over-year in the first and second quarter this year, respectively.
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Baidu AI completes an unfinished ink painting: how does it work, and is it making human artists obsolete? https://technode.com/2022/11/22/baidu-ai-completes-an-unfinished-ink-painting-how-does-it-work-and-is-it-making-human-artists-obsolete/ Tue, 22 Nov 2022 07:11:50 +0000 https://technode.com/?p=173794 Baidu, AI, Wenxin Yige, art generationChinese tech giant Baidu showed off its AI on art generation with the unveiling of a newly “completed” ink painting by Lu Xiaoman. ]]> Baidu, AI, Wenxin Yige, art generation

Chinese tech giant Baidu recently showed off its AI capabilities with the unveiling of a newly “completed” ink painting by Chinese painter Lu Xiaoman (1903 – 1965), which was finished by the firm’s deep learning-based art generation platform. 

As part of the presentation of the artwork, Baidu held a roundtable discussion with local auction house Duo Yun Xuan on Nov. 16 in Shanghai. The two partnered on the completion of Lu’s work, which the beloved 20th-century cultural figure had left unfinished.

Baidu, AI, Wenxin Yige, art generation
Lu Xiaoman’s original unfinished work (middle), Human artist Le Zhenwen’s interpretation (left) ,and Baidu AI’s interpretation (right). Credit: Baidu

This discussion presented two attempts to complete Lu’s original unfinished work: one is from famous Chinese artist Le Zhenwen, and the other is from Baidu Wenxin Yige, an art generation platform developed on Baidu’s deep-learning framework PaddlePaddle. The intention is to offer a comparison between the AI interpretation of the work and that of a human artist.

According to Baidu, its version of the work went through four phases: AI learning, AI painting, AI coloring, and theme poem composition. During the process, Baidu partnered with Duo Yun Xuan to collect public ink paintings to train models and reach a better outcome.

Baidu, AI, Wenxin Yige, art generation
The generation process. Credit: Baidu

The twin artworks will be sold on Dec. 8 at Duo Yun Xuan’s 30th-anniversary auction event.

Below are comments on the project from Xiao Xinyan, chief architect of Baidu Wenxin Yige. His words have been translated, edited, and condensed for clarity. 

How does AI generate such artwork?

In short, AI will shuffle and compose the concepts and datasets it has learned previously, which is somewhat of a knowledge presentation.

From a technical point of view, AI learns before it paints, just as human beings do. It is trained from a vast amount of data in image-text matches. Every painting has a text description. Al can learn the association between languages and images, as well as multiple corresponding concepts related to the images. 

For instance, the concept of mountains could have a wide variety of image styles. So then how do people use AI to paint? They need to provide it with a text description, such as “a pine tree on a mountain.” AI will call on its learned experience and knowledge to generate a vague initial version randomly and then modify and perfect it continuously. There could be hundreds of rounds in the modification process, with the overall outline becoming clearer and clearer during the process, enriching the details. The work will be finally completed when it meets people’s esthetic requirements.

How is Baidu exploring art generation tech?

We [Baidu] adopt self-developed technology. There are two main points to our AI painting tech. Firstly, the image quality is high and looks delicate. We utilize a powerful diffusion model, which is a major technical innovation. Via multimodality of text and image, we can [give AI] a deep understanding, enabling it to create delicate artworks. 

Also, we have a better understanding of Chinese culture, and we will build a relevant dataset to feed it for generations in such a style. For the training datasets, we also developed algorithms to evaluate the aesthetics to ensure they meet the criteria. 

And considering users’ descriptions can be inaccurate, we enhanced the inputs system via a knowledge graph to provide related keywords for a better user experience.

So far, the feedback from users is quite positive; the platform has greatly improved their efficiency. For most casual users, they find the AI generator quite helpful. Looking ahead, we plan to explore a wider range of usage scenarios, for example using AI to assist children to practice painting. 

What is the position of human beings in AI art generation?

The human being is of great importance in AI-driven paintings. In my opinion, human is the mentor of AI. We need to develop the neural network of the AI painting model: there are different models with various effects [and we need to choose ideal ones from them].

The human also has to feed AI some material to learn and determine how the AI should be trained. For example, Baidu Wenxin Yige was fed with traditional Chinese elements and cultural data to have a better understanding of this genre. 

[The platform] can generate an image within minutes. On the first version of the piece drafted by Lu Xiaoman, the Baidu team consulted artist Le for advice. He then provided more training samples for a better outcome.

At the very beginning, AI needs people to teach it to generate the image: what content should appear in the picture and what styles should be presented.

Humans are also the ones to make a final decision despite the machine having an automatic algorithm to tell if the generated work is good enough because AI is not as accurate as human beings in this case.

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Tencent’s overseas gaming revenue helps lead Q3 recovery https://technode.com/2022/11/17/tencents-overseas-gaming-revenue-helps-lead-q3-recovery/ Thu, 17 Nov 2022 09:38:08 +0000 https://technode.com/?p=173693 TencentChinese tech giant Tencent posted its results for Q3 2022 on Wednesday, as its strategies worked, driving the revenue recover.]]> Tencent

Chinese tech giant Tencent posted its results for the third quarter of 2022 on Wednesday, reporting RMB 140.1 billion ($19.7 billion) in revenue, a 2% year-on-year decline. The figure missed analysts’ average estimation of RMB 141.6 billion, according to Reuters. Profit attributable to equity holders of Tencent for the quarter was RMB 39.9 billion, a 1% year-on-year increase and a significant achievement considering the company saw a more than 50% yearly fall in that figure for the first and second quarters of 2022.

The data follows a number of “adjustments” that Tencent has made to its multiple businesses, and also reveals that its gaming sector, which accounted for 31% of the company’s overall revenue in the third quarter, recorded consistent growth overseas. 

Why it matters: Even as one of China’s most influential technology giants, Tencent is still struggling to fight against the macro downturn. As with other Chinese tech firms, it’s gaming arm has been increasingly looking overseas for growth, investing in international assets and working with partners to develop more titles for global publication. The return on this strategy is now evident in the company’s financial results.

Details: According to Tencent’s financial results, revenue from domestic games continues to fall this year, but international games have consistently contributed to revenue growth. In the past two years, Tencent’s domestic gaming business peaked at RMB 33.6 billion in revenue for the third quarter of 2021. Since then, it has dropped each quarter, mainly due to China’s gaming regulations aimed at minor protection, which include time limits for those under 18 and took effect in Sept 2021.

  • For the reported quarter, revenue from Tencent’s domestic gaming business declined 2% quarterly and 7% yearly to RMB 31.2 billion, according to the company’s financial results and our calculations.
  • According to Tencent, time spent on gaming by under 18s in China saw a sharp 92% drop in July compared with the same month last year. In July 2022, gameplay time by minors accounted for just 0.7% of the domestic total, the firm said.
  • The situation was made more complex by the unpredictable nature of gaming license approvals in the country (the National Press and Publication Administration did not issue any licenses last month). However, Tencent executives struck an optimistic tone on Wednesday’s earnings call, saying that the company had acquired a license in September and believed that there would be more licenses approved soon.
  • By contrast, revenue from Tencent’s international games saw steady quarterly growth. For the reported period, there was a 9% quarterly and 4% yearly increase in revenue for the company’s overseas gaming business, generating RMB 11.7 billion. In its most recent financial report, Tencent attributed the data to “robust growth from Valorant, the successful launch of Tower of Fantasy, and an expanded game portfolio at Miniclip, versus decreased revenue from PUBG mobile.”
  • Regarding Tencent’s other businesses in the third quarter, CEO Pony Ma stated that “we started to benefit from the adjustments that we have made to reposition ourselves for a new industry paradigm. We activated in-feed advertisements in Video Accounts, and executed cost efficiency initiatives which re-focused us on core activities and controlled our cost growth.” He added that the firm had seen “a growth in non-IFRS earnings after four quarters of decline” due to these achievements, while also highlighting the breakthrough in international games publishing.

Context: Tencent is the largest video gaming firm in China and the second largest in the world by market cap. The tech giant also built a social network empire with QQ and WeChat (Weixin in China).

  • Tencent faced mounting challenges relating to policy uncertainty and a macroeconomic downturn in 2022. The company’s stock price dropped to a five-year low by the end of October, according to data from Google Finance. 
  • The company announced on Wednesday that it would divest over 90% of its $20.4 billion valued stake in Meituan to shareholders as a special dividend, following a similar divestment from JD.
  • In the gaming sphere, the firm made major investments directly or indirectly this year in notable developers and publishers such as Ubisoft, Elden Ring developer FromSoftware, and Subway Surfers developer Sybo.
  • Tencent is also building out content universes for its most popular titles Honor of Kings and League of Legends, as an additional means of increasing profit.
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Tencent to expand hit game Honor of Kings into a ‘universe’ https://technode.com/2022/11/15/tencent-to-expand-hit-game-honor-of-kings-into-a-universe/ Tue, 15 Nov 2022 09:49:58 +0000 https://technode.com/?p=173599 Tencent, gaming, Honor of KingsTencent held a event for its hugely popular title Honor of Kings, providing new details about the expansion of a “universe.”]]> Tencent, gaming, Honor of Kings

Chinese gaming giant Tencent held a special event on Nov. 12 to celebrate the seventh anniversary of its hugely popular TiMi Studio-developed title Honor of Kings. At the event, the firm provided new details about expanding a “universe” of productions related to the hit game.

Honor of Kings became China’s most profitable mobile title in January 2022, taking the crown from another mobile title developed by Tencent, PUBG Mobile. The game generated $190 million in September alone, according to US data firm Sensor Tower. Launched in 2015 in China, Honor of Kings recorded 50 million daily active users in 2016 and then hit 100 million in 2020, according to official data. Tencent brought the game to overseas markets for the first time this year. 

The game’s success has spurred Tencent to pursue a similar strategy used successfully with League of Legends: building and expanding the game’s universe by adding related titles and spin-off products for greater revenue growth.

While the titles shown at the event did not come with specific launch dates, the update was still a positive sign that the projects remain in progress despite the recent challenging regulatory environment for the Chinese games industry.

The event showcased new developments on three gaming titles – Honor of Kings Chess, Honor of Kings: World, and Code: Breaking Dawn – and one animation entitled Brothers Baili (all names are our translations). We’ve outlined the details (that we know of so far) for each below.

Honor of Kings Chess

At the release event, Tencent announced a new chess title based on Honor of Kings. Judging by the computer graphics preview, Honor of Kings Chess is either an auto chess or auto battle gaming title, with gameplay similar to League of Legends’ Golden Shovel (our translation). Players use strategies on the cards dealt to them or chess combos to fight with other players. The title was developed by a unit from the main Honor of Kings title, according to ITHome (in Chinese). 

Honor of Kings: World

First revealed in October 2021, Honor of Kings: World is an open-world RPG title. At the event, Tencent released a new demo video of the gameplay, presenting more details about character skills and the gaming world. Based on this, the title features a stylish art design similar to The Legend of Zelda: Breath of the Wild, with stunning visual effects during combat scenes. The general gaming scenes are also of high graphic quality and look close to an AAA-level title. Some details, such as clothes and grass, display surprisingly realistic physical effects.

The title will be published globally on multiple platforms, according to the description of a previous video released through Tencent’s official Bilibili account.

Code: Breaking Dawn

Code: Breaking Dawn is a fighting game that was first announced in 2020. The game title brings major “kings” from Honor of Kings to a stage for Street Fighter-style player-versus-player battles. At the event, Tencent released a new teaser trailer, demonstrating the skills of some of the characters, including Sun Wukong, Diaochan, and Kai.

However, the title is still in development, and no specific launch date has been set.

Brothers Baili

In addition to the aforementioned gaming titles, Tencent also provided an update on its Honor of Kings feature film series. The first movie, named Brothers Baili, will focus on the stories of the two popular characters Baili Shouyue and Baili Xuance. The movie will dive into the brothers’ childhood, building out the characters’ backstories. 

Based on the trailer, the animation could be presented in a 3D style. According to the description, the trailer involved Huang Chengxi, a notable director and animation artist who worked on 2017’s Boruto: Naruto Next Generations.

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ByteDance launches Pico 4 in China with local content https://technode.com/2022/09/30/bytedance-launches-pico-4-in-china-with-local-content/ Fri, 30 Sep 2022 08:40:40 +0000 https://technode.com/?p=172303 Pico 4, ByteDance, VRTikTok owner ByteDance launched its Pico 4 VR headset in China on Tuesday and bring more local content like VR concerts with partners.]]> Pico 4, ByteDance, VR

TikTok owner ByteDance launched its Pico 4 VR headset in China on Tuesday, following its unveiling to the overseas market on Sept. 23, offering more exercise content and incorporating a number of entertainment deals with local partners. The Pico 4 has a price range in China of RMB 2,499 – RMB 3,799 ($352.76 – $536.27), based on different storage options (128 GB – 512 GB).

Why it matters: VR and AR devices are increasingly popular in consumer markets, but affordable, high-spec options in China remain scarce.

  • Meta’s Oculus dominates the market globally, but its services and content are inaccessible in China, giving Pico a huge advantage when it comes to building up local content.

Details: Pico will work with Chinese content providers to offer a range of services, including virtual concerts, exercise courses, and interactive narrative work.

  • There are three major Pico partnerships in the sports and exercise fields and the brand plans to release over 50 related apps. Pico will work with a Shenzhen-based startup, Supermonkey, to bring users customized exercise classes in virtual reality. The brand has also revealed a partnership with notable fitness coach Pamela Reif for fat-burning plans, which it said will not require extra equipment.
  • Pico also has a new app named Chao Ran Yi Ke, with over 500 minutes of workout classes in three intensity levels.
  • Ling Cage (Ling Long, in Chinese), a popular sci-fi animation series produced by YHKT Entertainment and Bilibili, will have a VR version available on Pico’s devices. Users will be able to play as the main character from the show, exploring the story in an immersive way.
  • Pico has also reached agreements with the copyright owner of The Three-Body Problem, the famous sci-fi novel written by Liu Cixin, to bring an interactive narrative work to its platform based on Liu’s work.
  • Moreover, Pico has revealed two virtual concerts coming this year. One is for ByteDance-backed virtual idol group A-Soul in November. Another is a Mandarin-language singer whose virtual concert will be held by the end of this year, but the firm has yet to reveal the artist’s name. According to Pico, the concert will feature a Chinese fantasy style mixed with retro disco elements.

Context: Pico has been working with partners in the content industry to enrich the experience of its devices. The firm launched Pico Video in March with an in-depth partnership with over 30 VR video-creating firms and major Chinese streaming platforms.

  • Pico has so far hosted three VR concerts this year with famous artists, including Elvis Wang, Michael Zhen, and Wang Feng.
  • ByteDance acquired the firm last year at a cost of RMB 9 billion ($1.27 billion). The company has since expanded aggressively, with employee headcount growing from 300 to over 1,000 (in Chinese), and 70%-80% of the workforce engaged in development and research, according to Chinese media outlet 36Kr.
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Chinese tech giants Tencent and ByteDance top global mobile markets: report https://technode.com/2022/09/13/chinese-tech-giants-tencent-and-bytedance-top-global-mobile-markets-report/ Tue, 13 Sep 2022 10:37:00 +0000 https://technode.com/?p=171543 Tencent ByteDanceChinese tech majors Tencent and ByteDance were the top-grossing publishers in global mobile app stores for the first half of 2022.]]> Tencent ByteDance

Chinese tech majors Tencent and ByteDance were the top-grossing publishers in global mobile app stores for the first half of 2022, according to a report by business insight firm Sensor Tower.

The global mobile app market is highly centralized, with 91% of revenue coming from the top 1% of publishers. Over the years, such centralization has been shrinking; the market share of the top 1% has hit its lowest point since 2019.

Why it matters: Tencent and ByteDance have dominated the global mobile markets for years with their trending game titles and the internationally phenomenal video app TikTok. The two majors have invested heavily outside of China, launching new services and acquiring studios in recent years.

  • Despite the highly centralized nature of this market, top players are losing shares and creating more space for newcomers.

Details: By analyzing 900,000 publishers on the Apple App Store and Google Play, Sensor Tower found that the top 1% of publishers accounted for 79% of all downloads and 91% of revenue on the two platforms in the first half of 2022. The remaining 99% shared 21% of the market.

  • Tencent was the top-grossing publisher in game and non-game categories, earning about $3.3 billion in the first half of 2022. The figure is almost 153% larger than ByteDance, which came second on the chart with $1.3 billion in revenue.
  • Tencent was also the most profitable gaming app publisher in the same period, generating over $2.6 billion, thanks to its popular titles like Honor of Kings and PUBG Mobile​​. Tencent accounted for around 10% of revenue from all top game publishers.
  • In the gaming category,106,000 publishers introduced new titles in the first half of 2022. While the top 1% of gaming publishers took over 79% of the market globally with 22 billion downloads.
  • In non-game apps, ByteDance’s TikTok remains the global app bestseller and most downloaded in the first half of 2022, helping to boost the company’s revenue growth. 
  • In August, TikTok and Douyin, two short video apps owned by ByteDance, pulled in more than $306 million from the global Apple App Store and Google Play, contributing to the first-place ranking in the global mobile non-game revenue list, a figure 1.8 times that of the same period last year.

Context: Revenue from mobile apps saw a 2.2% decrease semi-annually (in Chinese) in the first half of 2021, a total of $65 billion less than in the second half of 2021. It is the first fall in revenue since 2019, according to Sensor Tower.

  • The fall was mainly due to a revenue decrease from mobile games, which hit $41.3 billion in the first six months of 2022. The US, Japan, and China are the top three markets for mobile games, with the former two seeing over 8% less revenue compared to the second half of 2021.
  • Tencent has been ambitious this year, making major moves in the overseas gaming market. The firm announced new progress with its partner Ubisoft, which just doubled its holding shares in new mobile titles. It also invested in notable publisher and developer FromSoftware, and acquired Sybo, maker of popular game title Subway Surfers.
  • TikTok also has great expansion plans in the overseas market, with a particular focus on e-commerce business. Since it launched TikTok e-commerce in Indonesia in February 2021, it has expanded local and cross-border business in Thailand, Vietnam, Malaysia, the Philippines, and Singapore. TikTok also cooperated with e-commerce giant Shopify last August, allowing users from the US and Britain to buy goods directly through the app.
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Bilibili revenue growth continues to slow as monthly active users hit 300 million https://technode.com/2022/09/09/bilibili-revenue-growth-continues-to-slow-as-monthly-active-users-hit-300-million/ Fri, 09 Sep 2022 09:12:39 +0000 https://technode.com/?p=171488 BilibiliBilibili has seen revenue growth slowing since the second quarter of 2021, reporting a revenue of $732.9 million in Q2.]]> Bilibili

Chinese video platform Bilibili reported on Thursday revenue of RMB 4.9 billion (US$732.9 million), a 9% yearly increase for the second quarter of 2022, continuing its trend of slowing growth. The firm’s net loss narrowed and saw an increase in monthly active users (MAUs).

Why it matters: Bilibili continued to operate on a loss since it went public on the Nasdaq in 2018. The pandemic resurgence and month-long lockdown in Shanghai, where Bilibili is based, have hit the company’s income. Slowing growth will make it harder for the company to achieve its goal of turning a profit in 2024.

Details: Bilibili has seen revenue growth slowing since the second quarter of 2021, even as its MAU numbers during the same period have stayed strong, with about 30% yearly growth each quarter.

  • A decrease in its mobile gaming business contributed to the platform’s slow growth in the second quarter, with revenues decreasing 15% compared with the second quarter of 2021 to $156.2 million. Bilibili attributed this to a “lack of popular new exclusively distributed game releases” in their financial report for the second quarter of 2022.
  • Value-added services (VAS) revenues were $314.0 million, an increase of 29% from the same period of 2021. Other services, such as advertising and e-commerce, saw slower yearly growth in the second quarter of 10% and 4%, respectively.
  • Bilibili’s net loss in the second quarter of 2022 expanded 79% compared with the same period of 2021 to $300.2 million. However, the figure narrowed by 17% from last quarter’s $360.3 million.
  • “We believe the largest impact of the pandemic is behind us, and we are poised to regain our growth momentum and improve our margins in the second half of 2022,” said Chen Rui, chairman and CEO of Bilibili. He added that the firm is confident of hitting 400 million MAUs in 2023.
  • “The primary listing on The Main Board of The Stock Exchange of Hong Kong Limited is expected to be effective on October 3, 2022,” according to Sam Fan, CFO of the firm. Fan detailed that “our binary approach will further expand our investor base and provide us with more flexibility in the capital market.”
  • Bilibili’s stock prices fell more than 15% on the Nasdaq and Hong Kong stock exchanges after its financial results were released.

Context: Bilibili has a strong user retention rate due to its heavy focus on catering to a community feeling. CEO Chen Rui said at a company anniversary event in June that 65% of the first batch of users registered in 2009, when the platform was launched, are still active on the platform. 

  • Yet it has struggled to become more profitable and underwent major internal restructuring in an attempt to boost income in July. 
  • The platform also introduced a new TikTok-like story mode last year in the hopes of increasing advertising income and video views. Daily views for the vertical mode grew four times (in Chinese) in the second quarter compared with the same period of last year.
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How can brands use NFTs in marketing? https://technode.com/2022/09/01/how-can-brands-use-nfts-in-marketing/ Thu, 01 Sep 2022 01:00:00 +0000 https://technode.com/?p=171127 NFTsEditor’s note: Two years ago, the term “NFT” would have elicited a confused look from all but the most dedicated crypto or Web3 enthusiasts. Today, it is very much a part of the mainstream marketing lexicon, with everyone from Taco Bell to Tiffany jumping aboard the non-fungible token bandwagon. But in a world where The […]]]> NFTs

Editor’s note: Two years ago, the term “NFT” would have elicited a confused look from all but the most dedicated crypto or Web3 enthusiasts. Today, it is very much a part of the mainstream marketing lexicon, with everyone from Taco Bell to Tiffany jumping aboard the non-fungible token bandwagon. But in a world where The Wall Street Journal is declaring the “collapse” of the NFT market one moment and Eminem and Snoop Dogg are performing as Bored Ape characters the next, should brands be steering clear or investing in NFTs for the long-term?  

In this article, I would like to discuss the new scenarios of combining NFTs with brands. There are two reasons that inspired me to write about this. Firstly, since last year, there have been multiple discussions about new scenarios regarding NFTs. Discussions were heated after the advent of the crypto assets bear market, which brought more expectations and reflections about what NFTs can be used for. Secondly, as a Web3 builder, I interact with various NFT projects and creators, and many brands have come to me for advice and solutions on NFT marketing. So I’d like to put my thoughts into one coherent article. In short, brands are aware of the possibilities of NFTs as a new marketing approach, but they lack the understanding and systematic thinking about how and why it can be done.

Over the past 10 years, the traditional marketing approach of building a strong brand to attract repeated purchases gradually stopped being universally applicable. Brands are losing their effectiveness as they are faced with a series of outstanding problems: the high cost of new acquisitions, low user retention and loyalty, low conversion rates, low activity, and low repurchase rates. These changes are largely due to the diversification of the market as consumers become smarter and more powerful in selecting brands.

The failure of old experiences has led brand owners to wonder: is it still useful to invest a lot of resources in building brand power? Along with the rise of skepticism, brands have evolved in terms of marketing approach. First, in the past, brand marketing was regarded as a separate business module, while today more emphasis is placed on the integration with the brand and the effectiveness of marketing. Second, having seen the potential of big data, more brands have become obsessed with precision marketing, emphasizing ROI. Third, whether it is livestreaming, ad placement, or other factors, consumers with more simple and direct benefit perceptions are focusing on the price instead of the brand. Fourth, as the traffic dividend disappears, brands are focusing on the continuous operation of stock customers rather than the acquisition of incremental customers.

All these new changes have left brand marketing practitioners feeling lost. The word I hear most in my conversations with marketers is “difficult”: budgets are being slashed, ROI for advertising/events is low, and bosses are more focused on actual output – all of which means internal resistance to their efforts.

Branding is still important, but it’s not as important as it used to be. As one marketer told me, “Brands need to find a new narrative to fall back on, not only to win the hearts and minds of consumers but also to win internal recognition.” It is against this backdrop that many brand practitioners are now looking to NFTs as a breakthrough in solving the brand narrative crisis.

NFTs: A combination of asset value and individual expression value

When we talk about NFTs, it’s important to find out what an NFT is. The dominant feature of NFTs, or “non-fungible tokens”, is that they are indivisible and unique, compared to other crypto assets. These days, one can use NFTs for art collections, game props, social identities, and stores of financial value.

Although many use cases consider NFTs assets, there is another advantage for NFTs from the creator economy – in the world of Web3, NFTs blow the trumpet of individual self-expression.

How do we understand this value? From Rare Pepes to Crypto Kitties, Crypto Punks to BAYC, Azuki, Doodles, Moonbirds, and MEME representatives such as mfer and Goblintown, the NFT projects using their own narratives to attract people who identify with them are creating a community to express their values, emotions, preferences, and positions to the outside world.

The world is becoming increasingly more divisive, with the regression of globalization, the rise of populism, the widened gap between the rich and the poor, the invasion of privacy brought about by the monopoly of internet giants, the intensification of regional conflicts and wars, the fierce rivalry between major powers, the impact of the pandemic, and many other factors that continue to threaten the stability of international order and the global system. In the midst of such turbulence, decentralization has become increasingly more acceptable. Individuals are more motivated to express themselves and build followings through their expressions.

In addition, the rise of Gen Z has made self-expression even more important. Compared to their parents’ generation, young people are more independent and more willing to express their opinions and ideas. Today, on social media platforms such as YouTube, Instagram, and TikTok, we see more and more young people expressing their personalities, ideas, and values through text, video, and music.

Some might say that self-expression doesn’t seem like a novelty, as it is already mainstream in the traditional creator economy. I agree with this statement; however, I think that NFTs will give people the desire and ability to express their rights more than in the past. The reason is that NFTs are an important part of Web3, and the values advocated in Web3 such as decentralization, de-trust, privacy protection, affirmation of rights, putting revenue back in the hands of creators, and respect for individual expression will all be reflected and recognized in NFTs. Whether you have an NFT avatar or create your own NFT (profile picture, music, video, etc.), you will realize that you have a unique identity – an expresser that can make your voice heard by the world and win your own users and fans.

This also convinced me of something else: just as today everyone is able to make TikTok videos and earn money that way, the threshold for NFT production and creation will be just as low, which means that everyone will have the opportunity to produce and create their own NFTs. In other words, in the future, one can be a consumer of NFTs, as well as a producer.

READ MORE: Web3 in China: Will it happen, and what form will it take?

The combination of NFTs and branding: brand as a service

After talking about the value of NFTs, it’s time to return to the central theme of this article: what are the new scenarios in which NFTs and brands can be combined? The relationship between brands and consumers is that of benefit exchange, with brands providing certain goods or services and consumers paying for what they enjoy. Once the transaction is concluded, the relationship is weakened, which is why every brand wants to strengthen its brand power to continuously maintain or enhance its relationship with consumers. But in the era of Web3, the emergence of NFTs has the potential to essentially change the relationship between brands and consumers, where the transaction is not the end of the relationship, but the beginning of it. In other words, this new approach is Brand as a Service.

How can this be done? Let me explain through a hypothetical case.

Problem to be solved: A fashion brand offers a series of 10,000 T-shirts priced at $80, and the customer gets an NFT after spending $80. How could this brand increase sales and enhance consumer loyalty through NFTs?

Possible approach:

Step 1: This brand should make its NFT a CC0 project, i.e. give up copyright and allow consumers to remix and recreate the NFT after purchasing the brand’s T-shirt. One small note: the CC0 statement only waives copyright, but no other rights are mentioned, such as trademark rights and patent rights.

Step 2: In addition to giving consumers the opportunity to create their own products, the brand could launch a community competition for recreations and let the community vote on them. For example, the top three winning designers could cooperate with the brand to sell NFTs and clothes, and the proceeds from the sales could be shared to an extent.

Step 3: Each consumer will interact with the brand and the brand can award additional NFTs with different levels of rarity according to different contribution levels (the weighting can be a certain amount of consumption + recreation activity + sales of recreation NFTs and clothes, etc.). The NFTs are programmable and the rarity will be enhanced with an increase in consumer contribution. The rarer the item, the more valuable it is to collect and distribute.

Having said that, for the above example to be realized, several prerequisites need to be in place:

  1. An NFT creation tool with a low threshold that enables every consumer to recreate the NFT.
  2. A change in the brand’s perception: the brand needs to transition from the single interest relationship of the past to the Brand as a Service relationship.
  3. Web3 becoming more widespread among consumers.


Today, more and more brands are trying to use NFTs to connect with users. Examples include Starbucks’ upcoming coffee-themed user loyalty program, Coca-Cola’s Pride Collection NFT in collaboration with Rich Minsi, and Tiffany’s limited NFT “NFTiff”.

But in general, the combination of NFTs and brands at present is more of a marketing gimmick aimed at low-cost acquisitions and new membership, and is still essentially at the level of benefit exchange. I propose Brand as a Service in the hopes of exploring and redefining the relationship between brands and consumers via NFTs or Web3, i.e. consumers and brands are no longer corresponding subjects to each other – consumers can become designers for brands, and can also own their own sub-brands based on existing brands. Of course, this does not mean that every consumer will become a designer or own their own brand, just as we all have the ability to become an influencer, but not everyone would choose to be a TikTokker. Yet this is where Web3 is most meaningful, not only presenting the value of decentralization, de-trust, privacy protection, and empowerment but also making it more possible for the masses to have a voice and be creative (as evidenced by DAO), an opportunity that is more inclusive and open to all.

I have always believed that Web3 and Web2 cannot be two separate worlds and that Web3 should be rooted in real life and solve real-life problems. The new scenario of combining NFTs with the brand is an evolving topic and is a focus for me. I look forward to building a new way of marketing with more brand owners as Web3 gradually develops. 

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Five Chinese indie games from Tencent GWB Awards worth checking out https://technode.com/2022/08/24/five-chinese-indie-games-from-tencent-gwb-awards-worth-checking-out/ Wed, 24 Aug 2022 02:35:00 +0000 https://technode.com/?p=170883 Chinese indie games, Tencent, gamingGaming giant Tencent announced this year’s winning indie games. TechNode highlighted five titles that worth a look.]]> Chinese indie games, Tencent, gaming

Chinese gaming giant Tencent announced this year’s winning indie games from its Game Without Borders Game Awards (GWB) in mid-August. In its fourth year, the Award is organized by GWB, Tencent’s indie game incubator, and grants cash prizes (up to $72,982) and other benefits to promising Chinese indie game developers. 

Developed by small teams, indie games tend to be less profit-oriented because some developers make them out of passion. Nonetheless, some Chinese indie games can become a hit, such as horror titles like Paper Dolls and Firework, which contain traditional Chinese horror story elements. 

The Award selected 21 titles this year. TechNode highlights five notable games from the list. None of the five titles has an approved gaming license, but Chinese players still have a chance to play them via Steam on desktop. 

Yi Xian: The Cultivation Card Game

Gold Award in card game

The title is an online deck-building game that allows players to become “ancient Chinese gods” as they progress in the game. 

The game is designed with ancient Chinese styles and fictional characters. Previously, a famous Chinese card game called Legends of the Three Kingdoms became a big hit for referencing the Chinese historical novel Romance of the Three Kingdoms, a war period towards the end of the Han dynasty (A.D. 220 to 280). The Yi Xian game is a new attempt to explore different storylines from ancient China. 

Players need to build a new deck from scratch in every game. Decks can be strengthened by changing cards, with the goal of building more powerful routines to defeat opponents and win. The gameplay looks like a combination of auto chess and traditional card games – while it is based on cards, it also includes strategic aspects similar to auto chess, like eliminating players through selection or competition to enhance the gaming experience in multiplayer. 

Hangzhou-based Mo Ri Studio (our translation) developed the game, which also won the Award for games with the most business potential. 

The game also has a notable publisher, GameraGame, which has introduced many well-known gaming titles that have previously excited the gaming community, including Firework and Dyson Sphere Program, two famous indie games. The title has closed its public testing. Tencent told TechNode that the game is coming to Steam in the fourth quarter of this year. 

Murders on the Yangtze River

Silver Award in puzzle game

Murders on the Yangtze River is a detective game set at the end of the Qing dynasty (1912) and developed by OMEGames Studio. Players will find out the hidden truths by solving fictional cases.

The gameplay seems similar to its rivals. Players must find clues and solve riddles to figure out the whole picture of the story. The game art incorporated Chinese artistic style, with characters designed using ink painting.

OMEGames Studio is owned by a Beijing-based gaming firm, Beijing Unifly Culture Innovation, which was founded in 2012. The studio starts developing games in 2019. The title is the studio’s first piece, according to the studio’s page on multiple gaming platforms. The game title launched a demo in July, according to its Steam page. Tencent told TechNode that the title would launch in the first quarter of 2023.

Nobody – The Turnaround

Silver Award in roleplaying game

Nobody – The Turnaround is a roleplaying game that challenges players trying to survive in cut-throat city lives. Players will navigate the game as a newcomer to a metropolis, attempting to make a living. 

According to its official introduction, the game is “set in a parallel world that echoes modern society.” It challenges players to manage resources and time in difficult situations. It also quantifies the main character’s health and emotion, with both requiring complex strategies to maintain good condition.

Developed by a lesser-known team at U.Ground Game Studio, founded in 2020 in Chengdu, the game is their first title and was announced in 2021. The game will also come to Steam in the autumn of this year, according to Tencent.

Mercury Abbey

Bronze Award in puzzle game

Mercury Abbey is another puzzle-solving game. Its pixel art design and anthropomorphic animals might set it apart — a combination that is popular among people who like animation, comics, and games.

Players can roleplay two characters in the title to unravel the secrets behind the nursery by collecting clues and solving puzzles. The pixelated look offers a unique texture and feel. The game is also dialog-heavy, with much of the plot driven by the narrative. 

Founded in 2020, the game’s developer YiTi Games was based in Chengdu. The developer launched a demo of this title in April and will officially introduce it sometime in 2023, according to Tencent. Mercury Abbey is also the developer’s first game listed on Steam. Like Yixian, it is also published by GameraGame.

Five Dimensions

Nomination in puzzle game

Five Dimensions is a puzzle-solving game with simple plots. The core gameplay is designed around the use of highlights and shadows to explore different dimensions on the screen. Players can manipulate the lighting and view angles to control the dimension changes and advance through the game.

The art style uses doodles and sketch looks, using a primarily monochromatic color scheme with a bright yellow accent. 

The developing team comprises six members from top Chinese universities like Tsinghua University and the Central Academy of Fine Arts. The title is in a private testing phase and is estimated to launch on Steam in December of 2023, Tencent told TechNode.

Read more: Chinese indie game developers recreate experiences of Alzheimer’s patients

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How three Chinese women fell in love with esports https://technode.com/2022/08/02/how-three-chinese-women-fell-in-love-with-esports/ Tue, 02 Aug 2022 02:30:00 +0000 https://technode.com/?p=170202 esportsChina is the biggest market for esports globally, having more than 400 million people into it, and 30% of its esports fans are women.]]> esports

Editor’s note: A version of this article was first published on RADII.

China is the biggest market for esports globally, having more than 400 million people into it, and 30% of its esports fans are women. In 2020, the country’s domestic esports market was worth approximately RMB 147 billion ($23 billion), which accounts for about 30% of global revenue. 

Elsewhere in the world, women made up 22% of esports fans worldwide in 2019. South Korea has the world’s biggest female fan base, with 32% of its esports followers identifying as women. The United States lags behind with only 17%.

In South Korea, top players such as Lee Sang-hyeok, aka Faker, can earn as much fame and fortune as K-pop idols. And just as K-pop has had a significant impact on China’s pop culture, esports fandom in China is also greatly affected by South Korea’s. When China’s top-level professional league for League of Legends, The League of Legends Pro League (LPL), introduced a few Korean players to the team in 2015, it also brought fan culture to China’s esports industry.

What exactly drives esports fandom in China? We picked the minds of three female fans and discussed their experiences and opinions on today’s esports world.

Devoted esports fans

When the mobile game Honor of Kings was released in 2015, Jessica Wang had zero interest in playing it. Even when her five roommates gathered in her college dorm to play it every night, she kept her eyes fixed on her K-pop idols BTS and turned a deaf ear to the noise around her.

Seven years later, her roommates have all but forgotten about the game, while Wang has picked it up and now considers herself an avid esports fan.

Now a legal assistant based in Hangzhou, Wang watches esports livestreams almost every night. She even subscribes to notifications so she won’t miss out on anything. Wang started by following the King Pro League (KPL) and then switched to LPL this year for an improved viewing experience.

“It’s just like watching any sports. It’s all about excitement, uncertainty, the comebacks, teamwork, strategies, operations, and the interaction and chemistry between people, ” Wang told RADII. 

Even if she finishes watching a game at 3 a.m., Wang wakes up to head to work feeling cheerful and content. She says it’s rare to find a passion outside of work, and she’s grateful to have one. She’s so dedicated that even the music she listens to was discovered via esports livestreams or video cuts.

“I’m always a committed and devoted fan, no matter in which field,” Wang says. “My biggest gain is happiness. Pursuing my passions leaves me full of power and energy. It’s rare and precious to find things that make you relaxed and happy.”

Her current favorite team is Edward Gaming (EDG), which won the world championship last year. She even bought a down jacket with EDG’s winning score emblazoned on its back. It means nothing to most but serves as an insider reference that other fans will understand.

Aside from watching livestreams, Wang also checks her social media daily for the latest game results and live ranks. She fondly describes her actions as “checking my kids’ grades.”

Whenever the Covid situation allows, Wang prefers watching offline matches in venues to experience the exciting atmosphere and stronger fan reactions.

Jia Yubi has a similar relationship with esports. A fan since 2014, she still watches livestreams and attends offline events regularly. Though Jia also plays video games herself, she says she’s a totally different person when she watches esports.

“I don’t like to talk when I play games, but when I watch a game, I become exuberant and emotionally invested, and I really relate to my team.” 

She adds, “I think most esports fans enjoy the exhilaration and thrill of the game, and the emotions you feel from watching it on a screen are completely incomparable to being in the scene.”

After being a fan for eight years, two unforgettable — and sad — memories come to Jia’s mind. Once, she and other fans waited in a parking lot to bestow gifts upon their favorite players. Her favorite gamer Xiye and his team had not performed well, and it broke her heart to see them frustrated and sit sluggishly on their bus.

The second time, a semi-final event was held in Guangzhou, not far from Jia’s college. She had already bought tickets and thought to herself it was “an opportunity that I must not miss in my life.” However, she couldn’t go at the last minute because her final exam had suddenly been rescheduled.

“Missing the event is still my biggest regret,” she says.

Esports fandom vs. pop fandom

“Esports and pop fandom have a lot in common,” said an esports analyst in a 2020 post. “Both groups consist of Gen Zers who are true digital natives. They’re open-minded individualists.”

Wang has retained some of her pop music fangirl habits while pursuing esports. After years of following K-pop, she has learned Korean well enough to conduct Korean-Chinese translations.

And still, like with K-pop, her favorite element in esports fandom is also ‘coupling.’ Coupling or ‘shipping’ are terms commonly used among fan communities to describe the desire to see two individuals in a romantic relationship.

“I can’t stop pairing them up — I love coupling. It’s my biggest source of happiness,” Wang says delightedly.

She likes to watch her current favorite ship, male gamers Meiko and Viper, play games together. Wang often views video cuts or text documentations of every little interaction between the two on social media, even mundane activities like chatting, ordering takeout, or eating dinner together.

“I like observing human chemistry,” Wang explains excitedly. “Meiko and Viper cooperate so well. It’s like they’re playing with the same brain. It’s like there’s a bubble around them, and nobody else can break in.”

However, Wang has also learned to stay calm and not to get too emotional over esports. She knows that esports players frequently switch teams, and her ship may part ways at any time:

“I’ve learned to accept separation and just enjoy the moment. It’s like I’m a fan of a boy band that’s destined to break up.” 

Wang also recognizes that fandom in esports differs from that found in other entertainment fan cultures. “Fan economy is everything for pop stars,” she says. “But fans are useless to esports players. We can’t do anything to affect their competition results, although that’s the only thing that matters.”

Fangirl Jia agrees that she is also in two different modes when following esports and pop culture. “Esports players are more real and vibrant,” she explains. “Stars are beautifully packaged whereas esports players aren’t celebrities or commodities but athletes.”

Qingdao-based college student An Wanwan doesn’t worship idols and thinks most esports fans understand that players are different from K-pop idols and other celebrities. “They’re just some men who play games really well. But outside of the arena, they’re literally a group of internet addicts who didn’t finish their compulsory education,” she said. 

Like most fandoms these days, some esports fans are also ill-mannered and cyberbully each other, An says. She once experienced an online attack by extremists after she commented on a few players.

Toxic elements aside, there are good apples among the bunch, and An has formed meaningful friendships with other fans. She even travels and watches games with another fan she met online.

“Many esports fans have cliques with whom they watch games and discuss esports. Making close friends this way has been an unexpected gain,” says An, who grew up watching the NBA with her dad, a core memory that has fed her current love of esports.

“At the end of the day, I just love competitive sports,” she says. “I love the story of young people fighting side by side, going through failures and setbacks, and then reaching the top together. The process is fascinating. We are all witnesses to this story.”

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Weibo and Douyin start displaying names of multi-channel network behind influencers https://technode.com/2022/07/26/weibo-and-douyin-start-displaying-names-of-multi-channel-network-behind-influencers/ Tue, 26 Jul 2022 10:49:00 +0000 https://technode.com/?p=170024 Douyin and Weibo started to display the name of commercial agencies behind influnceors' profiles.Since last week, major Chinese social media platforms, including TikTok sister app Douyin, began to display names of agencies responsible for content production on accounts’ profiles.]]> Douyin and Weibo started to display the name of commercial agencies behind influnceors' profiles.

Since last week, several major Chinese social media platforms, including the Twitter-like Weibo and TikTok sister app Douyin, began to test displaying the names of commercial agencies responsible for content production on influencer accounts’ profile pages.

Why it matters: The move comes three months after platforms began displaying users’ IP locations. It is part of Chinese authorities’ declared aim of building a “healthy online environment.” 

Details: Douyin began displaying details of multi-channel network (MCN) on influencers’ profile pages on July 21. Weibo made the same move on Monday, showing the name of MCN responsible for commercial content. MCNs are third-party organizations that provide assistance and production services for online content creators and are a booming part of China’s digital economy. 

  • In June, Douyin released a note saying that the platform would display the names of MCN agencies on the profile page of any affiliated accounts, according to an article posted on 36Kr on July 22. This week, Android users with the latest version of Douyin will also see this feature.
  • A Weibo influencer first reported that the platform will display MCN information on profiles on July 23. Weibo officially rolled out this feature on Monday.
  • Neither Douyin owner ByteDance nor Weibo responded to TechNode’s inquiries regarding this issue.

Context: The MCN market in China recorded revenue of RMB 33.5 billion ($4.96 billion) in 2021 and is predicted to exceed RMB 54.5 billion in 2023, according to iiMedia Research.

  • There were over 30,000 MCN agencies in China last year, with that figure set to reach 40,000 in 2022, according to data from iiMedia Research. An analyst from the agency attributed such growth to the rise of the country’s influencer economy in a report.
  • On March 17, the State Council Information Office of China announced that regulating online content would form a major part of its work in 2022, naming the review of multi-channel network operations as a key area of its focus.
  • Zhang Yongjun, head of a government department under the Cyberspace Administration of China, said at a conference in March that platforms “should publicize lists of MCNs and their client accounts in an appropriate way, and display the MCN name on account profiles.”
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Tencent plans to close NFT platform Huanhe a year after launching: report https://technode.com/2022/07/21/tencent-plans-to-close-nft-platform-huanhe-a-year-after-launching-report/ Thu, 21 Jul 2022 10:40:00 +0000 https://technode.com/?p=169914 Huanhe is supported by blockchains managed by Tencent and its partners.Tencent is reportedly in the process of closing its digital collectible platform Huanhe after launching in August 2021. ]]> Huanhe is supported by blockchains managed by Tencent and its partners.

Chinese tech giant Tencent is reportedly in the process of closing its digital collectible platform Huanhe after launching in August 2021, as Jiemian (in Chinese) reported, citing unnamed sources familiar with the matter. 

Why it matters: Digital collectibles are China’s version of NFTs with some key differences, such as restrictions on the resale of these NFTs. Huanhe is supported by blockchains managed by Tencent and its partners. The end of Huanhe may also mean the end of collectibles bought on the platform, which has drawn buyer concerns.

Details: Chinese new platform Jiemian reported that Huanhe closed its external service earlier this month, citing an unnamed source.

  • However, another Chinese media China Times reported on Thursday that Huanhe told them that “the platform hasn’t received any notice and they are operating as usual.”
  • Tencent didn’t respond to TechNode’s inquiry for comments.
  • In May, Wang Shimu, head of Tencent News, joined the “social platform and applications line,” which includes the Huanhe unit. Tencent News subsequently shut down purchase links for NFTs on July 1 (in Chinese) and released an announcement to guide users to turn to Huanhe.
  • Huanhe is also seeing some slow down in sales. For example, there are 20,245 pieces of NFTs of Master Hong Yi’s calligraphy that hasn’t been sold in the limited time offering in late June. Huanhe is closing the sales for these items. 
  • In early 2022, Tencent’s Huanhe unit told Jiemian that they were developing a metaverse product. Yet, key employees of the unit left in April, Jiemian’s report said.

Context: Since last year, major Chinese tech firms have launched NFT-related platforms.  Apart from Tencent’s Huanhe, Ant Group launched a digital collectible platform called Topnod (JingTan in Chinese) on its AntChain in late 2021, while e-commerce giant JD launched an NFT platform called Lingxi last December.

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Bilibili begins major internal restructuring to boost income: report https://technode.com/2022/07/20/bilibili-begins-major-internal-restructuring-to-boost-income-report/ Wed, 20 Jul 2022 10:12:17 +0000 https://technode.com/?p=169849 BilibiliChinese video platform Bilibili is restructuring its business units to bring in more income, LatePost reported on Monday. ]]> Bilibili

Chinese video platform Bilibili is restructuring its business units to boost profit growth, Chinese media outlet LatePost reported on Monday.

Why it matters: Despite strong growth in users and content offerings, Bilibili has been facing more pressure to turn a profit since it went public in New York in 2018. The extensive restructuring is aimed at helping the company become profitable by 2024, a goal first revealed by the company CEO Chen Rui at the fourth quarter earnings call in 2021.

Details: The overhaul mainly affects three core business units: commercialization, streaming, and content-related business. Six executives have either assumed new roles or left the company. In addition, Bilibili has also set up a new data center.  

  • Bilibili’s commercialization unit will have a new leader Liu Zhi, who previously worked in the unit before joining Bilibili’s operations unit. He helped expand the user base of the main site. Liu will directly report to Bilibili’s CEO Chen Rui. The unit’s previous leader Liu Binxin will leave the company. 
  • Head of Bilibili’s streaming sector Wang Yuyang will also take over the operations sector. Wang is a young executive and former founder of the notable Chinese esports agency Dae Culture (our translation).
  • LatePost cited a source at the company as saying that some previous experimental reforms – such as the combining of its video and streaming businesses – had been positive, and Bilibili is now looking to implement such reforms in other parts of the company.
  • The restructuring will also see Bilibili’s animation business become a new independent unit, separate from the site operations unit where it previously belonged. The new unit and the firm’s entertainment, film, and TV series business will now belong to the Occupationally Generated Video (OGV) department. 
  • Bilibili is also establishing a new data center. Zhang Zecong will lead and report to the firm’s COO and vice chairman Li Ni.

Context: Bilibili has continued to maintain user growth but is still a long way from turning a profit. In the first quarter, Bilibili had a 25% yearly growth in subscribers, while its net loss has widened 152% from last year to RMB 2.3 billion ($340 million). The firm is prioritizing commercialization as a critical task for this year, said its first-quarter earnings report. 

  • The firm’s streaming business has 60% more paid users in the first quarter than in the same period last year. Active streamers also saw an 88% growth in the first quarter from last year.
  • Bilibili’s gaming revenue grew 16% year-on-year during the same period to reach RMB 1.4 billion.
  • The video streaming platform introduced “Story Mode” in 2021. The new feature displays short vertical videos for mobile users and aims to increase commercial performance and user engagement. The feature contributed 20% of its total video plays in the first quarter, according to the firm’s earnings call. In April, the company launched commercial services on the new feature.
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Chinese video creator builds a virtual internet memes museum in VRChat https://technode.com/2022/07/18/chinese-video-creator-builds-a-virtual-internet-memes-museum-in-vrchat/ Mon, 18 Jul 2022 11:15:50 +0000 https://technode.com/?p=169785 The virtual museum took Siji, his friends, and volunteers three months to build.A Chinese video creator on Bilibili recently built a 3D virtual museum of Chinese memes featuring popular Chinese internet memes.]]> The virtual museum took Siji, his friends, and volunteers three months to build.

A Chinese video creator on Bilibili recently built a 3D virtual museum of Chinese memes featuring popular Chinese internet memes from the past 20 years. The museum is accessible on VRChat with VR headsets or on PCs.

Siji, the museum founder, said he wanted to build the virtual institution to expose ordinary Chinese people to the metaverse concept and help them understand the next iteration of the internet. He decided to build the museum around memes due to their broad accessibility and existing popularity among Chinese internet users.

“The museum is not only for entertainment. It’s also an exploration of future online consumption trends, ” Siji wrote in the opening dedication for the museum.

The virtual museum took Siji, his friends, and volunteers three months to build.

The project has seven sections, arranged in chronological order to show 20 years of Chinese internet memes. They comprise the photo-heavy memes of the early 2000s, video-focused memes of the 2010s, and memes in a variety of formats from the last 10 years.

The collections on display take the form of pictures, text descriptions, and immersive 3D demonstrations that “restore” some famous memes.

One of the first items in the collection is a desktop computer from the 90s running on Microsoft Windows 95, a highly recognizable symbol to the first generation of Chinese internet users.

The museum also features some memes that originated in English language cultures and made their way to China, such as Rickrolling. The museum presents a localized version – “Gotcha” (“pian dao ni le” in Chinese) – by displaying an image that, in classic Rickrolling style, plays pop star Rick Astley’s hit “Never Gonna Give You Up” when a user clicks on it.

The museum presents a localized version – “Gotcha” (“pian dao ni le” in Chinese).
The museum presents a localized version of Rickrolling – “Gotcha” (“pian dao ni le” in Chinese). Credit: Bilibili

Another notable meme in the museum’s collection is “Are you ok?” This emerged from a phrase in a speech given by Xiaomi CEO Lei Jun in India in 2015. Lei spoke in English at the event, with his delivery leading to widespread amusement among Chinese internet users. Creators on Bilibili created a host of video memes based on Lei’s idiosyncratic phrasing. One of the main videos that helped spark the outpouring of Lei Jun memes now has over 41 million views (in Chinese) on Bilibili. Xiaomi ultimately embraced the meme, even using it as kind of slogan in the brand’s marketing (in Chinese).

Although the memes museum is built on VRChat, it first gained traction on China’s video platform Bilibili. An introduction video to the museum already has over 655,000 views on the video streaming site. The platform is popular with Chinese youth and has been a fertile breeding ground for internet memes due to its large fanbase of animation, comics, and gaming enthusiasts. Many of the memes from the museum originated from Bilibili and subsequently spread across the Chinese internet. 

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Chinese indie game developers recreate experiences of Alzheimer’s patients https://technode.com/2022/07/02/chinese-indie-game-developers-recreate-alzheimers-patients-experience/ Sat, 02 Jul 2022 00:30:00 +0000 https://technode.com/?p=169360 Alzheimer’s indie gameThe game developers hope players will better understand Alzheimer’s and have sympathy for those who live with the disease.]]> Alzheimer’s indie game

Editor’s note: A version of this article was first published on RADII.

Three college students in Beijing developed an indie game that put players in the consciousness of Alzheimer’s patients, hoping they will walk away with a better understanding of Alzheimer’s and have sympathy for those who live with the disease. 

The game, titled “Room 301, Building 6”, is an immersive game in which players would experience what it is like to lose a grip on their memories. “This is my home; I’ve always lived here. But even this place is unfamiliar to me,” is the opening line of this meditative indie video game. 

Developed by three students from the Communication University of China in Beijing and published by Gameragame, Room 301, Building 6 started as an experiment on immersion in different states of consciousness. While an official release date has yet to be announced, a free trial of the indie video game is available for PC users on Steam.

Huang Yuhan, one of the game’s developers, told RADII they had several ideas initially but eventually settled on Alzheimer’s, as some of their loved ones have suffered from the disease.

“We have very personal memories, and it was very smooth to express them through the creation of the game,” Huang said.

In the game, players step into the shoes of a retired grandmother on a five-day-long quest to retrieve her memories by finding objects scattered around her apartment. Just as in real life, Alzheimer’s medication can boost the character’s ability to remember, helping players advance in the game. 

“We pondered over it for a long time, but we eventually reached a consensus to prioritize a faithful and unadorned reproduction over conventionally fun gameplay,” Huang said.

The game is split into two screens to simulate the cognitive limitations that plague Alzheimer’s patients. 

On the right, players can only catch glimpses of their character’s apartment instead of seeing the complete picture. This limited visual field serves as a reminder of patients’ shortened attention spans and the difficulties they face in organizing logical thinking. Signifying memory loss, players sometimes need to revisit the same objects. Using the left panel, players must navigate a maze using their keyboards while constantly exploring the same room and seeking familiar elements and shapes.

The game’s developers hope that, in addition to imbuing gamers with a better understanding of Alzheimer’s, Room 301, Building 6, will have a broader emotional impact on the public.

“This story simulates just one out of millions of patients in the world, but if there is even one small facet of the game that evokes memories or feelings for our players, we’ll have achieved our goal,” Huang added.

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Four takeaways from Tencent’s annual gaming conference Spark 2022 https://technode.com/2022/06/30/four-takeaways-from-tencents-annual-gaming-conference-spark-2022/ Thu, 30 Jun 2022 10:03:03 +0000 https://technode.com/?p=169322 Tencent is expanding its existing advantage in popular titles and mobile games, while shooting as well as developing more expensive blockbuster projects and explore new technologies. Tencent is expanding its existing advantage in popular titles and mobile games while developing more expensive blockbuster projects.]]> Tencent is expanding its existing advantage in popular titles and mobile games, while shooting as well as developing more expensive blockbuster projects and explore new technologies. 

On Monday, Tencent held its annual gaming conference Spark 2022, introducing 44 new gaming-related titles and projects. The event provides a useful outlook on gaming industry trends and the world-leading gaming company’s future plans.

Tencent is expanding its existing advantage in popular titles and mobile games while developing more expensive blockbuster projects and exploring new technologies. 

As the largest gaming company in China and the second-largest in the world after Microsoft by market cap, Tencent’s domestic gaming business is plateauing while its overseas gaming business continues to grow. 

Tencent’s financial results for the first quarter this year showed the firm’s game revenue in China decreased by 1% to RMB 33 billion ($4.9 billion) compared to the same period last year. In comparison, its international game revenue saw a 4% year-on-year growth to RMB 10.6 billion. Tencent attributed the results to an increase in revenues from games including Valorant and Clash of Clans, partly offsetting a decrease in revenues from PUBG Mobile as user spending normalized in the post-Covid period.

These factors are also influencing Tencent’s current thinking, as Spark demonstrated. Here are four major strategies in gaming that Tencent appears to be pursuing: 

Bringing proven gaming titles to mobile

  • Tencent has partnered with firms like Microsoft (in Chinese) that own popular gaming titles or series IP, repurposing existing titles for phones and tablets. 
  • The company brought the Microsoft Xbox title Age of Empires, a real-time strategy game, to mobile platforms for public testing in June (in Chinese). The firm has also revealed a plan to work with 20th Century Studios to develop a mobile game based on the sci-fi movie Avatar. At Spark 2022, Tencent also announced further expansions to its existing League of Legends universe, including a new esports-themed title, having previously launched three titles related to this game on mobile platforms.
  • Tencent is experienced in operating mobile game titles, with stand-out successes such as Honor of Kings and PUBG Mobile in their gaming portfolio, so this move makes a lot of sense for the company. Additionally, the global mobile gaming market made up over half of the overall total gaming market in 2021, according to gaming insight firm Newzoo. 

Ambitions in AAA games

  • One of the most notable titles revealed at Spark was the still-in-development open-world game Code: To Jin Yong, produced by Tencent’s LightSpeed Studios. This appears to be a move to marry a hugely popular yet largely untapped (in gaming terms) trove of material from one of China’s most famous authors with Tencent’s gaming capabilities. 
  • Since last year, Tencent has sped up attempts to establish an AAA game development studio (in Chinese), TiMi F1. At Spark 2022, Tencent also announced that it would operate Ubisoft’s AAA-level title Tom Clancy’s The Division 2. 
  • However, China’s gaming approval body the National Press and Publication Administration (NPPA) rarely approves overseas AAA-level titles, with the organization having failed to issue any new gaming licenses for overseas titles for over a year (in Chinese). Developing its own AAA title may allow Tencent to bypass such uncertainty.

Taking gaming tech into other fields

  • Spark saw Tencent announce several projects where it will use its gaming prowess in new fields, ranging from scientific research to cultural heritage to tourism. 
  • One notable example was the company’s confirmation that it will join a program initiated by the Institute of High Energy Physics at the Chinese Academy of Sciences, to power satellites to explore outer space using the firm’s gaming algorithms. 

Building universes around its most popular titles 

  • At Spark 2022, Tencent revealed a series of programs and new add-in gameplay options to some of its biggest operating titles, including Honor of Kings, League of Legends, and The Magic Sword.
  • For League of Legends, Tencent has a routine to add new characters and renew the gameplays. Generally, there will be a new “champion” every one or two months, and the gameplay strategies will have a significant change twice a year. Similar moves are also adopted in titles like the Honor of Kings and the mobile version of League of Legends. 
  • Additionally, Tencent will release cross-game events based on games’ background stories for promotion, drawing players’ attention and building a stronger connection between its titles. For example, Tencent introduced the Arcane program in late 2021 after bringing League of Legends: Wild Rift to the domestic market. Players from the desktop must download the firm’s other related titles and have a try to earn awards. Tencent even partnered with Netflix to release a TV series with the same name to promote.
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Tencent reveals new martial arts game project based on the work of wuxia giant Jin Yong https://technode.com/2022/06/28/tencent-reveals-new-martial-arts-game-project-based-on-the-work-of-wuxia-giant-jin-yong/ Tue, 28 Jun 2022 10:44:14 +0000 https://technode.com/?p=169237 Tencent Jin YongChinese gaming giant Tencent announced an ambitious new AAA-level title based on Jin Yong's work of Chinese wuxia martial arts on Monday.]]> Tencent Jin Yong

Chinese gaming giant Tencent announced on Monday that it is working on an ambitious new AAA-level title based on the work of Chinese wuxia martial arts literature titan, Jin Yong, during its annual game release event.

Why it matters: The news that Tencent will attempt to adapt Jin Yong’s work as a video game shows the firm’s ambition to create popular AAA titles with original work. A legendary writer, Jin Yong (also known as Louis Cha) and his vast literary creation in martial arts fantasies have often been compared to J.R.R Tolkien and The Lord of the Rings. Jin was one of the world’s bestselling authors and is hugely popular in the Chinese-speaking world.

  • Tencent’s LightSpeed Studios will oversee the development of Code: To Jin Yong. The studio was behind the development of the successful global hit, PUBG Mobile.

Details: Code: To Jin Yong is the first video game adaptation of the works of Chinese wuxia writer Jin Yong. The video game is authorized by Ming Ho Publications, which owns the rights to Jin Yong’s work, and will be based on popular stories like The Legend of the Condor Heroes.

  • Code: To Jin Yong will be an open-world game in which players will explore a China set in ancient times, with popular martial arts characters featured in Jin Yong’s books, such as Yang Guo and Qiao Feng. 
  • The title is powered by Unreal Engine 5, a highly-rated game engine that offers good render quality and will enable developers to recreate intricate martial arts movements. Tencent released a trailer demonstrating a fight scene with various visual effects and swordplay powered by Unreal Engine 5.
  • To build the immersive gameplay, the game studio recreated a digitized Mountain Hua, an attraction in real life known for its challenging hikes and a major game setting. The studio used a technology called photogrammetry to scan pictures and real-life scenes of the mountain.
  • Tencent said in the release event that the title will be available worldwide “in the near future.”

Context: The game may compete with Black Myth: Wukong, another promising upcoming new title based on ancient Chinese myths and characters and developed by Chinese game firm Game Science. The story is based on Sun Wukong (or The Monkey King), the protagonist in the Chinese classical novel Journey to the West.

  • Jin Yong’s novels present Chinese game developers an opportunity to create a video game universe that incorporates hundreds of popular fictional martial arts characters into serial projects. Previously, Chinese animators and movie makers have been bringing Chinese mythological stories to life in a sprawling universe, with the likes of Sun Wukong, Nezha, and others, with mixed results.
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Top 10 unsung Chinese video games worth checking out https://technode.com/2022/06/25/top-10-unsung-chinese-video-games-worth-checking-out/ Sat, 25 Jun 2022 01:30:00 +0000 https://technode.com/?p=169160 Chinese video gamesHere are 10 lesser-known games developed by Chinese companies that every video game aficionado should check out.]]> Chinese video games

Editor’s note: A version of this article was first published on RADII.

As the world’s largest video game market, China used to have a reputation for producing mediocre mobile games emphasizing microtransactions and profit over exciting and engaging gameplay. But in recent years, Chinese game developers have stepped up their games, producing numerous excellent titles, with many more in development. 

Here are 10 games developed by Chinese companies that every video game aficionado should check out. They are lesser-known compared to other Chinese video game phenomena such as Genshin Impact and Honor of Kings.

1. Naraka: Bladepoint

Platform: PC, with Xbox and PlayStation 5 versions coming this year

If you’re into the wildly popular battle royale genre (think titles like Fortnite, Call of Duty, and PlayerUnknown’s Battlegrounds), this might be the game for you. 

Developed by Hangzhou-based 24 Entertainment and first published by NetEase Games Montreal on August 11, 2021, Naraka: Bladepoint is your classic battle royale in many ways. Expect a host of weapons, superhuman characters, and an encroaching arena that shrinks until a single player remains.

In other ways, however, this Chinese video game is wholly its own. For starters, whereas in the aforementioned titles you can kill a competitor from a distance, Bladepoint emphasizes close-contact combat. You can still attack from afar, but a winning strategy will require some up-close-and-personal virtual violence. We’re talking swords, daggers, nunchucks, and something called a ‘bloodripper,’ which looks a bit like a demonic chainsaw fitted with a buzz saw on the end. Not particularly practical in real-life, but certainly ready to get the job done in the fantasy realm. 

The intimate combat style reminds us of arcade fighting games like Tekken and Mortal Combat, with movements and an aesthetic that bring the films Crouching Tiger Hidden Dragon and House of Flying Daggers to mind. The characters, or ‘heroes,’ as they’re called, are all refreshingly unique in their fighting style and weaponry. You can also customize fighters, leading to some mildly uncomfortable renderings of Squidward, Yoda, and more. 

Prepare to be hacked to bits repeatedly in the beginning, as there is a bit of a learning curve to the gameplay. 

2. Lost Soul Aside

Platform: PC, PlayStation 4 and 5

Remember when Lost Soul Aside was first announced in 2016? By now, you’ve probably completely forgotten about it or been driven crazy by the wait. Half a decade ago, the game had only one developer, Yang Bing, and audiences were flabbergasted about how a solitary endeavor could look so damn cool. 

Although the development team has grown considerably since the game’s announcement, it is still being helmed by Shanghai-based UltiZero Games. Based on the gameplay trailer released in April 2021, audiences have likened it to Final Fantasy XV and Devil May Cry for its fast-paced play and epic visuals.

The main character has a seemingly endless suite of superhuman abilities, and he’s accompanied by a floating robo-dragon (of sorts). The game will have open-world capabilities, and the combat is said to be rather challenging. While there’s no release date yet, we’re anticipating a 2022 arrival.

3. Bright Memory: Infinite

Platform: PC, Xbox

No list of games would be complete without including a good ol’ first-person shooter (FPS). Enter Bright Memory: Infinite, an FPS that also includes combat with a variety of swords. Players start with a single blade and machine gun and are armed with a few cool battle moves — a metaphysical pull feature, block, and dodge. As the game progresses, you can collect several additional weapons with their own feel and function. 

The game is a remade and expanded version of the original Bright Memory, which came out in early 2019. Both were developed by FYQD, originally a one-person studio run by Zeng Xian Cheng. It’s still quite a small operation, making the noticeable improvements to the second game all the more impressive. 

Bright Memory: Infinite was released on November 11, 2021, and so far, the response has been great. The title follows the story of Shelia Tan, a Science Research Organization agent tasked with investigating a mysterious force in the sky that is sucking in its surroundings. You probably won’t get too caught up in the narrative, though, as it’s almost nothing but action after the intro, which we’re okay with. 

4. Black Myth: Wukong

Platform: PC, Mainstream consoles

One of China’s most well-known folkloric characters is the Monkey King, Sun Wukong. Sun appears in countless ancient and contemporary texts but is most associated with the 16th-century novel Journey to the West, in which he is a traveling companion of Tang Sanzang, a character based on the real-life Buddhist monk Xuanzang.

The Monkey King has also appeared in numerous theatrical productions, films, TV shows, and more than a dozen video games (even the anime television series Dragon Ball contains elements from the story). But that’s not to say that Black Myth: Wukong isn’t something special.

Developed by Shenzhen-based indie studio Game Science, Black Myth: Wukong is a third-person action-adventure game where players step into the shoes of the protagonist Monkey King. It is easily the most hyped Chinese game that has yet to be released, and for good reason: The diverse landscapes and characters are laden with nods to Chinese history and cultural esthetic, with stunning visuals and combat scenes that are nothing short of badass. 

Small details in the game hold true to the original Monkey King mythology. Take, for instance, the scene in a gameplay teaser where Sun extends his staff and balances on end to defeat a massive white dragon. He can extend the magical golden staff to any length in the original mythology.

Daniel Ahmad, a senior analyst with Niko Partners, says Sun will have 72 abilities in total. So expect to see more mystical moves reflective of the original folklore — things like shapeshifting and splitting into infinite versions of himself.

No specific release date has been set yet, but gamers are anticipating its release in 2023. 

5. F.I.S.T.: Forged in Shadow Torch

Platform: PC, PlayStation 4 and 5

Welcome to Shadow Torch, a colonized city of anthropomorphic animals known as ‘furtizens.’ This is a Metroidvania, which, for the uninitiated, is a subgenre of action-adventure games where players navigate an open world, unlocking skills and new areas of the map as the game progresses. 

Rayton, a juiced-up rabbit and a former soldier in the war against the occupying Machine Legion, plays the main character. He carries a massive, multipurpose ‘fist,’ a gadget recycled from an old war machine that Rayton once piloted, containing his primary weapons. The city is distinctly steampunk-inspired, and different districts have their own appearance and atmosphere.

The game is two-dimensional and utilizes left-right scrolling to navigate the map. It has a fantastic storyline — albeit with some sub-par English-language voice acting — and features cameos from a host of fascinating humanoid animals, from cats to rats and bears to red pandas, but not forgetting robotic canines. 

F.I.S.T was developed by Shanghai-based TiGames and came out in October 2021 via Antiidelay. With relatively easy and user-friendly gameplay, it serves as a great introduction to the oversaturated Metroidvania market. 

6. Conqueror’s Blade: Paragons

Platform: PC

If you’ve ever wanted to control the whims of a maniacal warlord conquering foreign lands, you may want to do some soul searching. Alternatively, lean right in and give Conqueror’s Blade a try.

Like many popular games produced in China, this Massively Multiplayer Online Game (MMO) is free to play. While there are some pay-to-play elements, most of these are cosmetic, fortunately, and not necessary to succeed in the game.

Developed by Hangzhou-based Booming Games, Conqueror’s Blade is a turn-based game that incorporates action and tactical gameplay elements. What’s incredibly cool is the fact it includes both Eastern- and Western-style medieval warfare. Released on March 17, 2022, the latest update — Conqueror’s Blade: Paragons, as seen in the video above, was inspired by medieval France.

It is classified as a ‘sandbox game,’ meaning players have a high degree of control and creativity where gameplay is concerned and don’t necessarily have to follow predetermined objectives or goals (think Minecraft and Grand Theft Auto).

7. Wuchang: Fallen Feathers

Platform: PC, unspecified next-gen consoles

Set in imperial China during the collapse of the Ming Dynasty, Wuchang: Fallen Feathers combines history, folklore, and otherworldly dystopian elements that make for a surprisingly fresh take on the ancient era. 

Inspired by the turbulent period, players are dropped into a land plagued by unrest. Warlords, banditry, and violence abound. Adding to the mayhem is a mysterious condition causing people to grow feathers and lose touch with their humanity. The protagonist is tasked with unraveling the cause of the strange illness. 

This is the first title created by Chengdu-based LenZee Games, formerly Recano Chengdu Hurricane Zone. An action RPG, Fallen Feathers draws influence from games like Bloodborne, Dark Souls, and Sekiro. Don’t hold your breath for a quick drop, though: The game is scheduled for release in 2024.

8. Let’s Hunt Monsters

Platform: Mobile

We were hesitant to include this on the list, given its striking resemblance to Pokemon Go (and we don’t want to be responsible for any avoidable deaths). Still, the animated creatures are too cute to overlook!

To be fair to developers TiMi Studio Group (owned by Tencent Games), Pokemon Go was never available in China, which explains their urge to fill a much-needed gap in the niche market. After all, how many mobile games require the player to literally be mobile. 

Like Pokemon Go, Let’s Hunt Monsters is an augmented reality (AR) game where players catch digital creatures using their real-life geolocations. Instead of Pokemon, however, the hunt is on for creatures inspired by Chinese mythology. To catch all 302 monsters, players use ‘spirit orbs’ (basically yin-yang pokeballs) sourced from ‘Prayer Drums.’ 

You can also build structures within the game, mirroring gameplay in MMOs. Using the Tencent-developed blockchain, players can even trade digital ‘kittens’ in a feature not dissimilar to the Ethereum blockchain game CryptoKitties.

Let’s Hunt Monsters was first announced by Tencent in April 2018 and has been available on Chinese app stores since April 11, 2019. While there have been numerous attempts to recreate the success of Pokemon Go, none quite measure up, although Let’s Hunt Monsters has come closer than the rest. Five months after its release, the game generated more than $50 million in revenue just on iOS.

9. Tower of Fantasy

Platform: Mobile, PC

Tower of Fantasy is an action RPG infused with narrative elements and open-world gameplay. If you think that sounds a little too Genshin Impact-y, well, you’re not the only one; the game’s developers have even dubbed their creation a ‘Genshin Impact killer.’ 

Smack talk isn’t the only scandal they’ve been caught up in, though: They were previously busted using plagiarized content in a promotional video, and later, clearly not learning from their own mistakes, allegedly used reviews for Genshin Impact to boost their own game’s ratings.

Nonetheless, Tower of Fantasy has been in China for a year and is set for worldwide release in 2022, much to global gamers’ excitement. In March of this year, it was reported that the title is undergoing closed beta testing in the United States, Canada, the United Kingdom, and Germany. 

While Tower of Fantasy is in many ways similar to Genshin Impact, the former takes place in the future and combines elements of science fiction with anime-inspired characters. It also allows character customization and the use of various weapon types irrespective of which character you choose, further setting it apart from its rival. 

Released by Hotta Studios and published internationally by Perfect World, the game is set on the post-apocalyptic planet Aida. Once flourishing and technologically advanced, the planet’s energy source, Omnium, has become its undoing, as the radioactive material has caused some of the planet’s remaining inhabitants to mutate.

10. Icey

Platform: iOS, MacOS, PC, Android, Nintendo Switch

Initially developed by Shanghai FantaBlade Network in 2017, Icey is a two-dimensional side-scrolling action game — with a few twists. Led by an omnipotent narrator called the ‘Developer’ who guides your every move (should you choose to obey), the goal is to control the eponymous humanoid robot Icey.

In this hack ‘n’ slash melee-style adventure, Icey is armed with a sword and tasked with defeating a powerful enemy called Judas, all while unraveling the meaning of her existence. From start to finish, the Developer aggressively urges you to follow his every direction, but much of the fun lies in defying his overbearing, sometimes passive-aggressive commands.

The game is cheap to purchase, and the story takes no more than a couple of days to complete, though you can start again and unravel the story differently in subsequent sittings. As such, it’s the perfect game for the casual gamer or anyone who wants a few pleasant hours of digital distraction.

Honorable Mention: Stray (Formerly HK_Project)

Platform: PC, PlayStation 4 and 5

Carving out a new niche, Stray is not technically a Chinese video game but takes place in a dystopian future in Hong Kong. It was developed by BlueTwelve Studios and will be published by Annapurna Interactive, respectively based in southern France and California. The game is set for release in July 2022.

Players assume the role of a stray cat tasked with navigating the chaotic streets and buildings of a once-flourishing megacity now inhabited solely by robots. Its ultimate goal is to reunite with its family. 

The game aesthetic is heavily influenced by the Kowloon Walled City, which was destroyed in the ’90s at the behest of Hong Kong authorities. Once upon a time, it was the most densely packed place on Earth and operated independently from the British colonial government and law enforcement.

Needless to say, it was a fascinating place and one that we regret not having visited before it came crumbling down. But thanks to Stray, a Kowloonesque adventure is still possible. Navigating the city as a furry feline offers players a unique perspective on the digital world and allows for mobility and challenges that a clunky bipedal human simply can’t pull off. 

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China further tightens rules on livestream hosts with new regulation https://technode.com/2022/06/23/china-further-tightens-rules-on-livestream-hosts-with-new-regulation/ Thu, 23 Jun 2022 09:54:43 +0000 https://technode.com/?p=169142 Some top stars who used to stream exclusively on Douyin joined Taobao Live Ahead of this year’s 11.11.Chinese media regulators released on Wednesday a new regulation to tighten scrutiny on livestream hosts’ behaviors.]]> Some top stars who used to stream exclusively on Douyin joined Taobao Live Ahead of this year’s 11.11.

On Wednesday, China’s media regulators released a new regulation to tighten scrutiny on livestream hosts’ behaviors. 

Why it matters: The rules require online streamers to adhere to a set of similar standards applied to the country’s tightly regulated traditional media hosts, a sign of further tightening the fast-growing and lucrative industry. 

  • Livestreaming e-commerce and entertainment have become part of Chinese people’s online shopping routine. Recently, education companies New Oriental have been able to utilize livestreaming to make a major comeback after China’s new rules on private tutoring cut off the bulk of its income.

Details: The new rules are jointly released by China’s National Radio and Television Administration and the Ministry of Culture and Tourism. It consists of 18 guidelines for livestream hosts.

  • The guidelines emphasized that livestream hosts must uphold correct political values and social values, create and promote more “positive” stories and maintain a “wholesome” taste. In addition, it advised hosts to self-regulate and avoid content that only focuses on viewing traffics, has morbid aesthetics, caters to fandom culture, or promotes money worship. 
  • Livestream hosts in professional fields like law, medical health, education, and finance must obtain relevant qualifications and approvals from the streaming platform. Tencent’s WeChat told the Chinese media outlet The Paper (in Chinese) late Wednesday that it will draft punishment measures for people who disobey these new rules.
  • The rules also mention that streaming platforms should take responsibility for their implementation, giving positive encouragement to rule-followers and punishing those who break the rules. Users who severely violate the new rules will be put on a blacklist and will receive a permanent streaming ban.
  • The rules also apply to virtual hosts and the human vocalists behind virtual hosts.

Context: Since earlier last year, China has been pushing to further regulate the livestream industry. In late last year, several top livestream hosts stopped their streams due to inappropriate or illegal behavior.

  • One of the country’s top e-commerce streamers, Viya, was banned for tax evasion in 2021 and was fined RMB 1.3 billion ($270 million). Before she was banned, her livestreaming generated RMB 8.3 billion in sales on the first day of the Singles’ Day shopping holiday in 2021.
  • China’s 315 Gala this year, an annual event highlighting consumer rights abuses, spotlighted fraudulent promotions and scams in the livestream industry.
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Top 5 Chinese LGBTQ apps in 2022 https://technode.com/2022/06/17/top-5-chinese-lgbtq-apps-in-2022/ Fri, 17 Jun 2022 08:35:33 +0000 https://technode.com/?p=168935 China’s LGBTQ online social market has seen many changes in the past five yearsWith one of the world’s largest LGBTQ populations, China has a host of social apps to cater to the varying needs of the community.]]> China’s LGBTQ online social market has seen many changes in the past five years

With one of the world’s largest LGBTQ populations, China has many social apps to meet the varying needs of the community. Homosexuality is legal in the country, but LGBTQ people have no access to many legal rights such as marriage and discrimination protection. However, those social apps often provide a much-needed space for the community.

This list is an update to TechNode’s similar compilation five years ago. We’ve seen considerable changes in China’s LGBTQ online social market in the past five years. Some apps have stopped operations; others paused for a while but managed to come back with new brandings. 

Blued

Launched in 2012, Blued is a dating app primarily for gay users. The app is available in 13 languages with over 60 million registered users in 2020, according to its official website.

Similar to Grindr, Blued helps users find interesting matches nearby. In 2016, the app introduced a live streaming feature, and within two days of launching, the feature brought in over RMB 100,000 ($14,306) in income, Chinese media outlet 36Kr reported (in Chinese).

The app launched a “Community” feature in 2020, allowing users to build deeper connections through group chat functions.

Blued is owned by BlueCity, a Chinese tech firm that focuses on LGBTQ+ users. The firm went public on Nasdaq in 2020. However, the firm has a hard time turning a profit. Its net loss has expanded 39.5% year-on-year to RMB 309.6 million in 2021 due to local regulations and other factors, according to the company’s financial report. BlueCity is also in the process of going private, according to a company statement sent to TechNode.

Credit: BlueCity

Finka (Aloha)

Finka (formerly known as Aloha) is a Tinder-like dating app for gay users. Like Tinder, users can choose to like, dislike, or pass on algorithm-generated recommendations. Matched users can chat privately. Finka also offers live streaming features.

Compared to Blued, Finka focuses more on young users. The app has a youthful user interface, allowing users to upload more profile pictures than Blued.

The app is developed by Beijing Asphere Interactive Network Technology and acquired by BlueCity (in Chinese) in 2020 for RMB 240 million, 36Kr reported.

According to Qimai Data (in Chinese), the app began to trend upwards from the end of 2020, as its downloads grew threefold to 47,628 in December compared to numbers from November. In May of this year, the app had 90,948 downloads in App Store’s China mainland region.

the L (Rela)

Launched in 2012, the L (formerly known as Rela) is a social platform for lesbian and bisexual female users. Unlike traditional dating apps, the L offers an Instagram-like social platform. Users can post and react to other users’ posts in the app, offering a deeper social experience.

The app also features a public voice chatroom section, with users able to talk together about a variety of topics under labels like dating, gaming, and casual chatting, similar to the model used by social audio companies like Clubhouse.

Chinese startup Hangzhou Rilan Technology developed Rela, which was banned and pulled off from all app stores in June 2021 due to unknown reasons. Seven months later, the app came back online with new branding.

LesPark

LesPark is another dating app used by lesbians in China. It uses a model similar to Tinder and Finka. According to its official website, the app has over 12 million users globally. 

The app generally has a lot of the common dating app features, like speed matching, group chat, voice chat, live streaming, and an open platform for posts. One of the standout components of LesPark is the ability for users to start a random chat with strangers.

Qingyuan Park Culture of Media, a Guangdong-based company established in 2017, owns the app.  It also owns another reading app called Ji Hua Le Du featuring mostly lesbian-themed writings.

Douban

As one of China’s most respected book and movie review platforms, people usually don’t think of Douban as a dating platform. But over the years, the site has quietly become a go-to place for many LGBTQ+ members, especially lesbians, to find friends, thanks to Douban’s openness and friendly attitude towards the community.

The app combines book, film, and music reviews with a Reddit-like community, offering group functions for all kinds of interests and social activities. Many Douban users often post their profiles and seek dates and friends on LGBTQ+ groups.

For example, the largest lesbian group on Douban has 69,151 members. Douban also has a diverse range of lesbian groups, some are location-focused, and others focus on more specific topics. The site has no English language versions, so it’s usually catered to Chinese-language users.

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Tencent and NetEase bring games to Microsoft’s Xbox subscription services https://technode.com/2022/06/14/tencent-and-netease-bring-games-to-microsofts-xbox-subscription-services/ Tue, 14 Jun 2022 08:43:01 +0000 https://technode.com/?p=168824 Chinese developers like Tencent and NetEase are facing an economic slowdown and a tightened regulatory environment in their home market.Tencent and NetEase partnered with Microsoft to bring some of their games to its gaming subscription service Xbox Game Pass.]]> Chinese developers like Tencent and NetEase are facing an economic slowdown and a tightened regulatory environment in their home market.

Major Chinese gaming companies Tencent and NetEase partnered with Microsoft’s gaming department to bring some of their games to Microsoft’s gaming subscription service Xbox Game Pass, which Microsoft announced at a Monday showcase event.

Why it matters: Chinese developers like Tencent and NetEase are facing an economic slowdown and a tightened regulatory environment in their home market. The partnerships with Microsoft, home to dominant global gaming platforms and a vast userbase, can broaden the appeals of Chinese-developed games and Xbox’s service.

  • The partnership is a good opportunity for NetEase to launch its PUBG-like title Naraka: Bladepoint on a console platform, a format that is vital in the overseas markets.
  • Microsoft will be able to give players access to popular titles from Tencent and NetEase, making Microsoft’s Xbox Game Pass a more attractive investment for gamers.

Details: The partnerships will bring titles from Tencent’s US-based developer Riot Games and NetEase’s trending PUBG-like title Naraka: Bladepoint to Microsoft’s gaming subscription service, Xbox Game Pass.

  • Each of Riot Games’ five titles, League of Legends, Wild Rift, Legends of Runeterra, Valorant, and TeamFight Tactics, will be available through the subscription service. For instance, subscribers can now unlock all characters in League of Legends and Wild Rift for free. Some other bonus paid content will be free for subscribers later this year. 
  • NetEase’s Naraka: Bladepoint, which has already sold 10 million copies (in Chinese) globally on desktop platforms, will be free to Xbox Game Pass subscribers. The title will premiere on Xbox on June 23 before any other console platform. NetEase plans to launch the game on Xbox rival PlayStation at a later date.

Context: Microsoft is making a push to promote its game pass subscription service, in a similar way to the likes of Spotify and Netflix, with users paying a flat monthly fee for access to a gaming library.

  • Launched in 2017, Xbox Game Pass had over 25 million subscribers this year, as Microsoft revealed in a January 18 press release.
  • Most AAA-level game titles cost around$39 to $49. Xbox Game Pass offers a variety of games for a monthly subscription fee of $9.99, which is significantly different from the traditional games’ buy-to-play business model.
  • Apple and Sony have also launched their subscription services, Apple Arcade in 2019 and PlayStation Plus this year.
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China approves 60 new game titles, including ones from miHoYo and Perfect World https://technode.com/2022/06/09/china-approves-60-new-game-titles-including-ones-from-mihoyo-and-perfect-world/ Thu, 09 Jun 2022 07:27:29 +0000 https://technode.com/?p=168737 In April, the regulators resumed approving new games for the first time in eight months.Chinese regulators released a list of 60 newly approved domestic titles on Tuesday, including titles from miHoYo and Perfect World.]]> In April, the regulators resumed approving new games for the first time in eight months.

Chinese regulators released a list of 60 newly approved domestic titles (in Chinese) on Tuesday after another approval pause in May, including titles from notable gaming firms like HoYoverse (formerly known as miHoYo) and Perfect World. In April, the regulators resumed approving new games for the first time in eight months. 

Why it matters: China’s National Press and Publication Administration (NPPA) usually releases a list of approved gaming titles monthly. With no games approved for May, gaming firms seeking to bring new titles online continue to face uncertainty. 

Details: The NPPA, China’s government department for publishing news, films, and games,  gave licenses to 60 new games in June.

  • 58 of the 60 listed titles are for mobile platforms (including tablets). The other two are a web game and a client game targeted mainly at desktop users. In comparison, 40 of the 45 approved titles in April were made for mobile platforms.
  • The list also didn’t include any titles for console platforms like Xbox, Playstation, and the Nintendo Switch.
  • A new title from HoYoverse, developer of the globally popular game Genshin Impact, was approved for June. In addition, Perfect World, the operator of Dota 2 on the Chinese mainland, received a license for an Otome game, a story-based game targeted at women.
  • Of the titles approved, 16 are designated as being in the “beta” phase, indicating that a new policy issued last August that allows local governments to approve games in the beta phase has come into effect.

Context: The NPPA’s eight-month halt on the issuance of new gaming licenses had major ramifications for the gaming industry in China, causing a sharp decline in the growth rate of the industry, as well as the downsizing of major players in China’s gaming sector.

  • As a result of this uncertainty and stricter policies around teenage gamers in China, gaming companies like Tencent and NetEase began more aggressive expansion overseas as their local business slowed.
  • There are still no signs of relief for overseas titles in China to get approvals; the last batch to be licensed was June 2021.
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Chinese video platform Bilibili to cut 20% of staff: report https://technode.com/2022/06/07/chinese-video-platform-bilibili-to-cut-20-of-staff-report/ Tue, 07 Jun 2022 10:24:43 +0000 https://technode.com/?p=168657 BilibiliBilibili has yet to turn a profit since it went public in 2018. This layoff shows its urgency to hit the goal of becoming profitable in 2024.]]> Bilibili

Bilibili has started a round of layoffs in mid-May, according to a report by Chinese media outlet Caixin, citing multiple sources at the company. The layoffs reportedly have affected 20% of staff working with the video platform.

Why it matters: Bilibili has yet to turn a profit since it went public on Nasdaq in 2018. This layoff highlights the company’s urgency to reach its goal of becoming profitable in 2024, as mentioned by CFO Fan Xin in a March earnings call.

Details: The layoffs will mainly affect three departments: streaming, gaming, and commercialization, Caixin reported. A spokesperson from Bilibili told TechNode that the “workforce adjustments were due to business adjustments” and that they had not implemented large-scale staff cuts.

  • These three departments will primarily take the brunt of the cut, and Bilbili’s main business units are less affected by the cuts, two laid-off staff from Bilibili told Caixin.
  • Some employees that passed the company’s annual performance review were also cut, according to Caixin’s report.
  • Some of the staff affected by the layoffs had recently joined Bilibili from other tech giants, with such employees generally negotiating for higher pay and tend to be targeted in layoffs, according to the report.
  • The firm offered laid-off employees the “N+1” compensation commonly used in China. “N” is the working years. The company will compensate monthly salary based on the working years plus one more month. 

Context: Major Chinese tech firms like Tencent and JD had expanded layoffs as they are heavily affected by the new Covid-19 outbreaks and subsequent pandemic control measures. Chinese tech firms have expanded the scale of layoffs, even in crucial business arms like Tencent and JD. 

  • While layoffs at Tencent began in late 2021, the tech firm expanded layoffs in May, cutting about 20% of staff, including those in the gaming departments, Tencent’s core business units.
  • In March, major Chinese e-commerce firm JD also expanded its layoffs, downsizing nearly every business unit, including core retail businesses at the company.

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Tencent expands layoffs in bid to reduce losses: report https://technode.com/2022/05/23/tencent-expands-layoffs-in-bid-to-reduce-losses-report/ Mon, 23 May 2022 11:36:54 +0000 https://technode.com/?p=168248 As one of China’s biggest tech firms, Tencent’s reportedly new layoff round indicates that Chinese tech’s “great layoff” is far from over. Tencent reportedly has expanded layoffs, focusing on five sectors: cloud computing, gaming, advertising, and content, citing unnamed sources.]]> As one of China’s biggest tech firms, Tencent’s reportedly new layoff round indicates that Chinese tech’s “great layoff” is far from over. 

Chinese tech giant Tencent is undergoing another round of layoffs across the company to counteract worsening financial results, Chinese media outlet Caijing reported (in Chinese) last Friday.

Why it matters: Tencent’s reportedly new layoff round indicates that Chinese tech’s “great layoff” is far from over.  

Details: Tencent initially began a headcount reduction at the end of last year, with an estimated 20% of employees at the firm affected. However, continued redundancies at the company, including its core business unit like gaming, in the wake of disappointing financial results may suggest that the cuts will go even deeper. 

  • Caijing reported that Tencent has expanded layoffs, focusing on five sectors: cloud computing, gaming, advertising, and content, citing unnamed sources at Tencent.
  • The gaming sector appears to be one of the worst-hit, with 10% of the unit’s workforce reportedly let go. The Cloud and Smart Industries Group (CSIG) is another sector that has been heavily impacted by the company’s cutting of staff, having already lost 15% downsizing of its team in March this year.
  • The cited sources added that “the layoffs are due to the pressures of business performance” and attempts to “decrease costs.”
  • When contacted by TechNode about the report, Tencent declined to comment.

Context: Tencent’s continuing layoff came against the backdrop of a slowing Chinese economy, a widespread regulatory crackdown in the tech sector, and several major hurdles in the gaming realm (including a seven-month pause in new game licenses), where it is an industry leader. 

  • Tencent earned RMB 135.4 billion ($21.3 billion) in the first quarter of 2022, a 6% quarterly fall in earnings. The company’s net profit also plummeted by 23% to RMB 25.5 billion compared to the same quarter last year.
  • Martin Lau, president of Tencent, said in an earnings call on March 23 that “the entire industry is focused on core businesses, more efficiency, and more cost rationalization.” He also noted that the firm will “streamline for the non-core businesses, or may exit [business areas] in some cases.”
  • However, the firm has stated that it will continue to hire more staff than it has dismissed. Tencent’s employee count increased 3% in the first quarter of 2022, according to its financial reports.
  • Tencent’s gaming business may also see more growth outside of China. Although revenue from domestic games in the first quarter of 2022 dropped by 1% compared to the same quarter last year, international game revenues grew by 4% to RMB 10.6 billion.
  • Tencent is not the only Chinese tech major to have laid off staff in recent months. Since Didi’s US IPO sparked a cybersecurity review and industry-wide crackdown in July 2021, at least 216,000 people in the tech sector lost their job from last July to March, according to the Cyberspace Administration of China
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Virtual idol group A-Soul prompts overwork debate after canceling a virtual member https://technode.com/2022/05/16/virtual-idol-group-a-soul-prompts-overwork-debate-after-canceling-a-virtual-member/ Mon, 16 May 2022 12:11:06 +0000 https://technode.com/?p=168001 A-Soul announced on May 10 that it will cancel the daily livestreams of Carol, a leading virtual vocalist of the five-member group.By canceling a virtual member, A-Soul happened to show the troublesome working condition of the invisible artists behind these virtual idols.]]> A-Soul announced on May 10 that it will cancel the daily livestreams of Carol, a leading virtual vocalist of the five-member group.

A Chinese virtual idol group called A-Soul, backed by ByteDance, has found itself embroiled in a social debate after it canceled the livestream of a virtual member named Carol.

Why it matters: By canceling a virtual member, A-Soul inadvertently prompted a debate on the working condition of the often invisible artists behind virtual idols. Virtual idols are often supported by teams of real human artists who provide voices and dance moves through motion captures and other technology. 

  • China’s virtual idol sector has seen a boost after many high-profile stars fell from grace with scandals, such as Kris Wu arrested for rape charges in July 2021.

Details: A-Soul announced on May 10 that it will cancel the daily livestreams of Carol, a leading virtual vocalist of the five-member group. The announcement said Carol will enter a dormant period due to “schoolwork and medical issues.” 

  • Fans were shocked by the sudden announcement and expressed feelings of loss on social media platforms. 
  • Soon, suspicious fans dug up old social media posts of the actual artist behind Carol, finding that the person has complained about being overworked and has developed multiple illnesses, according to a May 15 report from Chinese media outlet PEdaily (in Chinese).
  • On May 11, A-Soul denied in an announcement published on Bilibili (in Chinese) that the artist behind Carol had been overworked and rebuked the base salary of RMB 11,000 ($1,619), which was revealed by social media discussions. However, many fans said they weren’t convinced in the announcement’s comment section. Three days later, A-Soul followed up with another announcement (in Chinese), apologizing for causing trouble to all parties, and published contract termination files of the artist behind Carol. The announcement also denied any “bullying or oppression” in the workplace.
  • A-Soul promised that they will not introduce a new member to the idol group and won’t hire another person to control Carol either. The group also said in the announcement that they pay artists with a base salary, benefits, and a 10% commission of livestream income, without revealing exact numbers.

Context: A-Soul was launched in November 2020 by ByteDance and Beijing-based firm Yuehua Entertainment, which manages notable Chinese artists like Han Geng and Wang Yibo. The group’s most popular video has 5.3 million views on Bilibili. Dismissed member Carol’s top 10 videos each have more than 1 million views each on Bilibili.

  • Virtual idols have become incredibly popular on Bilibili, a Youtube-like platform for video creators and fans of animation, comics, and gaming content.
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Bilibili introduces new rules to combat rise of hateful speech https://technode.com/2022/05/12/bilibili-introduces-new-rules-to-combat-rise-of-hateful-speech/ Thu, 12 May 2022 10:29:52 +0000 https://technode.com/?p=167872 BilibiliBilibili announced on Wednesday that it will combat the rise of hateful speech and inappropriate content on the platform.]]> Bilibili

Chinese video platform Bilibili announced on Wednesday that it is implementing new rules (in Chinese) to combat the rise of hateful speech and inappropriate content on the platform.

Why it matters: This is another self-cleaning act from China’s video platform. Bilibili has made at least seven announcements to remove inappropriate content since January to comply with tightening content control from Chinese regulators. 

Details: Bilibili said it had noticed an uptick of videos that make unethical jokes about the dead and attacks others based on their gender, occupation, and age. The platform said such disrespectful content is “plaguing the community.” Bilibili will start implementing the rules by deleting such content for the first month. After that, content creators will face account suspension if they continue to create such content.

  • The new rules banned three main types of content. The first one is mocking death, sickness, and disability. The second is jokes about disasters and tragic social events. Last, is hateful content directed toward a particular gender group and other groups. 
  • The platform gave a few examples: videos making fun of tragic events such as the deaths of NBA star Kobe Bryant and former US President John F. Kennedy, and misogynistic and misandrist content.

Context: As of 2021, Bilibili had 271.7 million monthly active users and 10 million newly uploaded videos per month. The platform has become a thriving community for vloggers and fans of animation, comics, and games. 

  • Following Chinese regulators’ scrutiny of toxic and negative content online in January, Bilibili went through a large-scale content moderation to crackdown on content involving cyberbullying, softcore porn, online frauds, and others.
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INSIGHTS | Chinese gaming companies go overseas as home growth slows https://technode.com/2022/05/03/insights-chinese-gaming-companies-go-overseas-as-home-growth-slows/ Tue, 03 May 2022 00:30:00 +0000 https://technode.com/?p=167563 Man playing a Chinese game on a smartphone.Amid slowing growth and regulatory uncertainty at home, China’s gaming companies are increasingly eyeing overseas markets. ]]> Man playing a Chinese game on a smartphone.

Amid slowing growth and regulatory uncertainty at home, China’s gaming companies are increasingly eyeing overseas markets. Many of them have had impressive growth figures in international markets for some time, but the situation at home is driving them to view foreign gamers in a new light. Established players such as Tencent and NetEase – both of which are in the top five gaming firms in the world – are giving international growth new emphasis, while rising upstarts such as HoYoverse (formerly known as miHoYo), FunPlus, and 37 Interactive Entertainment are seeing surging interest in their titles outside of China.

The diversity in terms of the size of Chinese gaming firms finding success abroad shows that there’s something of a relatively level playing field outside of a domestic market that is dominated by a handful of majors – even small indie game makers are able to strike it big when they look beyond their own backyard. Yet there’s no cheat code for doing well internationally and Chinese game firms face new modes of competition and significant cultural challenges when they venture outside of China. 

READ MORE: The Chinese gaming startup outperforming Tencent overseas

Powering up internationally 

To reflect the increasing scale of its global gaming growth, Tencent started to disclose revenues from domestic games and overseas games as new sub-segments in the third quarter of 2021. 

In a challenging 2021, Tencent’s overseas games saw an impressive 31% yearly growth, while the domestic gaming sector grew by only 6%. Tencent made RMB 25 to 30 billion ($3.79 to $4.55 billion) in overseas games in the first three quarters of 2021, accounting for about 20% of its gaming revenue. Overall, the company saw its slowest revenue and profit growth in five years, 16.2% and 11%, respectively, underlining the international gaming division’s eye-catching performance. 

NetEase first revealed its overseas gaming performance in the third quarter of 2018, saying incomes from overseas markets accounted for 10% of the total net profit in its gaming business that year. The latest figures show that overseas gaming revenue accounted for 11% to 15% of NetEase’s gaming revenues in the first three quarters of 2021. However, the company didn’t reveal a detailed breakdown of overseas gaming revenue in its 2021 annual report.

Although the growth in NetEase’s overseas gaming revenue has been steady rather than spectacular in the last three years, the company has set a goal of expanding earnings outside of China to 50% of its gaming income, with a focus on markets in Japan and North America, according to Chinese media outlet Jiemian. NetEase also dramatically increased its research and development expense ratio in the past two years, hoping to win with better gaming developing skills. The report added that the ratio doubled from 8% in 2017 to 16% in the first three quarters of 2021. 

Chinese gaming companies taking it to the next level overseas 

In March of this year, of the top 10 highest-grossing mobile games globally, four came from Chinese gaming companies, according to Sensor Tower: Tencent’s Honor of Kings and PUBG Mobile, HoYoverse’s Genshin Impact, and Alibaba’s Three Kingdom TacTics. Lilith’s Rise of Kingdoms also made it into the top-grossing list on the App Store. Among the Chinese titles, HoYoverse’s Genshin Impact was the most profitable. Tencent’s PUBG Mobile was second, with Lilith’s Rise of Kingdoms ranked third.

Genshin Impact is a sprawling multiplayer online role-playing game (MMORPG). Launched in 2020, it hit 115 million downloads in its first 18 months, according to Data.ai, a US insight firm focusing on app stores. According to Data.ai, Genshin Impact’s success was so big it helped  put a positive spin on figures for the whole category, pushing MMORPG revenue to grow 17% year-on-year in 2021, despite other titles in the same category showing a slow and even negative increase in revenue.

Tencent’s PUBG Mobile, in many ways, has followed the success of its PC version. The title has found popularity with a new game mode called battle royale, whereby players fight to be the last one standing amid a mass competition with hundreds of other players. Its primary competitor is Call of Duty Mobile, also developed by Tencent and published by Activision, which ranks seventh on Sensor Tower’s list.

Challenging times at home 

Chinese gaming companies are having a tough time getting new games approved and making money in the domestic market due to tightening regulations around young players’ gaming habits and strict limits on new game licenses. 

Late last August, Chinese regulators asked all companies to limit minors’ access to games (in Chinese), with the aim of protecting them from gaming addiction. As a result, those under the age of 18 can only play games one hour a day on Fridays, weekends, and holidays, according to the rules, with no gaming time allowed on weekdays.

Tencent said in its 2021 annual financial report that the new regulations hit the company’s domestic games revenue due to “less spending by minors” and the company allocating developer resources “to implement new measures.”

Around the same time, China also stopped issuing licenses to new games. The regulator only resumed issuing licenses in April, eight months later. This wasn’t the first time the regulator withheld its licensing power. In 2018, the issuing of licenses was halted from March to December. Game publishers in China need a license from the National Radio and Television Administration (NRTA), the state’s regulator for news, print, and publications, to be listed in app stores or to be downloadable on their websites within the country. 

The extended freeze has forced many Chinese gaming companies to downsize. Since last year, major Chinese gaming companies such as NetEase, Lilith, IGG, and Perfect World have had to cut off projects and lay off staff.

READ MORE: China’s gaming industry is downsizing as regulators halt new game licenses: report

What’s next for Chinese gaming companies going overseas?

Amid such problems, many are forecasting another grim year at home for Chinese gaming companies in 2022. DataEye, a Shenzhen-based industry insights firm, wrote in their 2021 annual report that they foresee another slow year ahead. “The domestic market won’t see major growth. 5% growth is optimistic; no growth is also likely,” said the report. Instead, they noted, “The main growth in the industry will most likely come from the overseas market.”

It’s easy to see the allure of international sales given the picture back home. Yet, despite some major success stories so far, achieving sustained growth internationally comes with its own set of difficulties for Chinese game developers. There have been some surprise hits, such as indie outfit Coconut Island’s crossover success Chinese Parents, but for large-scale, longer-term growth, a sophisticated understanding of international markets is required.

“Localization in overseas markets goes way beyond just translating the content in local languages. The key is in cultural localization,” Wang Yangbin, CEO of DataEye, wrote in the firm’s report. “These are problems all top Chinese firms — Tencent, NetEase, and Alibaba — and second-tier companies have to solve quickly.”

How quickly they do so may well determine how soon and to what extent international markets can provide the kind of salvation that many Chinese gaming companies appear to be looking for by heading overseas.   

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Chinese startup PopuMusic releases a new digital piano https://technode.com/2022/04/28/chinese-startup-popumusic-releases-a-new-digital-piano/ Thu, 28 Apr 2022 09:55:16 +0000 https://technode.com/?p=167506 A poster of PopuPiano digital piano.Chinese startup PopuMusic launched a new portable digital piano called PopuPiano earlier this month to attract new music learners.]]> A poster of PopuPiano digital piano.

Chinese startup PopuMusic launched a new portable digital piano called PopuPiano earlier this month. It’s the company’s latest smart instrument after releasing a smart guitar called Poputar and a smart ukulele called Populele.  

The company aims to attract new music learners seeking a fun, flexible way to learn piano and professional composers looking for a portable piano. 

Details: PopuPiano is said to be as capable as a full-size digital piano, featuring 29 keys and a removable chord pad. The early pre-order option is priced at $199.

  • The device also comes with a standard musical instrument digital interface (MIDI) keyboard used in note composing and can be used with professional software like Logic Pro X and Cubase.
  • The keys are designed to light up in bright colors as a finger guide while playing, helping new players to follow along with a song quickly.
  • PopuPiano’s multifunctional chord pad allows players to control drumbeats and trigger chords with one key.
  • PopuPiano’s battery life lasts between 10 and 12 hours. The device supports Bluetooth. 
  • The PopuPiano can be linked to the PopuMusic app, which offers free tutorials to learners at all levels.

Context: Founded in 2015, PopuMusic is headquartered in Beijing and is backed by well-known investors, including ZhenFund and Shunwei. 

  • PopuMusic has over 200,000 users globally and has reached 10,000 monthly shipment units as of August 2021, according to the company.
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Tencent to suspend accelerator service that allows Chinese gamers to play foreign games https://technode.com/2022/04/14/tencent-to-suspend-accelerator-service-that-allows-chinese-gamers-to-play-foreign-games/ Thu, 14 Apr 2022 09:48:33 +0000 https://technode.com/?p=167076 A screenshot from Tencent Jiasuqi's official website.Tencent said it will close a gamer-focused accelerator service that allows Chinese gamers to play overseas games.]]> A screenshot from Tencent Jiasuqi's official website.

Chinese tech giant Tencent announced on Wednesday that it will close a gamer-focused accelerator service that allows Chinese gamers access to overseas games. Due to “an adjustment in business operation strategy,” Tencent’s accelerator service will only support domestic games from June onwards.

Why it matters: This move by Tencent has caused players to worry that accelerator services for overseas games may soon become inaccessible in mainland China.

  • It is difficult for Chinese players to play overseas Player-versus-Player (PVP) titles like the popular Apex Legends and PUBG: Battlegrounds without accelerator services. These games are popular among Chinese players. For example, more than 1.4 million comments on PUBG: Battlegrounds are in Chinese-language, a sign of wide popularity. Thus, major gaming companies Tencent and NetEase have traditionally offered accelerator services to users. 
  • Many popular overseas games are unable to operate in China without a gaming license and a local operation company, making it difficult for Chinese players to enjoy these games due to network issues. 

Details: Tencent announced that its accelerator service called Tencent Jiasuqi will undergo a major update and be renamed Tencent Gaming Assistant. The service will no longer offer users access to overseas gaming networks. Instead, Tencent will offer refunds to users who have already paid for Tencent Jiasuqi. 

  • Due to network blocks and the physical distance between Chinese players’ devices and overseas host servers, it is difficult for Chinese players to play video games with foreign players. Tencent Jiasuqi has allowed players to bypass these blocks and build a steady virtual private network.
  • One Chinese Apex Legends player told TechNode that the suspension of Tencent’s accelerator service for overseas gaming will greatly limit their gameplay experience. While PVP games with servers in Hong Kong and Taiwan will still be available for users, titles in other regions outside of China will be completely unavailable. 
  • The player also noted that NetEase’s UU Jiasuqi is one prominent alternative that is still in operation.

Context: There are over 100 gaming network accelerators in China for players, but many have less tech stability than Tencent’s and NetEase’s services.

  • To enter the Chinese market, foreign gaming firms are required to cooperate with local Chinese operators, and each game must have a gaming license from China’s National Press and Publication Administration (NPPA). However, the NPPA has not issued any licenses for overseas games in more than nine months.
  • Playing games directly from overseas platforms is still a gray area for Chinese players. Overseas gaming platforms like Steam are less accessible to Chinese gamers, with network “accelerating” services the only way to bypass these measures.
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China resumes issuing new gaming licenses after 8-month freeze https://technode.com/2022/04/12/china-resumes-issuing-new-gaming-licenses-after-8-month-freeze/ Tue, 12 Apr 2022 07:41:38 +0000 https://technode.com/?p=166990 Illustration with game license list.China resumed issuing new gaming licenses after an eight-month pause when China began a broad crackdown on content industries.]]> Illustration with game license list.

On Monday, China resumed issuing new gaming licenses (in Chinese) after pausing it for eight months when the country began a broad crackdown on content, gaming, and the education sector last summer. 

Why it matters: The halt on new gaming licenses led to an 8-month-long winter for the gaming industry in China, forcing many game makers to downsize, cutting down on development projects, and laying off staff. 

  • Small studios took the heaviest hit during the license freeze. About 14,000 small gaming companies and gaming-related firms reportedly went out of business by the end of 2021, according to the South China Morning Post.

Details: On Monday, China’s National Press and Publication Administration (NPPA)  released a list of licensed games for April, made up of 45 Chinese games. It’s the first list of licensed games released by the administration since last July, with new licenses put on hold since August.

  • Major Chinese gaming companies like 37 Interactive, Lilith, and Baidu were all granted new licenses this month. However, the country’s two largest gaming companies, Tencent and NetEase, were absent from the list.
  • 89% of the approved games are made for mobile platforms, while 9% are for desktop devices. The list of newly licensed games also includes one indie title for the Nintendo Switch, called “Clocker.” The game was initially released on the desktop gaming platform Steam and received a favorable rating of 84%.
  • The list of newly licensed games does not include any overseas games, which have become increasingly attractive for Chinese players as they face tighter regulations at home.

Context: China has strict rules for publications, which apply to video games. Companies must apply to NPPA for gaming licenses to publish new games. In the seven months of 2021, before the freeze, China issued 675 gaming licenses, averaging 96 per month. 

  • Chinese authorities had initiated long periods of gaming license freeze in the past. In late 2018, the gaming industry saw 80 new licenses approved after a 9-month hiatus. 
  • In addition, stricter rules for Chinese gaming companies at home pushed NetEase, Tencent, and others to focus more on developing games for the overseas market.

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China’s tech layoffs: How many people have been affected? https://technode.com/2022/04/11/insights-chinas-tech-layoffs-how-many-people-have-been-affected/ Mon, 11 Apr 2022 13:15:00 +0000 https://technode.com/?p=166912 China tech layoffSince last July, China's internet sector entered a period of painful adjustments with massive layoffs and unprofitable units shutoffs.]]> China tech layoff

After China’s ride-hailing giant Didi was put under a cybersecurity review by the Chinese authorities last July, the country’s internet sector quickly entered a period of painful adjustments. Companies began closing unprofitable units and cutting staff wherever they could. Layoffs have since become so widespread that some Chinese tech majors have been attempting to soften the blow by telling fired employees that they have “graduated,” but it has become increasingly difficult to put a positive spin on such moves, as China’s consumer-facing tech companies go through a significant upheaval. 

Since July 2021, major Chinese tech companies have laid off at least 72,779 employees, TechNode research has found. After compiling news reports, company statements, and other sources from the past nine months, TechNode found 27 instances where major Chinese tech companies were reported to be making significant layoffs, with at least 10 such instances affecting more than 30% of employees at their respective companies. Some firms dismissed entire departments almost overnight.

After combing through the statistics, it is clear that layoffs have become a regular occurrence at Chinese tech companies. In the past nine months, there has been an average of two rounds of layoffs per month. Moreover, in the same period, ByteDance has had five separate rounds of staff reductions alone, making it the top cutter among the major tech companies in the country.

China’s “great layoff” first hit the edtech sector, prompted by a surprise national regulation barring all private curriculum tutoring, which took effect in July. It then hit less profitable units in the e-commerce sector, and most recently, it spread to Meituan, Alibaba, and Tencent, powerful leaders of their own sectors that had previously proven largely immune to the effects of any regulatory changes or downturns. 

Education, e-commerce, and the content and entertainment industry are the three sectors to bear the main brunt of this wave of layoffs. But just how far-reaching have the cuts been?

Cloud services, social platforms, and more

In March, Tencent, a major cloud service provider in China, started a 20% layoff of its team in the sector, affecting an estimated 12,000 employees. ​​The firm’s Cloud & Smart Industries Business and Platform and Content Group took the biggest hit.

Twitter-like microblogging service Weibo, one of the biggest social platforms in China, laid off at least 200 employees and introduced a stricter performance review standard in February 2022. Weibo has declined to describe the moves as a layoff, saying they were “structural adjustments.”

ByteDance also cut numbers at its customer service unit in October 2021, removing somewhere between 30% and 70% of the team due to what it termed “business adjustments.” 

Didi, which is still going through a national cybersecurity review that launched nine months ago and is looking to delist from the US stock market, reportedly cut 20% of its employees in February. 

Content and entertainment

The content and entertainment industry is another area where players large and small have been handing their employees grim news. Since last July, four major companies in the sector have undergone six rounds of dismissals and restructuring. 

ByteDance laid off at least 179 employees in two rounds last year, one of which was mainly focused on its gaming development business, Ohayoo. The company said that recently-hired college graduates would be reassigned to other vacancies as part of the round. The TikTok parent company followed this with another round of layoffs on October 20, aimed primarily at its commercialization and gaming businesses.

TikTok’s major rival in China, Kuaishou, started to lay off staff at the end of 2021, first in its commercialization team and then across multiple sectors. The company reportedly removed somewhere between 10% and 30% of its employees.

iQiyi, a Netflix-like streaming platform backed by Baidu, was reported to have cut between 20% and 40% of employees in December 2021. The company promised to compensate these unlucky employees, offering them bonuses based on how long they had worked at the firm.

While it’s undoubtedly been impacted by the overall economic downturn, the content and entertainment sector has also been hit by regulatory scrutiny, with crackdowns targeting celebrity culture and related idol content as well as the gaming sector. Pop Idol-like shows on platforms such as iQiyi have been banned and China put a pause on issuing new gaming licenses last year, essentially stopping companies from releasing new games. In addition, China has introduced strict controls targeting teenage players, limiting their playing time and payment for games. In response, Chinese gaming companies have shut down numerous development projects and turned to overseas markets, with their China workforces naturally being affected. 

Timeline of Chinese tech companies' layoff.
Credit: TechNode/Ward Zhou

E-commerce

E-commerce, a longtime booming sector in China, has also seen contractions. From July 2021 to March of this year, at least 11 major tech companies in the industry have downsized their workforces, according to TechNode statistics. 

Most recently, Meituan began on April 8 with an up to 20% cut across its business lines, including its core food delivery and hotel booking businesses.

Chinese e-commerce giant Alibaba has been through two rounds of layoffs in the first quarter of 2022 alone. The first round was in January this year, when it cut headcounts at its food delivery platform Ele.me and local shop review business Koubei. Two months later, Alibaba’s layoff expanded to the entire local service sector, with 30% of its employees losing their jobs.

Tencent also announced that it was making 30% of the staff at its e-commerce platform Mogujie redundant in late 2021, blaming the unit’s poor market performance. 

Community group buy, a subsector that caught on during the height of the first wave of the coronavirus pandemic in 2020, has seen deep cuts as part of the ongoing layoffs. The cash-burning sector quickly cooled down after the State Administration for Market Regulation (SAMR) demanded companies stop price dumping and other unfair competition practices in December 2020.  

Smaller players in this subsector have been hit hard, with one example being Tongcheng Life, which filed for bankruptcy last July. Those backed by bigger companies have also been forced to make adjustments to remain competitive. Didi’s Chengxin Youxuan cut about a third of its staff, while Alibaba-backed Nice Tuan stopped operating in several cities

Fast forward to late March, and JD was reportedly planning company-wide cuts of between 10% and 30%. Its community group buy unit Jingxi is thought to see the deepest cuts.

Other tech companies offering local services, such as apartment rental platform Ke.com and farm-to-table grocery startup Meicai, have followed suit. Ke.com cut its entire development team in October 2021, while Meicai laid off nearly half of its workforce around September 2021.

Dian, a Chinese startup offering rental charge packages for phones, was reported to have laid off 40% of its employees on March 1. According to Chinese financial media Lanjing, the company dismissed at least 2,000 employees. However, the company denied the news, saying it was merely making “adjustments in employee structure.” 

In addition, popular milk tea brand HeyTea, which makes heavy use of e-commerce and online promotions to support its business, was reported to have cut its workforce by 30% in February this year.

Education

After China’s new regulation on education agencies took effect in July 2021, there were at least five rounds of layoffs in tech companies focusing on education. More than 5,400 people lost their jobs.

Companies in the sector saw their stock prices crash after July 24. Within a day, Gaotu fell by 54%, New Oriental by 63%, and TAL Education saw more than 70% wiped off its share price.

Gaotu was reported to have laid off more than 10,000 employees in early August 2021. Another education giant New Oriental reportedly dismissed over 40,000 employees in mid-September. It wasn’t just the leading names in the industry who were hit, however,  Acadsoc, a Chinese company offering courses by foreign teachers, laid off 90% of its workforce on July 29, 2021.

Chinese tech unicorn ByteDance was also forced to make cuts. The company went through a series of downsizings in its education sector, with a first round in early August followed by a second round in December, shedding more than 1,000 employees. 

Looking ahead

On April 8, China’s internet regulator, the Cyberspace Administration of China (CAC), confirmed in a statement that 12 major Chinese tech companies (Tencent, Alibaba, Ant Group, ByteDance, Meituan, Pinduoduo, Kuaishou, Baidu, JD, NetEase, Weibo, and Bilibili) have laid off 216,800 staff from last July to March. However, CAC said “the number of employees in internet companies has remained stable,” disputing the layoff trend, adding that these companies have also hired about 295,900 new employees during the period. 

As painful as these adjustments have been to date, it seems unlikely that Chinese tech majors are in the clear just yet. Regulatory scrutiny will continue (perhaps in a more predictable fashion as the government prioritizes economic growth), rising geopolitical concerns mean that firms listed on US exchanges, in particular, will come under pressure, and China’s ongoing attempts to pursue a ‘zero Covid’ policy may mean further disruption for businesses. 

Since early March, China has extended lockdowns in the key growth city of Shanghai and introduced new control measures across the country to adhere to its zero Covid policy amid a resurgence in the number of coronavirus cases. As China’s economy takes a hit, the country’s tech sector is likely to come under more pressure. China’s State Council executive meeting on April 6 also acknowledged the challenge ahead, admitting that the country’s economy faces “complexity and uncertainties” that have exceeded expectations, and that “the recent Covid-19 outbreak in China has increased difficulties for market entities, and increased new downward pressure on the economy.”

There are some glimmers of hope, however. Although Didi’s investigation put a pause on Chinese tech companies seeking overseas listings, there appear to be moves to help Chinese businesses raise money more easily on foreign stock markets. Chinese Vice Premier Liu He said in a mid-March meeting that “China continues to support companies seeking to go public overseas,” offering the first major positive signal on the issue in nine months. Moreover, China’s securities regulator has proposed changes to long-standing rules in an attempt to avoid US-listed Chinese companies being delisted by American regulators.  

Nevertheless, the big picture remains unpredictable for China’s tech powerhouses. After years of unbridled growth, it’s clear that the industry has been through a turbulent period of late. Whether the widespread “adjustments” made across multiple sectors will be enough to stave off further disruption remains to be seen.

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Bilibili launches an earphone brand to tap into consumer electronics https://technode.com/2022/04/08/bilibili-launches-an-earphone-brand-to-tap-into-consumer-electronics/ Fri, 08 Apr 2022 09:48:04 +0000 https://technode.com/?p=166885 Bilibili Bilipods' new released earphones.Bilibili introduced a new earphone brand called Bilipods on Wednesday, as it attempts to expand its business in consumer electronics.]]> Bilibili Bilipods' new released earphones.

Chinese video platform Bilibili introduced a new earphone brand called Bilipods with a first product on Wednesday, as it attempts to expand its business in the consumer electronic market.

Why it matters: In the past, Bilibili has partnered with consumer electronic companies to release products with its branding. The launch of Bilipods indicates that the video platform wants to go a step further and utilize its large user base (about 270 million in 2021) to benefit from the booming earphones market.

Details: On Wednesday, Bilibili officially promoted the new earphone brand and its first product to the public. The video platform previously released its earphones and headphones through BEMOE, a sub-brand focusing on various animation-related merchandise.

  • Bilipods was first announced on the social media platform Weibo on March 24, saying the brand will focus on products themed in animation, comics, and gaming (ACG), a key focus area of Bilibili.  
  • Two days after the announcement, Bilipods released its first product: a wireless earphones themed after the popular Japanese manga Demon Slayer: Kimetsu no Yaiba, one of the most popular animation series on Bilibili, with more than 1 billion views. 
  • The newly released earphones support high-resolution audio with bluetooth version 5.2. Users can also enjoy special UI animation effects while watching videos on Bilibili. It costs RMB 249 ($39.2), targeting the mid to low-end market.

Context: This isn’t the first attempt by Bilibili to get into consumer electronics, as the company has previously joined forces with a variety of consumer electronics manufacturers to launch products using Bilibili’s branding. 

  • To celebrate Bilibili’s 10th anniversary in 2019, the company collaborated with keyboard maker Cherry to launch a Bilibili branded keyboard.
  • Founded in 2009, Bilibili has become one of China’s largest video platforms and animation communities, with a vast collection of original animated content. 
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ByteDance tests a new social media app targeting power readers: report https://technode.com/2022/04/06/bytedance-tests-a-new-social-media-app-targeting-power-readers/ Wed, 06 Apr 2022 11:11:01 +0000 https://technode.com/?p=166818 Screenshots of ByteDance's Shiqu app.ByteDance is testing a new news aggregation social media app called Shiqu, offering an algorithm-driven news feed with customization options.]]> Screenshots of ByteDance's Shiqu app.

ByteDance, the creator of hugely popular short-video apps Douyin and TikTok, is reportedly internally testing a new news aggregation social app called Shiqu.

Why it matters: Unlike ByteDance’s other more popular offerings that rely on algorithm-based recommendations, Shiqu offers an algorithm-driven news feed that also allows customized RSS imports. The app looks to target well-educated readers, judging by screenshots of the test versions reported by the Chinese outlet iFranr

  • The new app could put ByteDance in competition with other Chinese apps that focus on creating a thinking community, such as the social and review platform Douban and Quora-like Zhihu. 

Details: Shiqu has two main features: topic-based reading boards and discussion groups, similar to Flipboard plus Reddit. Users can subscribe to their favorite topics or accounts, which routinely offer new content. The app’s other main feature offers a Reddit-like community, where users can join or create new groups related to specific topics and start discussion threads, according to the iFanr report. 

  • The app was first reported by the Chinese media outlet Tech Xingqiu in January. The outlet said the app is invite-only and selects high-quality content from ByteDance’s news aggregator Jinri Toutiao. At the time of publication, the app still hasn’t been opened for public registrations.
  • ByteDance declined to comment on the app when reached by TechNode on Wednesday.

Context: ByteDance first won mainstream success with a Chinese news aggregator called Jinri Toutiao, a mobile-first app that curates news based on algorithms. Shiqu looks to be catering to a more sophisticated user base that wants a customized reading experience and communities to discuss ideas. That target puts Shiqu in competition with established players like Douban.

  • First launched in 2005 as a website, Douban is known as the spiritual home of Chinese hipsters. It is a book and movie review site with robust group discussion features,  akin to a combination of Goodreads, Rotten Tomatoes, and Reddit.
  • Douban has received increased attention from Chinese regulators since late last year, prompting the platform to close certain groups and implement stricter oversight of users’ posts.
  • ByteDance is not the only Chinese tech company vying for a Douban-like user base. Last week, Douban sued Twitter-like Weibo for imitating its community content, including copying group names and approaching Douban community leaders to work for Weibo.
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Kuaishou tops Q4 estimates, shares drop on livestream crackdown fears https://technode.com/2022/03/30/kuaishou-tops-q4-estimates-shares-drop-on-livestream-crackdown-fears/ Wed, 30 Mar 2022 09:16:02 +0000 https://technode.com/?p=166631 KuaishouKuaishou posted better-than-expected financials for the fourth quarter of last year, but the company’s shares dropped more than 6%.]]> Kuaishou

TikTok’s Chinese rival Kuaishou posted better-than-expected financials for the fourth quarter of last year, but the company’s shares dropped more than 6% as regulators signaled a tightened scrutiny of livestreaming e-commerce.

Why it matters: Kuaishou’s share drop reflects market concerns over further potential regulatory measures aimed at the livestreaming industry. The Chinese government has already stopped some of the top livestreaming celebrities, such as Viya and Cherie, from livestreaming and removed their public social media profiles due to their tax evasion behaviors.

READ MORE: The Big Sell | Tamed livestreamers and Tencent stake cuts 

Details: Kuaishou’s revenue increased by 35.0% in a year to RMB 24.4 billion ($3.8 billion) in the fourth quarter of 2021, exceeding the high end of forecasts ($3.76 billion) compiled by Yahoo Finance. The company’s total revenues for 2021 grew by 37.9% year on year to RMB 81.1 billion.

  • However, the company’s shares dropped 6.24% today on the Hong Kong stock exchange despite opening high this morning after its Tuesday earnings report. A commentary posted by China’s state-backed China Taxation News may have triggered a change in market sentiment, according to local media. The state tax media called for stricter taxation policies for livestreamers.
  • Analysts remain bullish on the long-term prospects of the company. Thomas Chong, analyst of investment bank Jefferies, said he expects “market share gains to continue in online marketing and e-commerce GMV with solid user growth trends and rising engagement” in the first quarter of 2022. 
  • The company’s annual report also revealed a major change in its revenue structure. Online marketing services overtook livestreaming to become the firm’s largest revenue source in 2021. Kuaishou’s online marketing services recorded RMB 42.7 billion of revenue last year, a 95.2% yearly increase. That’s 52.6% of the company’s total revenue, up from 37.2% a year earlier. Meanwhile, livestreaming revenue decreased by 6.7% in a year to RMB 31 billion in 2021. Its share of the company’s total revenue dropped to 38.2% in 2021 from 56.5% in 2020.
  • E-commerce is another revenue driver for the company. Revenue for the company’s other services, mainly e-commerce, doubled to RMB7.4 billion in 2021. The company attributes the growth to “optimizing supply, content, services, technology and user experience.”
  • The company’s globalization initiative, a move to compete with ByteDance on the international market, started to show “positive effects” in the fourth quarter after boosting operational efficiency and implementing more disciplined budget plans. The company said it saw increased daily active users, user time spent, and retention rates in the overseas market without further details.
  • Kuaishou’s average monthly active users hit 578.0 million in the fourth quarter of 2021, growing 21.5% in a year.

Context: After a high-profile IPO in March 2021, Kuaishou has been fighting an uphill battle amid fierce domestic competition from TikTok sister app Douyin. The Beijing-based company recently underwent massive layoffs alongside other Chinese tech majors downsizing in the economic downturn. 

Additional contributions by Ward Zhou

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Two sessions 2022: 5 Chinese tech leaders weigh in  https://technode.com/2022/03/10/two-sessions-2022-5-chinese-tech-leaders-suggest-policy-directions/ Thu, 10 Mar 2022 08:30:22 +0000 https://technode.com/?p=166139 Tech leaders in two sessionsThe annual meetings of the National People’s Congress (NPC) and the advisory Chinese People’s Political Consultative Conference (CPPCC) being held this week are most important for the windows they provide into the government’s economic targets and policy priorities in the coming year.  But the so-called “two sessions” meetings also enable some top private enterprise executives who are […]]]> Tech leaders in two sessions

The annual meetings of the National People’s Congress (NPC) and the advisory Chinese People’s Political Consultative Conference (CPPCC) being held this week are most important for the windows they provide into the government’s economic targets and policy priorities in the coming year. 

But the so-called “two sessions” meetings also enable some top private enterprise executives who are members of the two bodies to present recommendations for policy directions publicly. This year, airing perspectives from tech industries were founders of Tencent, Baidu, NetEase, Xiaomi, and Geely. Their recommendations perhaps won’t be taken up by government authorities this year but might merit serious official consideration in future years.

READ MORE: China’s Two Sessions 2022: More 5G, rural e-commerce, semiconductors, and other tech priorities

Risky new technologies

In his ninth year as an NPC delegate, Pony Ma, founder and CEO of Tencent, urged more emphasis on the digitalization of pillar industries, standardized processes, and customized support for specialized high-tech enterprises. He also warned about the market risks inherent in the emerging sectors of the metaverse, non-fungible tokens (NFTs), and Web 3.

With regulatory risks remaining a major concern for tech giants, the billionaire’s comments largely aligned with the government’s bigger picture initiatives ranging from digital transformation to the call for large enterprises to fulfill their social responsibilities and work toward carbon neutrality. Ma made no comments about online gaming, a key revenue source for his company and an area in which many other delegates advocated for harsher regulation.

Ma also called for the government to build a social emergency network for sending disaster warnings and coordinating rescue resources by learning from the flood relief experiences in Henan and Shanxi last year. He suggested mobilizing local groups like community volunteers, food and package delivery workers, and ride-hailing drivers to be trained for natural emergencies.

Green transport and cultural IP

Robin Li, founder and CEO of Baidu, focused his remarks on autonomous driving and green computation. He urged the government to give more support so China can take the lead in commercializing fully autonomous driving. Specifically, he suggested government support for companies testing autonomous cars without safety drivers, preparing roads for automated cars, and building smart transportation infrastructure.

Li also proposed the creation of more green AI services as a way to achieve China’s goal of reaching carbon neutrality by 2060. China should optimize AI algorithms to minimize carbon emissions and develop big models that cut energy consumption. He also recommended public data centers set up ways to measure their carbon emissions.

According to NetEase founder and CEO Ding Lei, building a global intellectual property (IP) platform for exchanging cultural IP, digital video, and musical content should be a national priority. It’s an area that NetEase, the parent of popular music and video streamer NetEase Cloud Music, has already tapped this year with the launch of the beat trading platform BeatSoul in January.

Ding also called for more research on sodium-ion batteries as an alternative to the more popular lithium-ion ones to lower the price of batteries. In addition, recycling and rental services for lithium-ion batteries were also proposed as possible measures to address the issue.

Recycling, recharging, swapping 

Lei Jun, co-founder and chairman of Xiaomi, recommended the government improve consumer electronic waste recycling and set unified standards for monitoring carbon emissions of new energy vehicles (NEVs). Not coincidentally, the smartphone maker made plans to build its own electric vehicles last year.   

Lei called to consolidate three core processes (trading of used products, reproducing, and scrap dismantling) into one recycling system. Government should pay more attention to safeguarding former owners’ privacy in the recycling process, Lei said, by setting up third-party organizations to erase personal data found in second-hand devices. 

Lei urged the government to build high-voltage fast-charging stations for NEVs on a large scale. He also suggested the government build a national platform to help different companies jointly develop fast charging and other essential techs.

Li Shufu, founder and chairman of automaker Geely, proposed that battery-swapping stations be built across the country, so more people could adopt NEVs without worrying about finding charging stations. 

Li called for regulators, industry groups, and market players to establish unified and generalized standards for swapping technologies. The government should green light rules to speed up approval for swap stations’ land use and cut red tape involved in getting permits to sell swappable electric vehicles (EVs), Li said. 

Although Tesla CEO Elon Musk views battery swapping as an “unlikely” solution and many others worry about the technology’s scaling problems, Chinese companies are jumping into the market in the hope that the service can work at scale in the world’s biggest EV market. Separation of the battery from the vehicle, along with battery-leasing options offered by carmakers, could also reduce the upfront purchase price of EVs, which could increase competitiveness and boost adoption. Beijing showed its support for the technology by defining swap stations as complementary to charging facilities in its “new infrastructure” investment plan for 2020.

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Chinese regulator urges tech companies to stop forcing users to download apps https://technode.com/2022/03/04/chinese-regulator-urges-tech-companies-to-stop-forcing-users-to-download-apps/ Fri, 04 Mar 2022 11:01:05 +0000 https://technode.com/?p=166013 APPS concept with young man holding his smartphone outside in the park toward sunset.China's IT regulator urged tech companies to stop forcing users visiting web versions of their services to download apps.]]> APPS concept with young man holding his smartphone outside in the park toward sunset.

China’s IT regulator urged tech companies to stop forcing users visiting web versions of their services to download apps in a Thursday meeting.

Why it matters: The suggestion could cut profits from major internet companies as they might see app users and data decrease. Chinese internet companies often use their web applications to attract new users to mobile apps, from which they can collect users’ information and promote products more easily, especially after browsers start to set a stricter countermeasure to protect users’ privacy.

  • Chinese tech companies such as Baidu, Weibo, Zhihu, and Sohu, often require users who visit the mobile web version of the services to download their apps, or else, limiting their access to the mobile web services or trick them into clicking an adjacent button to download the apps.
  • Compared to Chinese social media companies, global service providers like Facebook, Twitter, and Reddit have focused on building more app-like features into their websites, making the web experience more pleasant.

Details:  The regulators made the urge following a public complaint. On Feb. 11, a user complained that many tech companies forced people to visit a mobile web version of their services to download apps, according to a complaint posted on state media People’s Daily’s leadership message board. The board allows users to post suggestions for leaders of relevant ministries in China. The Ministry of Industry and Information Technology (MIIT), China’s administration for the IT industry, responded to the complaint, promising they would conduct in-depth research on forced app installation.

  • MIIT asked service providers to stop forcing users to download apps without their approval and add a prominent option to cancel downloads. 
  • MIIT also asked service providers to provide better mobile web users’ experience, avoiding using techniques such as folding web pages, pop-up windows encouraging app downloads, and frequent alerts. 
  • At the time of the publication, Zhihu and Sohu have gotten rid of their app install walls, while Baidu Tieba still requires users to download apps to read full threads.
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China drafts new rules to control notifications and pop-ups https://technode.com/2022/03/03/china-drafts-new-rules-to-control-notifications-and-pop-ups/ Thu, 03 Mar 2022 11:52:19 +0000 https://technode.com/?p=165999 Girl using a digital generated phone with notifications on the screen.Chinese tech companies have been accused of abusing notifications and using them to excessively push promotions or sensational content. ]]> Girl using a digital generated phone with notifications on the screen.

On March 2, Chinese regulators published a new draft of rules on notifications and pop-ups. The rules hope to stop Chinese apps’ excessive use of the tools and control what content gets shared in the notifications. 

Why it matters: Chinese tech companies widely use notifications and pop-ups to promote their services. New rules curtailing their use could hurt service providers such as Baidu, Tencent, and Meituan, which rely on such methods to promote their products and generate profit from advertisements.

  • The new rules also indicate tighter controls on content. Article 5.3 of the draft proposal said that unauthorized platforms aren’t allowed to send news information in notifications.  

Details: The Cyberspace Administration of China (CAC), the country’s internet regulator, has published the draft rules as part of a public consultation period until March 17.

  • The draft rules require service providers to not “abuse” notifications and pop-ups to sensationalize trending social issues or entertainment topics. 
  • They also dictate that notification and pop-up pushing service providers must publish content that adheres to the government’s “core values.”
  • Advertising via pop-up windows would be required to show a visible close button and carry a clear notice to users about the paid nature of the content, according to the draft regulations.
  • Service providers that don’t qualify for an internet news license (our translation) by CAC would be barred from pushing news notifications and pop-ups under the proposed rules.

Context: The draft regulations appear to be part of a coherent effort to “clean up” the Chinese internet content offerings after CAC’s new algorithm rules took effect at the start of March.

  • Chinese tech companies have been accused of abusing notifications and pop-ups and using them to excessively push commercial promotions or sensational content. Chinese Android phone users receive 100 notifications every day on average, according to an industry group Universal Push Association.
  • Such notifications and pop-ups can mislead people, according to Sina’s consumer complaints platform Heimao, especially the young and elderly who are susceptible to downloading unnecessary apps or committing to spending money on such platforms.
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NetEase explores deeper partnerships with Microsoft and Blizzard as it looks to go global https://technode.com/2022/02/25/netease-explores-deeper-partnerships-with-microsoft-and-blizzard-as-it-looks-to-go-global/ Fri, 25 Feb 2022 10:39:28 +0000 https://technode.com/?p=165810 Two characters from NetEase's game Onmyoji.NetEase plans to seek further partnerships with Microsoft and Activision Blizzard as it eyes overseas expansion. ]]> Two characters from NetEase's game Onmyoji.

NetEase plans to seek further partnerships with Microsoft and Activision Blizzard as it eyes overseas expansion, the company’s CEO Ding Lei said on a Thursday earnings call. 

Why it matters: NetEase is looking to expand its gaming business overseas as its domestic business faces regulatory uncertainty. As China’s second-largest gaming company, NetEase’s move is indicative of an industry trend.  

  • NetEase develops and operates many popular games in China, such as Minecraft, Onmyoji, and the phenomenally popular game Harry Potter: Magic Awakened. The company has a 17.5% share of the Chinese gaming market, while market leader Tencent has 51.5%, according to a 2019 Q1 dataset from iResearch, a Chinese consultancy firm.

Details: NetEase said it plans to expand its games outside of China. The company is also seeking to diversify its gaming offering, promising to build new games in the metaverse and for established consoles.

  • NetEase, a long-time partner of Microsoft and Activision Blizzard, said it hopes to further build on these relationships this year. NetEase has operated Minecraft, a sandbox game owned by Microsoft, in China since 2017. The company also plans to release Diablo Immortal, the world-famous game developed by Blizzard, in China this year. 
  • The company has focused more attention on foreign markets in recent months, cooperating with foreign game studios and hiring international talent. It also plans to release an international version of Harry Potter: Magic Awakened targeting foreign players this year. 
  • The company has also spoken of plans to develop games for consoles, a format less popular in China where most users play on mobile devices and PCs.
  • NetEase also plant to build metaverse features, hoping to harness its experience in building multiplayer online role-playing games to create immersive, 3D games for the much-buzzed online ecosystem.

Context: NetEase’s online game services reported RMB 17.4 billion in net revenue for 2021, a 29.8% yearly increase, making it the company’s fastest-growing unit, according to its Q4 earnings released on Thursday. The Q4 growth rate is almost double the gaming unit’s annual growth rate of 15%. 

  • Online game business accounts for 86.7% of NetEase’s profits, while Youdao, a translation service, accounted for 6%. 
  • China’s gaming industry is downsizing as regulators have frozen new game licenses. NetEase cut projects and laid off staff last year.
  • Microsoft announced mid-January that it will acquire Activision Blizzard in a $68.7 billion deal, the biggest merger in gaming history.
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China’s gaming industry is downsizing as regulators halt new game licenses: report https://technode.com/2022/02/23/chinas-gaming-industry-is-downsizing-as-regulators-halt-new-game-licenses-report/ Wed, 23 Feb 2022 10:22:01 +0000 https://technode.com/?p=165749 Man playing multiplayer games with keyboard in illuminated living room indoors.China's game companies are cutting off projects and staff as the industry still lacks permission to release new games.]]> Man playing multiplayer games with keyboard in illuminated living room indoors.

China’s gaming companies are cutting off projects and staff as the industry still lacks permission to release new games, Chinese media outlet Hongxing News reported on Tuesday. 

Why it matters: China’s gaming industry has achieved steady growth despite increased regulation, with the actual sale revenue of self-developed games in the domestic market reaching RMB 255.8 billion ($40.4 billion) last year. However, the growth rate dropped sharply from 26.7% to 6.5% since 2020, according to a China Audio-video and Digital Publishing Association report.

  • China’s National Press and Publication Administration (NPPA), the state’s regulator for news, prints and publications, stopped issuing new game licenses since July last year, without which new games cannot be released legally.
  • Gaming companies have been forced to cut projects and lay off staff. About 14,000 small studios and gaming-related firms went out of business in 2021, South China Morning Post reported late last year. 

Details: News about Shanghai gaming industry leaders laying off workers and cutting projects began to circulate on the Chinese internet in the past few days. Companies like Netease, Baidu, Lilith, IGG, and Perfect World have made cuts, Hongxing reported. 

  • Insiders from Lilith, one of China’s largest gaming companies by revenue, said that it has canceled the game Apocalypse Eden due to licensing problems. Members of the project team had been transferred internally.
  • Another insider from Netease told Hongxing that the company had begun pausing developing projects as early as August last year and reassigned employees internally. Some staff have chosen to leave.
  • An unnamed internal employee at IGG, a Chinese gaming company focused more on the foreign market, confirmed that it has cut staff in its Shanghai and Fuzhou offices, while continue to keep the lights on international gaming projects.
  • Perfect World, the official operator of Dota 2 in mainland China, had already streamlined hundreds of employees in the fourth quarter of 2021.

Context: The last batch of games approved by the NPPA were granted licenses last July, seven months ago. The Chinese gaming industry was hit with a similar freeze in 2018, when new game approvals were stopped for nine months.

  • Companies like Tencent and Netease were summoned to talk with regulators last year about “profit-making practices” as new regulations restricting playtime for minors were implemented. 
  • Last September, new rules restrict minors playing video games to just one hour on Fridays, Saturdays, and Sundays, as well as on holidays.
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Chinese otome games mark Valentine’s Day with fresh female content https://technode.com/2022/02/14/chinese-otome-mobile-games-mark-valentines-day-with-fresh-female-content-mr-love/ Mon, 14 Feb 2022 12:35:20 +0000 https://technode.com/?p=165421 male character in otome mobile gameMost popular Chinese female-oriented online games released new content to celebrate Valentine’s Day and attract new players.  Why it matters: So-called otome (“maiden” in Japanese) games target female players and are predominantly designed as role-playing games (RPG) or simulation games. Gaining in popularity in China since 2017, these online games cater to female players’ emotional […]]]> male character in otome mobile game

Most popular Chinese female-oriented online games released new content to celebrate Valentine’s Day and attract new players. 

Why it matters: So-called otome (“maiden” in Japanese) games target female players and are predominantly designed as role-playing games (RPG) or simulation games. Gaining in popularity in China since 2017, these online games cater to female players’ emotional needs by offering various romantic fantasies. Valentine’s Day has become the most popular annual event for these game makers.

Details: Eight out of the top 10 otome games listed on TapTap, a game review platform and player community, released special content for Valentine’s Day.

  • For example, I Should Be a Rich Lady (Wo Ben Qian Jin, in Chinese), the most downloaded otome game in Apple’s Chinese app store, unveiled a Valentine’s Day contest on Feb. 10. Players are asked to vote for their favorite romantic characters. The game maker, Tomato Games, will produce customized stickers for the winning character based on the votes, according to the announcement (in Chinese). The game’s app ranks fourth overall in Apple’s RPG category.
  • Mr. Love: Queen’s Choice, produced by Papergames, also released an update, adding more holiday plots and scenes. One of the most popular female-oriented games, this game provides a simulated romance experience. Players have the chance to win cash and other game content rewards  (in Chinese) during the time-limited update.

Context: Valentine’s Day has become the most popular and profitable holiday for Chinese otome game makers. It is followed by May 20, a date which sounds like “I love you” in Chinese. Third-ranked is the Qixi Festival, China’s traditional Valentine’s Day. It falls on the seventh day of the seventh month of the lunar calendar. All three are lucrative holidays. 

  • As in the world’s other top 10 games markets, the majority of Chinese otome participants play on mobile platforms such as smartphones and tablets, according to Newzoo.
  • Otome games will constitute a $151 million market by 2023, according to Chinese consultancy Intelligence Research Group (in Chinese).

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China’s viral metaverse social app Zheli halts downloads https://technode.com/2022/02/14/chinas-viral-metaverse-social-app-zheli-halts-downloads/ Mon, 14 Feb 2022 09:47:37 +0000 https://technode.com/?p=165402 Zheli’s emergence has further fueled the ongoing metaverse frenzy in the country which has been building since last year.]]>

Only three days after China’s metaverse social app Zheli topped the App Store in China, an impressive feat for a newcomer, the app’s owners pulled the platform from app stores across the country to address various controversies.

Zheli, which means “gel” in English, is a 3D avatar maker that allows users to share their daily lives with friends and shows users’ approximate location and mode (at school, at work, or near a shopping mall). 

The app provides fashionable characters and outfit options to create a customized avatar. It became an instant hit in China after its launch in January. Zheli allows users to add up to 50 friends via the app.

Why it matters: The quick rise of Zheli, less than one month since its launch, is a rare success story in China’s social networking industry, which has been long dominated by Tencent’s super app WeChat. Zheli’s emergence has further fueled the ongoing metaverse frenzy in the country, which has been building momentum since last year.

  • On Feb. 11, Zheli replaced WeChat as the most downloaded app in the App Store in China with a record high of 435,000 downloads. It’s the first time an app has taken the top download ranking from WeChat since 2019.
  • Chinese tech giants Baidu, Tencent, and ByteDance have been investing and developing metaverse features and services in the wake of the global metaverse craze.
  • China’s metaverse social networking companies also includes Soul and ByteDance’s Party Island.

Details: Beijing Yidian Digital Entertainment Co., Ltd, the operator of Zheli, said in a Feb. 13 announcement that it had removed the app from app stores and suspended new user registration voluntarily to improve the experience for existing users.

  • The firm cited various stability issues (slow loading time, constant crashes) as the major reason for the removal. But it denied having collected user information without permission when users made friend referrals through third-party messaging tools like WeChat and QQ. Last week, users claimed that the company violated users’ privacy. 
  • “I like the app for its designs and youth culture, but there’s still a lot of room for improvement functionality-wise,” Echo Gong, an analyst from research agency Coresight, told TechNode. 
  • Users can invite new friends on the app either through phone contact list or WeChat. But it could be a time-consuming experience as WeChat doesn’t support direct link invites and users might have to open browsers to complete the process. 
  • Zheli’s communication functions are still limited to photos and microblogging, less diversified compared with mainstream social platforms, which offer formats such as long texts, short videos, and emojis, Gong added.

READ MORE: Metaverse in China: Investors and tech leaders say they are prepared

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Tencent vows to promote core social values in content production reshuffles https://technode.com/2022/02/11/tencent-vows-to-promote-core-social-values-in-content-production-reshuffles/ Fri, 11 Feb 2022 08:44:20 +0000 https://technode.com/?p=165390 TencentTencent is the latest among China’s tech giants to make changes to their business to stay safe amid wider regulatory crackdowns.]]> Tencent

Chinese tech giant Tencent has launched a major reshuffle in its entertainment and content production business, setting “social responsibilities” as the primary goal for film production arm Tencent Pictures.

Why it matters: Tencent is the latest among China’s tech giants to make changes to their business to stay safe amid wider regulatory crackdowns.

  • Tencent, along with Alibaba and Meituan, have taken the brunt of China’s regulatory wrath over the past year.
  • Chinese tech companies are scrambling to show their willingness to comply with the country’s broad goal of lessening inequality (reaching “common prosperity”) to stay on the safe side of an intense period of regulatory changes

READ MORE: Insights | Why Chinese tech giants are becoming very generous

Details: Tencent has merged Tencent Pictures, a unit under the company’s Platform & Content Group, with its Corporate Development Group, Chinese media outlet Jiemian reported on Thursday. Cheng Wu, vice president of Tencent Group and CEO of e-publisher China Literature, will oversee the business.

  • After the adjustment, Tencent Pictures will focus on producing content that promotes Chinese core values to “take more social responsibility,” according to the report.
  • Tencent Pictures affiliates such as television and film production company New Classics Media and China Literature’s film production unit will lead the development of the group’s existing commercial IPs.
  • An anonymous source told Jiemian that commercialization will no longer be the top priority for Tencent Pictures, which has a new commitment to producing content promoting mainstream values, such as A Lifelong Journey, a TV series now airing on state broadcaster CCTV.
  • Tencent could not be reached when contacted by TechNode on Friday.

Context: In 2014, Chinese President Xi Jinping called on local artists to present socialist core values in their works.

  • In January, Tencent replaced the dystopian ending of the cult classic movie “Fight Club” with a happy ending and cut all nude scenes in a version streamed on Tencent Video. The company later restored the ending after a global backlash.
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ByteDance tests a new social app, plus three other new services: report https://technode.com/2022/01/27/bytedance-tests-a-new-social-app-plus-three-other-new-services-report/ Thu, 27 Jan 2022 10:42:08 +0000 https://technode.com/?p=165122 ByteDanceCalled Paiduidao in Chinese, the social app marks a new attempt from ByteDance to build its own rival to Tencent’s ubiquitous WeChat.]]> ByteDance

Chinese tech unicorn ByteDance is internally testing a new social app as well as three other new products and services, Chinese media Tech Planet first reported on Thursday. The three other offerings are a search app, a gaming community platform, and a near-distance automated delivery service.

Why it matters: Called Paiduidao in Chinese, meaning “party island”, the social app marks a new attempt from ByteDance to build its own rival to Tencent’s ubiquitous WeChat. Frustrated with competitors’ link blocking behavior, the short video giant has been trying to develop its own communication platform since 2019 but failed several times. 

Details: ByteDance is testing Paiduidao internally at a small scale, and users can only try it with an invitation, a company spokesperson confirmed with TechNode on Thursday. The company is also testing several other products: a search app called Wukong Sousuo (meaning “Wukong search”; Wukong is the name of beloved mythical figure the Monkey King); a gaming community and ranking service called Lingxuan (meaning “soul choices”); and a robotic delivery service for short-distance orders. 

  • It’s currently unclear what ByteDance’s new social app has to offer. Tech Planet tested the offering and called it “a metaverse social app,” saying it allows users to create customized avatars and enjoy immersive experiences such as having virtual musical parties and chatting with other users. A ByteDance spokesperson contested Tech Planet’s definition, saying the app “has nothing to do with the metaverse.” 
  • The search app will allow users to search videos and novels, among other things. ByteDance has robust offerings in the two categories. 
  • The gaming service aims to build a gaming community where users can download games, share social posts about games, and see the latest releases’ rankings, among other features. 
  • ByteDance is also testing a robotic delivery service that completes orders within a short distance. Tech Planet said the service will open shortly after China’s upcoming Lunar New Year holiday (Jan. 31 to Feb. 6). 

Context: ByteDance has previously launched social apps Duoshan and Feiliao in an attempt to build its own messaging platform to counteract Tencent blocking users from directly sharing ByteDance’s short video content over the WeChat messaging app. Both ByteDance apps have failed to gather momentum. 

  • ByteDance launched Doushan, a Snapchat-like video chat app, in January 2019. The app didn’t find lasting success. In May that year, the company launched a chat app called Feiliao (Flipchat in the global market). The app and the team behind it was disbanded in December.
  • In June, ByteDance accused Tencent of blocking links to its short-form video apps Douyin, Huoshan, and Xigua, for three years. Since late last year, Chinese authorities have asked tech majors to stop blocking links from competitors and to open up the walls around each’s ecosystems.
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ByteDance acquires two new entertainment companies: report https://technode.com/2022/01/17/bytedance-acquires-two-new-entertainment-companies-report/ Mon, 17 Jan 2022 08:57:08 +0000 https://technode.com/?p=164801 ​​ByteDanceByteDance has acquired cinema ticketing platform Yingtuobang and online comics service Yizhikan Comics to expands its entertainment services.]]> ​​ByteDance

Chinese tech unicorn ByteDance has acquired cinema ticketing platform Yingtuobang and online comics service Yizhikan Comics to further ramp up its push into the entertainment market, Chinese media outlet Tech Planet reported on Monday.

Why it matters: With the new acquisitions, the Beijing-based TikTok developer is further expanding the reach of its entertainment empire, which already consists of short video apps, short and long-form videos, news aggregation, online novels, gaming, music streaming, idol management, and virtual idols.

  • Although both acquisitions are focused on early-stage startups, ByteDance’s purchases come as tech peers such as Tencent and Alibaba are distancing themselves from portfolio companies in response to mounting pressure from antitrust regulators. 

Details: ByteDance acquired Yingtuobang — a Shanghai-based ticketing startup that supports online purchases, seat reservations, and coupon redemption in more than 8,000 cinemas and theaters across China — last month, Tech Planet reported today.

  • Following the deal, Yingtuobang will maintain its enterprise-focused ticket business. Douyin will help to promote the company’s consumer-facing ticketing services, the report added. Yingtuobang is now marked as a recommended ticket purchasing channel on the short video app, along with Tencent-backed Maoyan and Alibaba’s Taopiaopiao, two of the largest players in the field.
  • ByteDance’s acquisition of Yingtuobang is in line with the company’s push toward local lifestyle services, the home turf of Meituan.
  • Additionally, ByteDance recently acquired Yizhikan Comics through wholly-owned company Beijing Dingzhen Technology Co., Ltd, Tech Planet reported. Yizhikan is an online marketplace that allows users to buy e-comic books and web cartoon services.
  • A ByteDance representative didn’t immediately respond to TechNode’s inquiries on the matter when contacted on Monday.

Context: Both online ticketing and comics are important, expanding verticals in the entertainment field in China.

  • China’s e-comics industry has grown at a rate of more than 20% in the past five years, and the market was expected to reach RMB 4.6 billion ($780 million) in 2021, according to a 2020 report from iMedia Research (in Chinese).
  • ByteDance’s bet on ticketing platforms comes just ahead of China’s week-long Spring Festival national holiday, which saw a record RMB 7.8 billion in box office revenue last year.  
  • ByteDance was once an investor in popular online comics platform Kuaikan but exited in 2019 after Tencent stepped in as a stakeholder.
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Baidu aims to be an infrastructure platform in the metaverse, begins internal testing of Xirang VR app https://technode.com/2021/12/22/baidu-aims-to-be-an-infrastructure-platform-in-the-metaverse-begins-internal-testing-of-xirang-vr-app/ Wed, 22 Dec 2021 07:23:19 +0000 https://technode.com/?p=164208 Baidu Xirang2Baidu hopes the upgraded app and the conference will showcase the company’s AI capabilities and draw in developers.]]> Baidu Xirang2

On Tuesday, China’s search giant Baidu opened internal testing of a major update for Xirang, the company’s virtual reality app. The app will host the company’s AI developer conference next week, kick-starting Baidu’s effort to become an infrastructure platform in the metaverse. 

Why it matters: Baidu hopes the upgraded app and the conference will showcase the company’s AI capabilities and draw in developers to create content and help build a virtual world. 

  • In the past decade, Baidu has been transitioning from a search company to an AI company. The tech giant sees the metaverse as an opportunity to further commercialize its AI capabilities, such as cloud computing, voice and visual intelligence, natural language processing, and knowledge graphs. 

Details: The Xirang upgrade will allow the app to host a three-dimensional virtual conference that can accommodate 100,000 concurrent online attendees. Initially, the pandemic pushed the company to develop the app as a virtual alternative to hosting large in-person tech conferences, but Baidu has further developed the app amid the rise of the metaverse this year. 

  • Baidu started working on Xirang in December 2020. It released the first version at the hackers’ conference Def Con in March 2021, and an upgrade at Baidu’s World Conference in August. 
  • Baidu plans to roll out at least one major upgrade every year, Baidu’s Vice President and manager of Xirang Ma Jie told a Beijing press conference on Tuesday. Baidu is calling the about-to-be-released version a “-6.0”, saying the app needs at least six more years to be fully ready, but it wants to work to that point openly. 
  • Ma added that Baidu “doesn’t plan to do everything ourselves… We have left many unsolved issues in this version and want to invite everyone to help us fill in the imperfections.”
  • Baidu will release the upgrade on Dec. 27. It will also host a conference and a developer contest at the same time. Winners will get to display their work in one of the app’s spaces. 

READ MORE: Metaverse in China: Investors and tech leaders say they are prepared

Baidu_xirang
A rendering of a virtual conference venue on Baidu Xirang. (Image credit: TechNode/Qin Chen)

Context: Baidu is on track to become the first major Chinese tech company to release a metaverse-focused application. Tencent, Alibaba, and ByteDance have also expanded and invested in the metaverse this year. 

  • Xirang is named after a concept in the Chinese mythical story collection called Classic of Mountains and Seas (Shan Hai Jing in Chinese), thought to have been first written some 2,400 years ago. In the book, xirang was a small piece of land used by the mother of a goddess (Nüwa in Chinese) to repair a pillar of heaven. The land could grow infinitely.
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Short video creators banned from copying TV dramas without permission https://technode.com/2021/12/16/short-video-creators-banned-from-copying-tv-dramas-without-permission/ Thu, 16 Dec 2021 07:11:50 +0000 https://technode.com/?p=164122 Kuaishou vs Tiktok feature imageChinese regulators banned short video creators from unauthorized spreading of content taken from other platforms' long-form TV dramas. ]]> Kuaishou vs Tiktok feature image

China’s audio-visual content regulator on Wednesday banned short video creators from unauthorized editing and spreading of content taken from other platforms’ long-form TV dramas. 

Why it matters: The development gives legal backing to the claims of Chinese video streaming platforms, including Tencent Video and iQiyi. Both have accused short video platforms of copyright infringement and unfair competition by copying video clips from their hit long-form TV dramas. 

Details: China Netcasting Services Association (CNSA), a government-affiliated association with regulatory power, updated a comprehensive set of guidelines (in Chinese) for short video content on Wednesday.  

  • The updated rules are intended to “remove vulgar and pandering content” and “counter the spread of illegal and pirated content,” according to the statement.

New rules: Under the new regulations, industry players are required to ban a wide range of content on their platforms, including:

  • Content edited or adapted from films, TV dramas, or online TV series without authorization from the original producers.
  • Films, TV dramas, online TV series, and foreign content that is banned or hasn’t been approved by state broadcasting authorities.
  • Content that encourages users to participate in cryptocurrency mining and trading.
  • Content that harms the growth of minors, such as drinking, violence, and drugs.

Context: The CNSA, which has more than 600 industry members, first released short video guidelines in 2019 to regulate the rapid growth of the short video industry. The association includes state-owned broadcasters such as CCTV and internet media companies from Alibaba and Tencent. 

  • More than 70 TV and film institutions and 500 actors signed a joint statement in May, calling on short video and social media apps including Douyin, Kuaishou, and Weibo to respect copyright and stop re-editing and spreading pirated content.
  • Short video apps, which have a heated rivalry with the longer video platforms, also screen their own homegrown content, especially short dramas
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Metaverse in China: Investors and tech leaders say they are prepared https://technode.com/2021/11/24/metaverse-in-china-investors-and-tech-leaders-said-they-are-prepared/ Wed, 24 Nov 2021 10:18:27 +0000 https://technode.com/?p=163581 Abstract VRHow is China reacting to the popular metaverse concept? TechNode talked to investors and tech companies in the country to find out. ]]> Abstract VR

When explaining what “the metaverse” might look like, many Chinese investors and tech entrepreneurs refer to the Oasis — a fictional virtual world where people “can do anything, go anywhere” after donning a virtual reality headset: like, “surf a 50-foot monster wave in Hawaii, ski down the Pyramids, or climb Mount Everest with Batman,” as depicted by the protagonist Wade Watts in the 2018 science fiction movie “Ready Player One.”

A combination of “meta” (a prefix from Greek for “after” or “beyond”) and “universe,” the term metaverse was originated by US science fiction writer Neal Stephenson in 1992. It was a niche term favored by techies and gamers to illustrate the next iteration of the internet, an immersive, sensory 3D online experience. But in 2021, “metaverse” may have become the buzzword of the year, much thanks to tech companies like Roblox and Facebook (now Meta), as they paint a future in which people play games, shop, exercise, work, learn, and do other things in various virtual spaces. 

The concept caught on in China this year as well, with companies quick to invest in the metaverse. But the Chinese market has its own set of tech giants, internet culture, and regulatory norms. TechNode talked to several investors and tech companies in the metaverse-related fields, hoping to provide some clues on how China reacts to the popular concept.

A few takeaways: Chinese venture capitalists (VCs) have for years been investing in technologies central to the metaverse, making the country well-prepared for developing its own leaders in the space. The VCs agree that technologies that serve to build the infrastructure of the metaverse are probably the smartest investments since it’s too early to tell which app or companies will dominate. 

Moreover, China may become the first place in the world to have a full metaverse experience. The Chinese government is watching the phenomenon closely and talking to companies to learn more about the metaverse, Chinese tech executives told TechNode. 

How did the metaverse concept become popular in China?

In March, US gaming platform Roblox went public in New York, quickly hitting a $38 billion market cap. In its prospectus, Roblox said, “some refer to our category as the metaverse, a term often used to describe the concept of persistent, shared, 3D virtual spaces in a virtual universe.” 

Roblox’s successful IPO debut popularized the metaverse, and over the ensuing months, it became a buzzword in the US. At the same time, some communities in China started similar discussions but kept most within the investing, tech, and gaming circles.

Metaverse entered into the Chinese mainstream conversation in August when TikTok’s owner ByteDance acquired Chinese virtual reality (VR) gear maker Pico for a reported RMB 5 billion ($783.6 million) (in Chinese). Pico accounts for 33.6% of the market in the second quarter of 2021, according to IDC’s Augmented and Virtual Reality Headset Tracker.

In the first 10 days following the ByteDance acquisition news, searches and interest in the metaverse surged on the Chinese internet. On superapp WeChat, the popularity of “metaverse,” based on published articles and videos, rose 13-fold, according to WeChat’s trend index. Searches of the term rose 19 times on top search engine Baidu, Baidu Index showed. 

Aside from ByteDance, other Chinese tech giants like Tencent, Alibaba, and Baidu have shown interest in metaverse-related projects. 

“We felt that we have a lot of tech and capability building blocks that will allow us to approach the metaverse opportunity” through multiple pathways, Tencent Chairman and CEO Pony Ma said in the company’s third-quarter earnings call on Nov. 10. Specifically, metaverse can be an opportunity to add growth in gaming, social networking, and business applications, Ma said in the call.

Alibaba Cloud, a subsidiary of the e-commerce giant, announced a “metaverse” solution in November. An Alibaba spokesperson said the solution integrated many of the company’s proven technologies to provide support for metaverse-related applications. The solution includes services such as remote rendering, blockchain as a service, and data analytics.

Baidu Vice President Ma Jie said at a Nov. 2 Baidu AI event (in Chinese) that the company plans to lower the production cost for content creation in the metaverse by developing VR content platforms and VR interactive platforms, leveraging the company’s AI technologies. “Baidu would love to work with customers, developers, and users to create a multi-person interactive world of the metaverse and develop new applications,” Ma said.

What do Chinese investors and tech leaders think of the metaverse concept?

The following four interviews have been edited for clarity and brevity. Quotes from Feng Zheng of Shunwei Capital, Yang Ge of Sky Saga Capital, and the two co-founders of Reworld were translated from Chinese:

1. Chinese investors have invested in tech that would be useful to the metaverse for years

Feng Zheng, vice president of Shunwei Capital

Note: Shunwei Capital is a Beijing-based venture capital fund that focuses on the tech sector. It has been investing in technologies that would be useful in the metaverse for years. 

“Metaverse is a very distant concept,” Feng said. “I think it’s a vague conceptual term, leading many people to come up with different interpretations. Shunwei doesn’t have a metaverse-specific investment bracket. We have just been investing in things in the virtual direction because we were following the natural evolution of technologies.”

For example, in 2014, Shunwei invested in Agora, a company that allows other applications to embed real-time audio and video communications. The company provides tech backend for the live audio platform Clubhouse. In 2017, Shunwei led in pre-Series A of Style3D, a virtual apparel design platform, providing clothing companies with 3D clothing and virtual fashion concepts. In 2018, Shunwei invested in Kujiale, a 3D interior design platform, providing 3D design templates for home construction and renovation companies. Last year, Shunwei exclusively invested in the pre-Series A of Next Generation, a startup focusing on creating AI-generated virtual humans and virtual idols. 

Feng said Shunwei “has been seeing brand new opportunities and trends in the past couple of years, thanks to gradual tech advancements in AI, 3D rendering, video, audio, computing power, and the next-generation 5G network. The improvements are like new Lego bricks. With these new bricks, we can create and build things that weren’t possible just a few years ago. Internally, we call the space ‘the virtual world sector.’ We are investing in companies that provide 3D infrastructure, such as virtual humans, which we believe will be the core of communications in the virtual world. 

“I think virtual humans might be the apps in the virtual world. For example, a fitness app in the virtual world won’t be what it is today. We may have a cool-looking avatar guiding us and interacting with us. Most Chinese firms’ investment logic will be similar: starting from infrastructure and then looking for applications that can be implemented today. Shunwei might invest a bit more on the applications front, such as 2D, 3D applications. But we aren’t looking for an all-encompassing app that will dominate a large part of the virtual world. It’s too early for that kind of app, and no one can imagine what that will be like.”

2. ‘We prefer to invest in the infrastructure of the metaverse’

Yang Ge, co-founder of Sky Saga Capital (SSC)

Note: Yang said SSC, a Beijing-based venture capital firm focusing on smart manufacturing, internet tech, and AI, chose to invest in companies that provide the infrastructure to the metaverse, such as AI and virtual human-related companies. 

“We prefer to invest in companies that are building underlying tech infrastructure and the environment of the metaverse,” Yang said. For example, in 2018, SSC invested in the seed round of a company called Rct AI, which provides AI solutions and AI-generated content. In 2019 SSC invested in Xianyi Numa, a company that specializes in providing facial expressions to computer-generated virtual humans. It also helps design storylines for these virtual humans.

Yang said “the metaverse will require a large number of environments to be built and a large amount of content. So this year, a very important term is ‘AIGC,’ meaning content generated by artificial intelligence. The crucial thing in the metaverse is to use AI engines to create various types of content and form a communication environment, which serves as the base layer of the space. You can think of AIGC as the infrastructure of the metaverse.

“The next generation of internet giants will be different from the current ones. But most differences will lie on the surface level, on the presentations. The company structures and fundamentals will stay the same, such as their operational management, maintenance, and internal concept of the community. People’s needs will remain the same. They will still need to make friends, communicate and commerce online. But all those actions will look in a very different form than what we have now.”

3. China might be the first place where people get to have a full metaverse experience

Alvin Wang Graylin, China president of HTC. 

Note: Taiwanese electronics maker HTC runs a virtual reality (VR) brand called HTC Vive, offering mid to high-end VR headsets, VR hardware, and open app stores for VR games and applications. In the high-end VR headset market in China, HTC accounted for 70% of the market share in the third quarter, according to data shared by GfK, a market research firm based in Germany. A high-end VR headset usually costs more than RMB 5,000 ($784). 

“Metaverse is not something where you go from zero to one. I was on the internet yesterday. Tomorrow, I’m in the metaverse. No, it’s not going to happen like that. It’s going to develop over the next five to ten years. I think within the next few years, we will see pieces of this becoming more mature…It will for sure happen within 10 years, and a lot of it will happen within five years. 

“I don’t know if in China it makes sense to copy the Western models (i.e., Facebook, Roblox). Maybe when the internet started, that’s how we developed some of the initial internet applications or mobile applications. But I feel like in some ways, China may be ahead and may have different models to develop and progress the industry faster. One of the things that’s a little bit different in China versus the rest of the world is that in China, the government supports the virtualization and digitization of its economy and encourages various industries to adopt more advanced ways to utilize new technologies. Whereas you look at the rest of the world, private businesses are left on their own trying to create that.

“It’s difficult to get 1,000 companies and 200 countries to agree. But, if you get one country that is much more centrally managed, I think it’s easier for the government to say, okay, you will use the Chinese digital currency and they will work across all of these worlds, or you will use the resident identity card as your key ID system, but we will let you change your avatar, right? I mean, this is an example. It’s more so the fact that the country can say that and then all the companies in the country will have to follow. So, you may have the first full metaverse experience happen in China.”

4. The Chinese government is paying close attention to the metaverse 

Yao Guangshi, CEO and co-founder of Reworld, and Dong Yupeng, co-founder of Reworld. 

Note: Founded in 2018 in Beijing, Reworld offers a platform for users to play, and design their own 3D games and other content. Reworld experiences are often compared to those on the US gaming platform Roblox. In April, Reworld raised RMB 100 million ($15.7 million) in a strategic round from ByteDance. Before the ByteDance investment, Reworld had raised $56.8 million in two rounds from lead investor Joy Capital. To compare, Roblox had raised $856.7 million in 10 rounds from 2005 to this year, before it went public this March. 

“Games often have a clear structure and model. They would incentivize players to chase the goal and reward players once they achieve the goal…But metaverse requires a greater degree of openness. It’s more like a social space. It will provide you with all kinds of scenes, and you have the freedom to choose which to interact with. Gaming would be one of many scenes to choose from. 

“In the future, apps in the metaverse may borrow some features from games. For example, if I build a 3D supermarket with tens of thousands of square meters. I may build different sections for electronics, produce, and others. I may also build some gamification scenes to incentivize people to buy, like giving you more enhanced details of the things you want to buy. But you won’t call the supermarket a game. 

“We recently attended a metaverse-related forum discussion organized by a Beijing municipal government agency of economic and informatization. They were very enthusiastic about the trend and had a few projects that wanted companies to take part in. They also see this as a new competition area in the tech and internet industry around the world. I can sense that the Chinese government is very quick to react to new tech trends like the metaverse. It’s probably a good thing for China.” 

Update: The article was updated to include four paragraphs about Chinese tech giants’ metaverse-related moves in the second section.

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Tencent ends content creator incentive project after wide backlash https://technode.com/2021/11/19/tencent-ends-content-creator-incentive-project-after-wide-backlash/ Fri, 19 Nov 2021 06:59:30 +0000 https://technode.com/?p=163543 tencent antitrust techwar gaming streaming WeChatThe competition among tech giants for quality content is reaching a fever pitch in China. Tencent launched a content incentive plan in July. ]]> tencent antitrust techwar gaming streaming WeChat

Chinese tech giant Tencent announced Thursday it was ending its content creator incentive plan called “Project Dawn” after prompting wide backlash from content creators.

Why it matters: The competition among tech giants for quality content is reaching a fever pitch in China, but creators are pushing back against what they see as attempts to devalue their work.

Details: Tencent’s open content platform said in a Thursday statement (in Chinese) that it has terminated its content creator incentive program “Project Dawn,” which aimed to lure original content creators with monetary rewards for their work. On top of that, the company apologized to creators that were affected by the program.

  • Tencent launched the project in July, pledging to give RMB 10 million ($1.5 million) in subsidies to empower and attract more video content creators to its platform. The project aimed at creators from various popular platforms such as Bilibili, Xiaohongshu, and video apps like Kuaishou, promising to help the creators promote their content across platforms and increase their revenue. 
  • Several creators on the Chinese video platform Bilibili began to voice their discontent (video, in Chinese) last week, claiming Tencent tricked them into joining the program, which failed to deliver its promises. 
  • The creators claimed that Tencent ran the program through a number of multi-channel networks (MCNs), which would take as much as 90% of the one-off incentive fee of RMB 200 promised to each creator by the platform.
  • Bilibili creators who gave their ID information to MCNs after joining the program found their videos, which had already been uploaded on Bilibili, were copied to the Tencent platform and labeled as exclusive content there. As a result, their accounts were subsequently blocked on other sites for alleged piracy. Tencent refuted these claims in its statement, saying that it has never labelled content exclusive, “nor has it tried to obstruct creators’ profile on other platforms.”
  • Tencent said content creators that want to leave their platform can cancel their account, an option that only became available on Nov. 9. Those who want to stay will now get the promised income from Tencent directly, instead of through MCNs, the company said.

Context: This is not the first time Tencent has faced a content creator backlash. The company’s online reading arm China Literature was subject to an author revolt due to what they saw as exploitative rules in 2020.

READ MORE: INSIGHTS | Who owns ‘internet literature’?

Update: The story has been updated with Tencent’s statement on exclusive content complaints.

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What can Europe learn from China’s live e-commerce boom? https://technode.com/2021/11/04/what-can-europe-learn-from-china-livestreaming-ecommerce-boom/ Thu, 04 Nov 2021 03:59:56 +0000 https://technode.com/?p=163152 European brands jumped on China’s live e-commerce bandwagon early on back in 2016. Now, fueled by the pandemic, European companies are embracing livestreaming as they target online European shoppers.]]>

China’s annual Singles Day online shopping festival has yet to officially kick off on Nov. 11, but its “pre-sales” events already hint that the hot sales trend will again be live e-commerce.

“Lipstick King” Li Jiaqi generated an estimated gross merchandise value (GMV) of RMB 726 million ($113.5 million, or EUR 97 million) for L’Oréal during a Taobao livestreaming event on Oct. 20, according to Ashley Dudarenok, founder of China trends watching company ChoZan.

European brands L’Oréal and Guerlain jumped on the country’s live e-commerce bandwagon early on back in 2016, hiring Chinese influencers to promote their cosmetics to Chinese viewers. Now, fueled by the pandemic, European companies are embracing livestreaming as well as promotional techniques from China as they target online European shoppers. They still have a lot to learn. 

Since its first appearance, live e-commerce has exploded in China and the market recorded triple-digit growth over the past three years. In China, the online shopping format is expected to be worth RMB 4.9 trillion in 2023, according to the China’s 2021 Live-Streaming E-Commerce Industry report released by market research firm iResearch on Oct. 27.

European brands in China’s live e-commerce scene

L’Oréal and Guerlain were followed in China a few years later by Givenchy, Unilever, Procter & Gamble, Pandora, La Mer, Nestlé, and many others. Today, few big European brands with a strong Chinese presence have not run at least one live shopping show. Italian pharmaceutical skincare brand Rilastil gets 35% of its total China sales from live e-commerce.

But success in China’s competitive livestreaming market shouldn’t be taken for granted. Dudarenok explained that it is very easy to make mistakes, such as choosing the wrong KOL, the wrong platform, or the wrong presentation style. 

The pandemic spurred European retailers into live e-commerce 

While European players in China have long been hiring Chinese KOLs, celebrities, and their own staff to host live shows on the most popular Chinese livestreaming platforms, they were slow to transfer the format to Europe, assuming it was only fit for a Chinese audience. 

A February 2021 study by Forrester and AliExpress rejected this assumption, finding 70% of 14,460 consumers surveyed in the UK, Spain, France, and Poland were interested in this new form of online shopping.

Livestreaming experiments in Europe started at the end of 2019 and increased in frequency in 2020, as the pandemic forced shops to shut down throughout the continent.

Screenshots of livestreams targeting European consumers, conducted by Motivi, Lancôme, and Monki. (Image credit: ChinaEU)

Italian apparel brand Motivi leaned into livestreaming right at the onset of the pandemic, engaging its own shop assistants to present collections and answer questions from customers in real time on its website, replicating the real shop experience.

Another example is Lancôme, which in November 2020 worked with live shopping platform Livescale to run a show with Italian influencer Chiara Ferragni. 

Monki, a fast-fashion brand of the H&M Group, also launched several live broadcasts featuring experienced sellers, again with the shows accessible directly from the brand’s website. 

Europe’s approach to live e-commerce

Still, when it comes to live e-commerce, China is about five years ahead of Europe. China’s experience may give us precious lessons to refer to. It took China a couple of years to transform live e-commerce into a popular format used regularly by both brands and consumers. Europe is now in the study and exploration phase, but we can predict some major differences in style and approach: 

Live e-commerce in China versus Europe

Source: ChinaEU

Will livestreaming be big in Europe?

Years 2021 and 2022 will tell whether live e-commerce in Europe has been just a temporary pandemic-driven boom or if it is here to stay. But numbers so far point in the right direction.

In 2020, Western brands saw 15 times more engagement in live e-commerce than with traditional social media, from three to five times more sales, and a 50% increase in the number of customers, according to Madison Schill, marketing and communications director at Livescale. According to Schill, the average sales conversion rate across all clients and platforms at Livescale was 9.5% in 2020. The rate this year is running about 18% in a sign that customers are reacting well.

Live shows in Europe might remain selective experiences, highly focused on content, reflecting the philosophy of the brand and the shopping habits of local customers. Sales people will likely continue to act as the main hosts, together with micro-influencers. Chinese tech players like Xinxuan, Alibaba’s AliExpress, and ByteDance’s TikTok with expertise in training and incubating livestreamers might serve as guides for European brands desiring to improve the live selling skills of their local hosts. 

If China’s growth trajectory is taken as a model, by 2024, Europe has the potential to reach around 160 million live streaming e-commerce users, of which approximately 100 million people might also make purchases while watching live streams, Leah Wang, Chief Marketing Officer of Xinxuan Group, said at the launch of the iResearch report.

In Europe, livestream shopping and e-commerce in general will probably never replace the in-store experience, but they will become part of a broader omni-channel marketing and sales strategy, in which physical shops remain at the center, sometimes serving as temporary livestreaming studios. Looking forward, we might see the expansion of live e-commerce into new verticals, maybe also into the B2B sector. 

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INSIGHTS | Is China’s virtual idol boom a marketing trend with staying power? https://technode.com/2021/10/27/insights-is-chinas-virtual-idol-boom-a-marketing-trend-with-staying-power/ Wed, 27 Oct 2021 02:38:43 +0000 https://technode.com/?p=162934 Virtual idols are on the upswing this year thanks to technological developments, the coming-of-age of teenagers as independent consumers.]]>

Less than six months after Ayayi first popped up on the Twitter-like social network Weibo in May, she had attracted more than 512,000 followers, many of them millennial female office workers. A hashtag of her name has pulled more than 5.5 million views on lifestyle platform Xiaohongshu. A fashion-forward, white-blonde 20-something with flawless skin, Ayayi is still relatable.

She posts about mundane matters like commuting on the Beijing subway or watching grandpas play chess on the sidewalks. Soon a powerful influencer, she snagged deals to promote upscale brands like Louis Vuitton and Givenchy. Somehow, she even has time to work as the digital manager of Alibaba’s Tmall Super Brand.

Insights

Insights is a series of explainers on developing stories in China tech, available to TechNode subscribers.

But then, Ayayi is not human. She is a virtual idol developed by Shanghai-based Ranmai Technology. She is one of over 20 virtual characters trending on Xiaohongshu, receiving lots of attention from fashion names searching for new channels to engage with consumers. With multiple job titles from NFT artist to fashion brand manager, Ayayi has worked with brands such as Sandro, Bose, and Fila. Ranmai Technology, a startup that develops digital human images and storylines, reportedly has a net worth of RMB 600 million (around $93.9 million).

Xiaohongshu, often referred to as China’s Instagram, already embraced an active KOL (key opinion leader) community as an efficient marketing vehicle for brands to promote their products on the social commerce platform. The company is now taking a virtual turn for its KOL strategies.

Xiaohongshu is among a slew of Chinese tech firms scrambling to capitalize on China’s virtual idols boom of the past two years. Early on, virtual idols caught the attention of tech giants like Alibaba and ByteDance.

But will the current buzz prove to be a high watermark for the industry? Or are the virtual idols here to stay?

Bottom line: Virtual idols remain a niche market targeting only a small group of ACGN (animation, comic, game, and novel) fans, although Chinese companies have been developing digital characters for the past decade. The sector is on the upswing this year thanks to technological developments, the coming-of-age of teenage ACGN fans as independent consumers, and China’s recent crackdown on the fan economy due to scandals involving human idols.

“Because China’s digital landscape is rapidly changing, it’s difficult to predict whether virtual KOLs born in the current ecosystems will be able to keep up with the way the digital ecosystem will evolve. But one thing is certain: major Chinese tech companies are all jumping on the virtual KOL bandwagon.”

— Pablo Mauron, partner and managing director of Digital Luxury Group

What are virtual idols?

Virtual idols are computer-generated animated images. Developers use advanced animation and rendering technologies to produce characters with finely detailed facial expressions and body movements. 

While they resemble real human beings to varying degrees, the virtual figures in the “metaverse” may boast even greater diversity. Different forms fulfill different roles. In addition to hiring virtual idols from the West like the fashionista influencer Noonoouri (created by German designer Joerg Zuber) and the freckled “musical artist” Lil Miquela (the brainchild of little-known Los Angeles media startup Brud), China is creating plenty of its own popular and profitable virtual personas.

From left, images of popular idols Luo Tianyi, Ling, and singing group A-Soul.
  • Virtual idols have various personas such as singers, bands, KOLs/influencers, and broadcasters. Some are derivatives from existing IPs, virtual counterparts of human idols (e.g., pop star Jackson Yee with his virtual counterpart Qianmiao), or avatars of consumer brands.
  • Virtual singer Luo Tianyi is one of China’s most famous virtual idols. The 9-year-old singer with elongated anime-style limbs has more than 5 million followers on Weibo. She has represented such companies as Chang’an Automobile, Huawei, and Shanghai Pudong Development Bank.
  • Ling is a persona that combines classical Chinese beauty with contemporary style. She has 422,000 followers on Weibo, and has promoted brands such as Tesla, Vogue, and hip tea chain Nayuki.
  • A-Soul, a virtual pop girl group, became an instant hit on Chinese video-sharing site Bilibili after its launch in late 2020. The group, developed by Chinese celeb agency Yuehua Entertainment and Bytedance, has more than 3 million fans across platforms, mostly China’s young anime fans.
  • With the development of technology, computer-generated figures have acquired  increasing resemblance to human beings over the years, evolving from 2D animated figures like Luo Tianyi to 3D virtual figures such as Lil Miquela
  • The trend got another boost due to the growing global interest in the metaverse, an online world where people exist and communicate in shared virtual spaces. (Stay tuned for TechNode’s metaverse feature next week).

Virtual idols as a business

Virtual idols are deployed for various lines of business such as brand endorsements, live broadcasts, and even offline marketing campaigns.

Reggie Ba-Pe is the co-founder of Club Media, an entertainment agency that created virtual punk artist Ruby 9100 and a few months ago launched Shanghai-based virtual persona Maie. Ba-Pe reckoned that virtual humans are expensive, production heavy, and time-intensive.

Virtual idols as a marketing tool: As members of China’s Gen Z grow into independent consumers, they are bringing their tastes and wallets with them. And it’s no surprise that the brands are adapting the latest fads to tap consumers.

  • Tie-ups with brands are a main revenue source for virtual idols. The fact of the matter is that brands need to be where their audiences are and audiences are flocking to virtual spaces, said Ba-Pe, speaking from the experience of cooperating with Adidas for a co-branded sneaker “designed” by Club Media’s digital artist and stylist Ruby 9100m. 
  • “Younger audiences are shying away from traditional social media and gravitating towards video games and virtual spaces. These virtual spaces will need content, culture, and entertainment just like physical spaces and that’s why we are seeing a global migration into what is being coined “the metaverse,” he explained.
  • For the entrepreneur and music producer, virtual humans and idols are a “critical portal” for brands to enter and navigate the metaverse and will be “more important to brands than the other way around.”

A rising industry in figures:

China’s Gen Zers, the country’s digital natives who show a great appetite for  ACGN content, are the major force driving this boom.

  • The market size of China’s virtual idol industry increased 70.3% year on year to RMB 3.46 billion in 2020, according to a report from iiMedia Research. The consulting agency expects the market to be worth RMB 6.22 billion by 2021.
  • Meanwhile, the scale of virtual idol-related markets, including AR and VR, will reach RMB 107.5 billion in 2021, up from 64.7 billion in 2020, the report says.
  • Around 80% of the more than 2,000 netizens who joined the survey have the habit of following celebrities or idols from time to time, and 63.6% of them support and pay attention to the related developments of virtual idols. 
  • A dozen virtual idol startups, like Yunbo AI, DeepScience, and Wanxiang Culture, have received fundings this year. Most of the companies are still in early stages, either angel or A round, with investments in tens of millions RMB (about $2 million to $5 million).

Tech giants jump on the bandwagon

Tech giants are among the most avid advocates of the virtual idol trend, together with companies along related lines such as entertainment companies, brands, and media startups. By building virtual idol IPs or cooperation with existing idols, the tech giants try to enrich their existing e-commerce, gaming, and short video businesses with more interesting content.

  • Tencent, which already made big bets in the metaverse, launched a virtual idol men’s group based on their game Honor of Kings.
  • Bilibili, the acclaimed “spiritual home” of Chinese ACGN fans, is the controlling shareholder of startup Shanghai Henian Information Technology,  developer and operator of Luo Tianyi. Bilibili is also one of the earliest platforms in China to broadcast virtual idol concerts.
  • ByteDance got rights to singing girl group A-Soul after entering an alliance with Beijing-based celeb agency Yuehua Entertainment through a strategic investment. A-Soul is the first virtual addition to ByteDance’s pool of celebrity marketers that includes famous singer Wang Yibo. With advanced interactive capabilities, A-Soul has been employed for livestreaming e-commerce duties. 
  • Along with ByteDance, Alibaba invested in Yuehua. Alibaba also rolled out virtual livestreamers such as Xiao Dangjia to boost its booming live e-commerce business. The e-commerce giant named virtual influencer Ayayi as “digital manager” of Tmall Super Brand. She launched an NFT digital mooncake with Alibaba for this year’s Mid-Autumn Festival.
  • IQiyi is the owner of Dimension Nova, a virtual idol variety show, and Rich Boom, a virtual idol group featuring trendy culture and pop music.

A better choice than human celebrities for brands?

Human celebrities and virtual idols do not cannibalize each other, according to Mauron. Ba-Pe of Club Media agrees: “Virtual idols are about as much a threat to human KOLs as Coke Zero is to Diet Coke … Virtual idols are not threats to human ones at all.” 

Still, virtual idols as influencers have pros and cons for marketers.

Pros:

For brands, a less risky choice than real idols:  The volatility of working with humans has been on full display this year after several celebs fell from grace due to scandals ranging from alleged tax evasion and sexual assault to sharing opinions out of step with ruling Party ideology. This leaves virtual idols as less risky choices. 

Full tailoring: The content to be broadcast can be tailored to meet the needs of brands on every level. Idols can achieve things that real people cannot, and their images can be wholly controlled.

Extensive application scenario: The application scenarios for virtual idols are more extensive. Virtual figures are more accessible to fans for one-on-one interaction, usually of the chatbot level of complexity. Moreover, they can be present 24/7 on multiple sites.

Cons:

Legality for business endorsement: Virtual idols’ partnerships with brands work under cooperation agreements similar to endorsements. However, China’s Advertising Law bans endorsers, legal persons or organizations, from endorsing goods or services they have not used or received. 

  • There are still questions about whether virtual KOLs can be classified as endorsers, or whether brand-virtual KOL collaborations fall within the scope of advertising.
  • “There’s still room for interpretation when it comes to the legality of the matter,” said Mauron. 

Relatability: While virtual KOLs sound good on paper, DLG’s Mauron notes that digital personas may not have the same kind of personalities and color as human KOLs, making it harder for consumers to relate to them. “Without that element of relatability, it might also be more difficult to generate conversions with these virtual KOLs,” he said.

The virtual world is not immune to real-world problems. The data-faking issue that’s prevalent in human celebs’ metrics is also applicable to virtual idols. A Deloitte report reminds all organizations that wish to deploy avatars of the need to pay great attention to privacy and ethics issues.

Conclusion

It’s still too early to say whether virtual people will be marketing mainstays or passing fad.  But given the digitization of almost every cultural touchpoint, experts we talked to expect it is here to stay in some form. 

“Clearly, we are moving towards an increasingly digital future, rich with entertainment in these digital worlds. Regardless, if you’re an idol or a fan, the only way to engage with these new digital realms will be via an avatar.” said Ba-Pe.

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Inspur unveils GPT-3 equivalent for Chinese language https://technode.com/2021/10/26/inspur-unveils-gpt-3-equivalent-for-chinese-language/ Tue, 26 Oct 2021 12:44:51 +0000 https://technode.com/?p=162911 The Yuan language model is trained with 245.7 billion parameters, where as GPT-3 contains 175 billion parameters.]]>

Chinese server maker Inspur on Tuesday released Yuan 1.0, one of the most advanced deep learning language models that can generate coherent Chinese texts. 

The model is trained with 245.7 billion parameters—the number of weights in an artificial neural network, according to the company. This is more than the Elon Musk-backed GPT-3 language model for English, which has 175 billion parameters. Inspur said the Yuan model was trained with 5 terabytes of datasets.

The release of Yuan is a milestone for the Chinese natural language processing (NLP) industry. NLP is an important branch of artificial intelligence (AI) and a backbone for computers to understand human language.

Inspur said in a statement that its AI Research Institute had to develop “a unique development approach compared to English” to train the model, including addressing challenges such as “the lack of a prior high-quality Chinese-language corpus.” A corpus is a collection of texts used to train language models.

Inspur said the language model is “extremely adept” at natural language generation (NLG) tasks—the processing of generating natural language text using computers. The company said in a paper published in October that “only less than 50% of the time” human testers could distinguish between text generated by the model and human-written ones.

Inspur said in a press release that Yuan can be used to generate texts including news articles and poems.

In May 2021, a group of US researchers at Georgetown University found powerful NLG tools can be used to fuel disinformation. Inspur acknowledges such a possibility and vows to oversee the appropriate use of the model.  

“Since the model can generate articles that are difficult to detect whether they are human written or not, the risk of misuse becomes higher,” an Inspur spokesperson told TechNode on Tuesday. “Therefore we need to regulate the application of the model in the future.”

The company is planning to open the model as an application programming interface (API) to developers, meaning that they can access Inspur’s platform and utilize the language model in their applications, the spokesperson said.

Jinan-based Inspur is the world’s third-largest maker of servers, according to market research firm IDC. The 72-year-old state-owned company used to be a manufacturer of electronic devices. It first entered the server market in 1995 as a partner of US chipmaker Intel. 

Clarification: The last paragraph of the previous version of this article has been removed upon Inspur’s request.

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ByteDance reportedly will roll out domestic music streaming app in 2021 https://technode.com/2021/09/17/bytedance-to-roll-out-china-music-streaming-app-in-2021/ Fri, 17 Sep 2021 09:28:24 +0000 https://technode.com/?p=162216 Shanghai ByteDance Douyin TikTok Tiger Global short videoChinese tech giant ByteDance reportedly is developing a music streaming app to launch in China in 2021.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Chinese tech giant ByteDance is developing a music streaming platform for the Chinese market and plans to launch the app later this year, Chinese media 36Kr reported (in Chinese) Thursday, citing sources with knowledge of the matter.

Why it matters: ByteDance is upping its ante in the domestic music market after antitrust regulators ramped up supervision of the increasingly centralized industry. Regulators began by ordering bellwether Tencent Music to give up its exclusive music deals in late July. The move will give other players more opportunities to obtain licenses from major music labels.

Details: Dubbed “Feiyue,” the streaming product is managed by teams from Douyin, ByteDance’s domestic short-video unit. It has now entered into “a key developing stage,” the report said. 

  • ByteDance’s music business is led by Alex Zhu, a company vice president. The algorithm and marketing teams from Douyin have also played a role in supporting the operations.  
  • A ByteDance spokesperson declined to comment on the report.

Context: ByteDance made a foray into the music arena back in 2019, when it tested a music streaming app named “Yinyuebang” among company employees. However, the program’s development was stalled by a severe shortage of music copyrights. Yinyuebang was ultimately shuttered in mid-2020, according to the 36Kr report.

  • China’s digital music market is dominated by tech heavyweights and is highly consolidated. In 2020, Tencent Music accounted for 73% of the market share, while NetEase’s Cloud Village accounted for 21%, according to Cloud Village’s IPO prospectus.

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China Tech Investor: Breaking down China’s tech regulation (thus far), with John Artman https://technode.com/2021/09/17/china-tech-investor-breaking-down-chinas-tech-regulation-thus-far-with-john-artman/ Fri, 17 Sep 2021 09:24:20 +0000 https://technode.com/?p=162194 china tech investor podcast john artman scmp regulation china techIn this episode, the guys are joined for the second time by John Artman, tech editor at the South China Morning Post. ]]> china tech investor podcast john artman scmp regulation china tech

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

In this episode, the guys are joined for the second time by John Artman, tech editor at the South China Morning Post. They go over some of the SCMP’s 4th annual China Internet Report released recently, and talked about the four areas of China tech regulations: antitrust, fintech, data security, and cryptocurrency. They also go over China’s recent crackdown on overseas IPOs and what that means for overseas investors.

Hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • Bilibili
  • Xiaomi
  • JD
  • Pinduoduo
  • Meituan-Dianping
  • Kuaishou

Hosts:

Guest:

Editor:

Podcast information:

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Tencent-backed online comics platform Kuaikan raises $240 million https://technode.com/2021/08/24/tencent-backed-online-comics-platform-kuaikan-raises-240-million/ Tue, 24 Aug 2021 10:14:36 +0000 https://technode.com/?p=161528 KuaikanKuaikan, which offers digital original comics, has managed to attract investors' attention in the competitive online comics sector. ]]> Kuaikan

Kuaikan, a popular online comics platform in China, has raised $240 million in a new round of funding, the company announced on Monday. Kuaikan claims the round is the largest ever in China’s online comics industry, according to its WeChat statement

Why it matters: Kuaikan, which offers digital comics in its app and website, has managed to attract investors’ attention in the competitive online comics sector.

  • Founded in 2014, Kuaikan has become a leading digital content hub for readers of Chinese comics.

Details: Investors include existing backers Tencent, Coatue Management, and Tiantu Capital, and newcomers like CCB International, the investment arm of China Construction Bank, and One Store, a South Korean app market operator co-owned by Naver, which runs the world’s largest digital comics platform Naver Webtoon.

  • Chinese media AI Caijing reported that One Store planned to invest around RMB 223 million ($34.4 million) in Kuaikan and take approximately 3% of its shares, citing sources from South Korean media. Kuaikan’s market value will be around RMB 8 billion after the round, the report said. 
  • The proceeds from the round will be used to cultivate the platform’s content ecosystem. The company said it will spend a total of RMB 2 billion to subsidize its authors and produce animated comic book adaptions, according to the company’s statement.
  • Kuaikan’s CEO Chen An’ni said in an internal memo (in Chinese) to employees that the firm’s comics business has turned a profit and maintained revenue growth of more than 50% in the past few years.

Context: Kuaikan is the largest Chinese online comic platform. In February, the firm ranked first in the most popular comic apps list with about 29 million monthly active users, according to Bigdata-Research (in Chinese), a Chinese market consultancy. 

  • The company received $177 million in Series D funding in 2017, and $125 million from Tencent in 2019. ByteDance was once an investor of the company but exited after Tencent stepped in.
  • China’s e-comics industry has grown at a more than 20% rate in the past five years, and the market is expected to reach RMB 4.6 billion by 2021, according to iMedia Research (in Chinese).
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Tencent Video sues ByteDance for copyright violation, unfair competition https://technode.com/2021/08/19/tencent-video-sues-bytedance-for-copyright-violation-unfair-competition/ Thu, 19 Aug 2021 07:32:51 +0000 https://technode.com/?p=161417 TencentTencent Video said it has filed a lawsuit against Bytedance’s for copyright infringement and unfair competition over clips from a hit TV drama.]]> Tencent

Chinese video-streaming platform Tencent Video said it has filed a lawsuit against ByteDance’s short-video app Douyin for copyright infringement and unfair competition over clips from a hit TV drama, seeking RMB 100 million ($15.4 million), Chinese media reported Wednesday.

Why it matters: Tencent Video’s legal action is the latest attempt by a streaming platform to control the spread of clips on short-video platforms. Streaming platforms fear that widespread posting of clips will undermine the value of expensive content.

Details: In the complaint, Tencent Video accused Douyin of circulating clips of “Crime Crackdown,” a hit TV drama, without consent. Claiming ownership of exclusive right to the online dissemination of the drama, Tencent said Douyin had allowed users to upload clips from the show and failed to take any measures after receiving a notification letter from Tencent. 

  • In a response, Douyin claimed that it had signed a cooperation deal with the co-production company of the drama, under which the company will open an official account on the platform while Douyin will be responsible for curating promotional activities. Douyin also said that it had taken down clips immediately after receiving complaints from Tencent.    

READ MORE: ByteDance rages against Tencent over link blocking. Here’s why

Context: Tencent won a similar case against Douyin over clips of “Honor of Kings,” a hit Tencent game, earlier this month. ByteDance was fined RMB 600,000.

  • Mainstream video-streaming platforms have recently ramped up criticism of their short-video peers over alleged copyright infringement practices. Tencent vice president Sun Zhonghuai lashed out at short video content, comparing it to “pig’s feed” and complaining of widespread copyright violations at an industry conference held in June.
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Bilibili becomes China’s third-largest long-form video site: report https://technode.com/2021/08/12/bilibili-becomes-chinas-third-largest-long-form-video-site-report/ Thu, 12 Aug 2021 10:33:23 +0000 https://technode.com/?p=161176 bilibili video sharing livestreaming anime gameDespite slowing growth, Bilibili has overtaken Alibaba-owned Youku to become the country's third largest long-form video platform. ]]> bilibili video sharing livestreaming anime game

Chinese video platform Bilibili hit a record of more than 65 million daily active users (DAUs), making it China’s third-largest long-form video site, following iQiyi and Tencent Video, Late Post reported (in Chinese) on Wednesday.

Why it matters: Despite slowing growth, the figure marks a milestone for Bilibili, which has surpassed Alibaba-owned Youku to take the third spot. 

Details: Bilibili’s DAUs still lag behind short video platform rivals Douyin (TikTok’s Chinese version) and Kuaishou, which recorded 580 million in February and 295.3 million in the first quarter of this year, respectively. 

  • Bilibili’s DAUs rose 8.1% from 60.1 million in the first quarter.
  • The report also revealed that the average amount of time users spend on Bilibili exceeds 80 minutes, trailing Douyin’s 100 minutes.

READ MORE: CHINA VOICES | ‘Bilibili is becoming Chinese YouTube’

Context: Founded in 2009, Bilibili initially attracted young Chinese internet users interested in animation, comics, and gaming. The company has since evolved into a mainstream video site as it diversified its content offerings and expanded its user base in recent years.

  • In 2020, the company set up a special department to expand its users base and scaled up investments in long-form video content, including TV shows, films, and documentaries.
  • The growth effort is partly driven by the company’s forecast of future trends. Bilibili’s CEO Chen Rui told Late Post in 2019 that he thinks Chinese content platforms with a market cap of less than $10 billion may face market elimination within the next three years. Bilibili was valued at $7 billion at the time. Now, the company is valued at more than $30 billion. 
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Tencent tightens minors’ access to games after state media compares them to drugs https://technode.com/2021/08/04/tencent-tightens-minors-access-to-games-after-state-media-compares-them-to-drugs/ Wed, 04 Aug 2021 11:05:07 +0000 https://technode.com/?p=160968 tencent voov video conferencingwechat weixin video games online streamingTencent vowed to further limit minors’ access to video games after a state media compared video games to “spiritual opium” and “drugs.” ]]> tencent voov video conferencingwechat weixin video games online streaming

Chinese social media and gaming giant Tencent vowed to further limit minors’ access to video games on Monday, the same day state media’s criticism of the industry spooked investors and caused Chinese game stocks to lose at least $57.6 billion.

Why it matters: Tencent’s announcement is a quick response to an article by state media that compared video games to drugs. 

  • The Economic Information Daily, an affiliate of the state news agency Xinhua, called online video games “spiritual opium,” singling out Tencent’s top game “Honor of Kings” as “the most popular video game” among Chinese students. The article was published on Monday morning, pulled in the afternoon, and republished in the evening without those phrases.

Details: Tencent said (in Chinese) in a Monday announcement that it will set stricter limits on minors’ access to games, intensify its crackdown on minors using fake identification to circumvent restrictions, and promote industry-wide systems to prevent gaming addiction. The company also said it will start implementing the new measures in “Honor of Kings” and gradually extend them to other games. 

  • On Wednesday, Tencent released new rules that limit underage players’ access to “Honor of Kings.” 
  • The rules bar minors from playing the game from 10 p.m. to 8 a.m. Minors will also only be allowed to play one hour a day, and two hours on national holidays, down from previous limits of one and a half hours and three hours, respectively. 
  • The new rules also prohibit children under 12 from making any in-game purchases.
  • Tencent promised to re-verify suspicious accounts and crackdown on minors using fake identification to play games for longer periods. 
  • Tencent also said it will encourage other gaming companies to build anti-addiction systems and discuss whether children under 12 should be completely banned from playing video games.

Context: The Economic Information Daily pulled the article on Monday afternoon after major game stocks in China and Hong Kong plunged more than 10%. The company later republished the article without the drug comparison on Monday night. Tencent and NetEase’s stock prices fell by 6% and 8%, respectively, and CMGE Technology, a mobile game publisher, lost 13%. 

  • Chinese state media has consistently lashed out at video games over the past few years. In July 2017, multiple state-owned media companies, including People’s Daily, state broadcaster CCTV, and Xinhua News Agency, published op-eds criticizing video games and gaming companies for their bad influence on Chinese school children.
  • Despite official pushback, the gaming industry has maintained growth in the past five years. The market reached RMB 136.6 billion ($ 21.1 billion) in 2020, according to CGIGC, a state-affiliated game publishing authority. In early 2018, Chinese officials started an almost year-long freeze on online game approval.

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Douyin web version looks like other video platforms https://technode.com/2021/06/23/douyin-web-version-looks-like-other-video-platforms/ Wed, 23 Jun 2021 10:16:16 +0000 https://technode.com/?p=159483 Shanghai ByteDance Douyin TikTok Tiger Global short videoDouyin saw its daily active users pass 600 million in September, which is more than 60% of China’s overall mobile users in the same period of time.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Douyin, ByteDance’s Chinese version of TikTok, launched a web version of the short video app on Monday. The mobile-focused content giant is seeking more growth on desktop.

Why it matters: Douyin is hitting the ceiling in user numbers. In September 2020, the short video app’s daily active users reached 600 million, which is more than 60% of China’s overall 986 million mobile users in the same period.

  • The web version of Douyin extends the app’s reach to desktop users and potentially poses a threat to established video sites like Bilibili and Tencent Video.

Details: Douyin’s web version lacked a couple of crucial features that may have laid the groundwork for its success on mobile. For example, the mobile app starts playing videos automatically as soon as it is opened. While on the website, users need to click on the video for it to start playing.

  • The homepage of Douyin’s web version features an endless video scroll. On Douyin’s mobile app, users see only one video at a time and have to swipe down to get to the next one, similar to the TikTok app.
  • Like the mobile app, the website also allows users to post videos, make comments, and like videos. The website largely hosts the same content that appeared on the mobile app. The site features more horizontal versions of the video, while the mobile app shows more vertical versions.
  • Douyin’s mobile app is powered by ByteDance’s flagship recommendation algorithm, partly contributing to its success. The algorithm provides users content based on their preferences and viewing history. It’s not clear if the algorithm is implemented on the web version.
  • The web version was created to host better educational content, which usually runs at least 5 minutes, ByteDance said in a statement to TechNode, making it much longer than the 15-second short videos that Douyin helped popularize. 
  • ByteDance said the website is still in testing phases, and it will continue “optimizing its features.”

Context: ByteDance said last week that the company booked RMB 236.6 billion ($36.8 billion) in revenue in 2020, up 111% from the previous year, Chinese media Yicai reported. 

  • The total monthly active users of ByteDance apps reached 1.9 billion as of last year’s end, the company said.
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ByteDance rages against Tencent over link blocking. Here’s why https://technode.com/2021/06/08/bytedance-rages-against-tencent-over-link-blocking-heres-why/ Tue, 08 Jun 2021 07:33:18 +0000 https://technode.com/?p=158986 ByteDanceThe high-profile complaint from ByteDance came as Chinese regulators crack down on tech companies’ anti-competitive behavior.]]> ByteDance

ByteDance, the owner of the viral video platform TikTok and Douyin, briefly attacked Chinese tech giant Tencent in a long, strident online post on Friday. The tussle between two Chinese tech heavyweights comes amid increased governmental scrutiny on anti-competitive behavior in the tech sector.

ByteDance criticized Tencent’s practice of blocking links to its products on messaging platforms WeChat and QQ in an online post, attaching a 59-page PDF file chronicling the blocking activities in the past three years. The company has since deleted the post and the file.

“More than 49 million people were stopped from sharing Douyin content to WeChat and QQ every day on average,” said ByteDance’s post. The company didn’t specify how they calculated the number.

ByteDance complained that Tencent has been blocking links to its short-formed video apps Douyin, Huoshan, and Xigua, for three years, “affecting more than 1 billion users.”

ByteDance’s high-profile complaint came as Chinese regulators crack down on tech companies’ anti-competitive behavior. ByteDance could benefit if regulators take action against Tencent’s link blocking practice. The company competes with Tencent on multiple fronts, including news aggregation and online games.

In March, Reuters reported that China’s top antitrust regulator was looking into Tencent’s WeChat for monopolistic practices, and how the popular messaging app had possibly squeezed smaller competitors.

ByteDance declined to comment on the situation when reached by TechNode. Tencent also declined to comment. Chinese media saved a copy of ByteDance’s post.

Widespread practice

Tencent is not the only company that tries to stop users from clicking into rival ecosystems. Tencent has banned links of ByteDance’s Douyin and productivity tool Feishu on WeChat. It also prohibits users from opening links to e-commerce giant Alibaba’s Taobao and Tmall online marketplaces.

Alibaba also bans (in Chinese) merchants from listing their WeChat contact information on the platform.

In August, ByteDance’s Douyin said it would ban links to third-party e-commerce sites, including Taobao and Tencent-backed JD.com, on its live-streaming channels in October. However, it also relies (in Chinese) on selling ads with links to those e-commerce sites for its short video feature.

ByteDance wrestles with Tencent

ByteDance wrote that the post was a response to a comment made by Tencent executive Sun Zhonghuai last Thursday at an industrial forum. Sun compared short-form videos to food for pigs.

Sun, a Tencent vice president and chief executive officer of the company’s online video department, said short-video apps were feeding users vulgar content. “Because the personalized recommendation [algorithms] are so powerful, if you like pigswill, all you see is pigswill, nothing else,” Sun said.

Sun is responsible for Tencent’s video-streaming platform Tencent Video and short-video app Weishi, according to Chinese media reports.

ByteDance defended short videos in the post, saying Sun’s remarks were “arrogant and unfair.” “As a new form of communication, short videos help countless ordinary people record and share their lives, allowing more people to see a larger world.”

ByteDance also hinted in the post that Tencent’s criticism of short videos was insincere, pointing out that Tencent had tried various times to make short video apps while calling them “pigswill.”

In the attached PDF file (in Chinese), ByteDance listed evidence that Tencent had blocked links to ByteDance’s short-video apps Douyin, Xigua, and Huoshan on WeChat, while allowed Tencent-backed Kuaishou and Weishi to share links on the social media platform.

The file mainly consists of annals of news coverage of Tencent and ByteDance’s conflicts from 2018 to 2021 and ByteDance’s summary of those events.

“We see this pamphlet as a standing reference to the [link] blocking and monopoly. It always reminds us that time may erase memories, but time cannot erase facts,” wrote ByteDance in the now-deleted post (our translation).

Suing companies for link blocking

ByteDance sued Tencent in February for blocking Douyin’s content on WeChat and QQ, citing China’s Anti-Monopoly Law.

Bytedance accused Tencent of violating Anti-Monopoly Law and “misusing a market-dominant position,” “excluding and restricting competition.”

The lawsuit is still awaiting a first hearing date at the Beijing Intellectual Property Court. Tencent has requested (in Chinese) the case be transferred to a court in Shenzhen, where the company is headquartered.

In 2019, a Chinese lawyer sued Tencent for blocking Alibaba’s Taobao links. He dropped the case in early 2020 for “a lack of evidence.” But since then, anti-monopoly enforcement has taken off.

Zhang Zhengxin, the lawyer who sued Tencent, told TechNode in December that his odds to win the case would “increase by a lot” if the case had gone to court then.

In December, China fined a batch of tech companies over antitrust violations for the first time. A month before that, China’s top antitrust regulator proposed new guidelines targeting anti-competitive behavior to include internet companies.

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ByteDance’s Zhang Yiming to step down as CEO https://technode.com/2021/05/20/bytedance-ceo-zhang-yiming-to-step-down/ Thu, 20 May 2021 06:24:28 +0000 https://technode.com/?p=158180 Zhang Yiming ByteDance founderZhang will move to focus on long-term strategy and social responsibility of ByteDance. Co-founder Liang Rubo will take his place.]]> Zhang Yiming ByteDance founder

ByteDance co-founder and CEO Zhang Yiming said he will step down as the chief executive officer of the TikTok owner at the end of this year, according to a statement published Thursday. Company co-founder and head of human resources Liang Rubo will take his place.

Why it matters: Zhang’s departure comes after the Chinese internet upstart dodged a threatened US ban on TikTok amid geopolitical tensions last year. 

Details: Zhang said in a letter addressed to the company’s to staff Thursday that he will focus on long-term strategy, corporate culture, and social responsibility.

  • “After several months of thinking about this, I came to the conclusion that transitioning out of the role of CEO, with all of the related day-to-day responsibilities, would enable me to have greater impact on longer-term initiatives,” he wrote.
  • Zhang said the success of ByteDance since its foundation in 2012 had been based on “our ability to innovate at just the right moment in the development of the industry,” including “applying machine learning to mobile and video products.”
  • He said that hadn’t had time to make progress in digging into machine learning since 2017 because of his daily duties as CEO. 
  • Zhang will take on a new role at ByteDance to drive innovation by “drawing on my strengths of highly-focused learning, systematic thought, and a willingness to attempt new things.” He will remain a board member.
  • Liang, who will take Zhang’s place, previously held leading roles at the company as the head of research and development (R&D), and head of ByteDance’s productivity software team.

Context: ByteDance reportedly planning to send its global hit TikTok public as it named former Xiaomi chief financial officer Shou Zi Chew as the app’s CEO.

  • However, ByteDance is facing increasing regulatory strain at home as China deepens crackdown on tech companies’ monopolistic practices.
  • Many of ByteDance apps including TikTok and news aggregator Jinri Toutiao are driven by machine learning algorithms, which are considered the “secret sauce” of the company’s success.
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China Tech Investor: Zhihu is a household name in China. But will it pay off for shareholders? With Zeyi Yang https://technode.com/2021/04/12/china-tech-investor-zhihu-is-a-household-name-in-china-but-will-it-pay-off-for-shareholders-with-zeyi-yang/ Mon, 12 Apr 2021 10:01:56 +0000 https://technode.com/?p=156943 china tech investor Zhihu IPOJames and Elliott are joined by Protocol’s Zeyi Yang, who shares his thoughts on Zhihu, the popular Chinese information-sharing platform that recently IPOed in New York.]]> china tech investor Zhihu IPO

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

In this episode, James and Elliott are joined by Protocol’s Zeyi Yang. Zeyi shares his thoughts on Zhihu, the popular Chinese information-sharing platform that recently IPOed in New York. The guys discuss the company’s strengths and weaknesses, and how investors view the company’s potential.

Hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • Bilibili
  • Xiaomi
  • JD
  • Pinduoduo
  • Meituan-Dianping
  • Kuaishou

Hosts:

Guest:                   

  • Zeyi Yang – @zeyiyang

Editor:

Podcast information:

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Social commerce app Xiaohongshu hires CFO ahead of likely IPO: report https://technode.com/2021/03/26/social-commerce-app-xiaohongshu-hires-cfo-ahead-of-us-ipo/ Fri, 26 Mar 2021 04:59:36 +0000 https://technode.com/?p=156524 xiaohongshu taobao social tiktok e-commerceXiaohongshu, the $6 billion firm backed by Alibaba and Tencent, could join an increasing list of Chinese tech firms heading to the public markets.]]> xiaohongshu taobao social tiktok e-commerce

Xiaohongshu, a Chinese social media and e-commerce platform, has hired a former Citigroup executive to oversee its financial management as the company eyes a public listing in the US, according to a report by The Information.

Why it matters: Xiaohongshu, the $6 billion firm backed by Alibaba and Tencent, may be joining a growing list of Chinese tech firms heading to the public markets.

  • An early pioneer of China’s content-driven e-commerce trend, Xiaohongshu, also known in English as Red, faces intensifying competition from short-video platforms like ByteDance’s Douyin and Tencent-backed Kuaishou.

Details: Xiaohongshu has named Yang Ruo, a former Citigroup investment banker, as its chief financial officer overseeing the compilation of financial strategies as well as financial management and internal control, a company spokeswoman told TechNode on Friday.

  • The Shanghai-based company is considering a US listing as early as this year, The Information reported citing people familiar with matter. Investors said the IPO could value Xiaohongshu at more than $10 billion, according to the report, up from a valuation of $6 billion in early 2020 according to sources cited by Bloomberg.
  • The company is in discussion with several banks, but has not settled on a target raise, according to The Information.
  • A Xiaohongshu spokeswoman denied that the company is planning an IPO when contacted by TechNode on Thursday morning.

READ MORE: Xiaohongshu bids to reinvent itself, again

Context: In a similar move, TikTok parent ByteDance hired former Xiaomi executive Shou Zi Chew as chief executive, a sign that has been widely interpreted as preparation for its highly anticipated IPO.

  • Founded in 2013 , Xiaohongshu gained popularity among China’s young, middle-class, and mostly female consumers hungry for insight on lifestyle and fashion. Users can also buy products directly through the platform.
  • The company defines its model as B2K2C, where key opinion leaders help merchants to promote their product to customers. 
  • Xiaohongshu had over 100 million monthly active users as of June, 70% of which were born after 1990, according to company data.
  • After surging in popularity early on, the content-driven app has struggled to land on a scalable monetization model while maintaining its community feel. It battled user trust issues and competition for user attention from other platforms.
  • The app was reportedly raising a Series D of at least $400 million at a valuation of $6 billion in January last year, following a $300 million round at $3 billion valuation in 2018.
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Mixed reality startup Nreal readies global expansion https://technode.com/2021/02/23/mixed-reality-startup-nreal-readies-global-expansion/ Tue, 23 Feb 2021 04:41:11 +0000 https://technode.com/?p=155577 Nreal mixed realityEight months after a US court rejected Magic Leap's IP theft lawsuit against Nreal, the mixed reality startup prepares for a US launch.]]> Nreal mixed reality

Chinese mixed reality glasses maker Nreal is preparing to launch its products in the US and Europe, less than a year after a California court dismissed a lawsuit brought against the company by Google’s Magic Leap.

Why it matters: Nreal is one of China’s most promising MR startups; it is backed by major Chinese tech venture capital (VC) firms and has set up partnerships with global heavyweights, including Qualcomm and Korea’s LG.

  • In the US and EU, it will be competing primarily with Microsoft, Magic Leap, and perhaps Apple in the augmented and mixed reality fields, but also with Facebook and HTC in the entertainment-focused virtual reality market.

Details: In partnership with Vodafone and Deutsche Telekom, Europe’s most prominent telecom carriers, the company will launch its Nreal Light MR glasses in the EU in the spring, according to a statement sent to TechNode on Tuesday.

  • The glasses will also be available in the US by April 2021, in collaboration with an undisclosed local telecommunications provider.
  • Nreal is also launching an enterprise edition of its MR glasses, which users can wear over an existing pair of glasses. The enterprise edition is shaped like a halo, circling the user’s head. Both Microsoft and Magic Leap have already launched their own enterprise-oriented smart glasses.
  • The startup is working with automakers, universities, and tourism organizations who want to use the enterprise MR glasses in the workplace, or to offer them to end users.
  • Several new apps designed for the smart glasses were revealed at the Mobile World Conference held in Shanghai on Tuesday, including a weather app, games, and a 3D live soccer experience app.

With the initial success we’ve seen with our carrier partners, we’re scaling this strategy and excited to get Nreal Light into the hands of American consumers by April of this year.

Nreal CEO and founder Xu Chi, in the statement

Context: In fall 2020, Nreal launched its Light MR glasses in Japan in partnership with KDDI, and in Korea with LG.

  • Nreal closed a $41 million Series B in September led by TikTok competitor Kuaishou, bringing its total funding to $70 million.
  • Other Nreal investors include Sequoia Capital China, video-streaming platform iQiyi—which operates its own VR venture—as well as Shunwei Capital, a VC firm founded and chaired by Xiaomi’s co-founder Lei Jun, and state-backed GP Capital and CCEIF fund.
  • The company was accused of stealing technology from Magic Leap in June 2019.

READ MORE: US court rejects IP theft claims against Chinese mixed reality firm

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Will a Chinese app inherit the Clubhouse throne? https://technode.com/2021/02/10/will-a-chinese-app-inherit-the-clubhouse-throne/ Wed, 10 Feb 2021 08:05:18 +0000 https://technode.com/?p=155439 Clubhouse full screenshotClubhouse-like Chinese apps have seen a rise in popularity in the last week. But new users on such apps weren't looking for celebrities. ]]> Clubhouse full screenshot

Catalyzed by the explosive popularity of Clubhouse, several Chinese Clubhouse-like apps are picking up steam. 

The invite-only audio app’s selling point is access to celebrities. But many users joining Clubhouse’s Chinese equivalents—Two, Dizhua, Yalla, and Tiya—weren’t looking to meet celebrities. They were after casual conversations and online dating.

These apps saw an uptick in downloads starting early last week, around the time that Elon Musk appeared on Clubhouse. China’s block of Clubhouse on Monday evening hasn’t changed the overall download trend as of the time of writing, according to data shown on app data provider Chan Dashi. 

READ MORE: Clubhouse no longer accessible in China

While the Clubhouse-like apps saw a jump in interest compared to their own histories, none of these networks are exactly topping the charts. On Feb. 7, Dizhua peaked as the 153rd most popular app in the social category in the Chinese iOS app store, according to Chan Dashi data—a big step up from its January place in the 700s and 800s—while Two hit 421st as of Feb. 9. Clubhouse is not listed in the Chinese app store, so TechNode could not make a direct comparison.

Clubhouse was not easy to access in China even before the ban, requiring an iOS device, an overseas Apple ID and an invitation. According to web analytics service Statcounter, Apple’s iOS only accounts for 20% of the market share in China as of January, 2021.

Clubhouse-likes

Justin Sun, founder of the cryptocurrency platform TRON and known for shelling out $4.57 million on a lunch date with Warren Buffett, announced on Twitter the launch of a Chinese version of Clubhouse called “Two.” The app is available to download in China on both the Apple and Android app stores. 

Although Sun described Two as a new app, TechNode has found 482 user reviews on the Apple store dated as far back as August 2020. As of the time of writing, on the Android app store alone, Two has 2,892,031 total downloads, according to Chan Dashi Data. New downloads saw a jump on the Apple app store on Feb. 2.

Tiya, an audio chat social network app backed by China’s leading podcast platform Lizhi, also gained significant market share in the west and users in more than 200 countries. Catalyzed by the popularity of Clubhouse, Lizhi share prices soared by more than 300% in a five day period in the beginning of February, reaching a historic high.

Clubhouse’s celebrity affiliation has made membership in the app a token of status. “Clubhouse brings true KOLs, celebrities, elites, and industry leaders into the conversation, instead of live-streamers and influencers who accumulated fans and followers over time,” Rui Ma, China media and tech analyst Rui Ma told TechNode.  

Prices for a Clubhouse invitation on Alibaba’s secondhand marketplace range from RMB 180 ($28) to RMB 500.

READ MORE: Clubhouse invites for sale on Alibaba’s used goods app

The homegrown networks offer a different vibe to the KOL-heavy Clubhouse. “A lot of the existing apps focus on connecting strangers and providing a place for them to socialize,” Ma said. 

Dizhua, an audio social networking app launched by the knowledge sharing community guokr.com in August, 2019, has seen a significant leap in downloads since late January, according to Chan Dashi data.

A few users who reviewed the app in the Apple app store comment that they found their romantic partner on Dizhua. 

“I found lots of interesting people and there are always things to talk about. Audio chatting is very efficient; you know right away who you get along with,” user Miaoeima commented (our translation). 

“It’s nice to talk to strangers willing to listen to your stories, whether it’s silly or sad things in your life, they are patient and supportive,” another user said (our translation). 

Many comments on the Apple app store said that Tiya is a good place for socially awkward people to make friends. 

“Personally, I am socially afraid,” user “Brooks Heg|mann” wrote in a review on the Apple app store on Nov. 24, 2020. “I meet like-minded people here.”

The clone

Another developer created a clone platform as a performance. Huancheng Bai wrote in a blog post that he wanted to create a clone app to better understand the software and show that it wasn’t hard to replicate. 

Bai successfully completed it within 55 hours, less than his original goal of 72 hours.  He used the Agora API, the platform-as-a-service technology underlying Clubhouse. He livestreamed the entire cloning process on Bilibili.

Bai named the project NESHouse and made its source code available to anyone interested in building a Clubhouse-style platform or studying the logic of the network. 

“NESHouse is not a commercial project, but more of an experimental product for programmers and geeks,” he tweeted on Feb.4. 

“I made it just for fun,” he told Technode.

Prospects 

A number of homegrown apps offer audio chat rooms in China, but none have captured the same kind of KOL-heavy user population. Clubhouse essentially paved its way to success by combining the rising popularity of podcasts with a real time social network allowing 5,000 people in a conversation.

It wouldn’t be surprising if more players—perhaps Chinese podcast platforms such as Xiaoyuzhou FM—try to bottle the Clubhouse lightning by throwing in a livestream chat room feature into its app. 

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TikTok eyes social shopping, Luckin bankruptcy: Retailheads https://technode.com/2021/02/10/tiktok-eyes-social-shopping-luckin-bankruptcy-retailheads/ Wed, 10 Feb 2021 05:01:05 +0000 https://technode.com/?p=155378 tiktok national security US app bansTikTok is planning to roll out a livestream shopping feature, coffee chain Luckin filed for bankruptcy in the US, Vipshop.com is fined RMB 3 million.]]> tiktok national security US app bans

ByteDance’s international short video app TikTok is planning to roll out a livestream shopping feature in an effort to duplicate in the US the success of Chinese version Douyin. Troubled coffee chain Luckin filed for bankruptcy in the US. E-commerce site Vipshop.com was fined RMB 3 million for unfair competition. Didi Chuxing is raising $4 billion funding for its community-based grocery delivery unit.

Retail
headlines

China’s e-commerce and retail market offers a fire hose of products, choices, business models, rapidly changing content, and more. Here’s what you need to know about China’s online retail market for the week of Feb. 3 – 10.

TikTok bets on social shopping

TikTok, Beijing-based ByteDance’s short video app, is reportedly planning several new features for its e-commerce expansion in the US. The move builds on the success of a similar push from its Chinese version Douyin, now a major player in China’s livestream e-commerce market.

Livestream shopping has become widely popular in China. Another features allows TikTok users to share links to products and automatically earn a commission. The viral short video app piloted a shoppable experience with Walmart in December. (Financial Times)

Luckin bankruptcy

Luckin Coffee filed for bankruptcy protection in the US on Friday to fend off US creditors during a liquidation process that is already underway in the Cayman Islands, where it is registered. The company will continue its China operations, “including paying suppliers, vendors, and employees.” The filing comes almost a year after the company admitted falsifying RMB 2.2 billion ($310 million) in 2019 sales. (TechNode)

Regulator scrutiny

Beijing has imposed a RMB 3 million fine on the operator of Vipshop.com for unfair competition, just a month after the flash sale online retailer was penalized RMB 500,000 for irregular pricing. (TechNode)

Didi boosts group-buy unit

Ride-hailing giant Didi Chuxing is planning to raise $4 billion for its community group-buying unit, doubling down on the rising sector to diversify its revenue streams amid slowing growth in its core business. Didi could chip in $3 billion while seeking about $1 billion from external investors. (Bloomberg)

READ MORE: Friendly neighbors are the key to China’s community group-buying craze

Fresh produce e-commerce

Suning Logistics, part of omni-channel retailer Suning Group, rolled out Su Xian Da, a new fully linked cold chain solution from warehousing to distribution. The service offers cold-chain delivery service to consumers within 48 hours. Suning, along with a group of online sellers and delivery services, will continue its logistics and delivery services during the weeklong Spring Festival holiday, generally a low season for China’s logistics industry. (Tencent, in Chinese)

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China Tech Investor: Is Kuaishou more than a smaller Bytedance? With Michael Norris https://technode.com/2021/02/09/cti-69-is-kuaishou-just-a-smaller-version-of-bytedance-or-is-it-something-more-with-michael-norris/ Tue, 09 Feb 2021 08:53:47 +0000 https://technode.com/?p=155411 Kuaishou vs Tiktok feature imageIn this episode, James and Elliott are once again joined by regular guest Michael Norris to discuss Kuaishou’s blockbuster IPO. ]]> Kuaishou vs Tiktok feature image

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

In this episode, James and Elliott are once again joined by regular guest Michael Norris to discuss Kuaishou’s blockbuster IPO. They cover what it is that Kuaishou does as a business, its financial situation, and where its growth prospects are going forward. Is Kuaishou a good company? Or is it the fast-growing short video segment which is drawing the investor interest?

Hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • Bilibili
  • Xiaomi
  • JD
  • Pinduoduo
  • Meituan-Dianping

Hosts:

Guest:              

  • Michael Norris – @briefnorris

Editor:

Podcast information:

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Clubhouse no longer accessible in China https://technode.com/2021/02/08/clubhouse-no-longer-accessible-in-china/ Mon, 08 Feb 2021 11:48:17 +0000 https://technode.com/?p=155368 Clubhouse featureThe hit audio-only social network Clubhouse appears not to be accessible in mainland China as of 7:30 p.m. Monday evening. As of writing, TechNode reporters and contacts opening the app receive an error message reading “An SSL error has occurred and a secure connection to the server cannot be made.” The main field of the […]]]> Clubhouse feature
Clubhouse full screenshot
(Screenshot: TechNode)

The hit audio-only social network Clubhouse appears not to be accessible in mainland China as of 7:30 p.m. Monday evening. As of writing, TechNode reporters and contacts opening the app receive an error message reading “An SSL error has occurred and a secure connection to the server cannot be made.” The main field of the app, which normally displays a list of conversations and activity, is empty except the suggestion to “Start a new room to get a conversation going!”

Why it matters: While Chinese internet regulation can be unpredictable, Clubhouse is probably gone for good from Chinese networks.

Context: The hit app has provided a rare, unfiltered space for online discussion mainland China. In recent days, thousands of users flooded into Chinese-language groups discussing normally off-limits topics, leading many to predict that it was only a matter of time before the app was blocked.

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China formalizes antitrust rules targeting tech giants https://technode.com/2021/02/08/china-formalizes-antitrust-rules-targeting-tech-giants/ Mon, 08 Feb 2021 05:47:48 +0000 https://technode.com/?p=155330 antitrust wechat gavel judge techwar chinaSome of the China's top internet-based services, including Alipay, Meituan, WeChat, and Taobao, are subject to the new antitrust rules. ]]> antitrust wechat gavel judge techwar china

China on Sunday put into effect new antitrust guidelines targeting internet platforms, subjecting the country’s tech industry to tougher rules on competition.

Why it matters: The guidelines formalize earlier draft rules announced by China’s State Administration for Market Regulation (SAMR), the nation’s top trustbuster.

  • Some of the country’s top internet-based services, including Ant Group’s Alipay, food delivery app Meituan, Tencent’s instant-messaging app WeChat, and online marketplace Taobao, will be subject to the new guidelines. 

Details: The new rules forbid internet platforms from forcing merchants into exclusivity deals, offering different prices based on user data, and using algorithms to manipulate the market.

  • Pricing products or services differently according to customer purchasing power, consumption history, or user preference is now considered monopolistic behavior, according to the guidelines.
  • The guidelines widen the parameters for determining a firm’s “market-dominant position” to include factors such as transaction volume, user base page views, and technological barriers. 
  • SAMR, which issued the rules, said the guidelines will provide a legal basis (in Chinese) for the country to tighten antitrust regulation of internet platforms.

Context: In December, SAMR issued fines to Alibaba and affiliates of Tencent and logistics giant SF Express over three separate acquisition deals, a move that legal experts described as the country’s first batch of antitrust enforcements against tech firms.

  • SAMR in January 2020 proposed an overhaul of the country’s Anti-Monopoly Law to include internet firms in the scope of antitrust regulations.
  • Last week, Douyin, ByteDance’s Chinese version of TikTok, said it had sued Tencent for monopolistic behavior including blocking Douyin’s content on WeChat.
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Clubhouse invites for sale on Alibaba’s used goods app https://technode.com/2021/02/02/clubhouse-invites-for-sale-on-alibabas-used-goods-app/ Tue, 02 Feb 2021 07:30:24 +0000 https://technode.com/?p=155133 Clubhouse electric vehicles tesla waic china shanghai artificial intelligence nioChinese netizens' entrepreneurial spirit appears to have kicked in after Elon Musk appeared on the hit US audio app Clubhouse. ]]> Clubhouse electric vehicles tesla waic china shanghai artificial intelligence nio

Savvy Chinese netizens are looking to capitalize on the booming success of US-based Clubhouse by selling invitations to the invite-only live audio app, just a day after Tesla CEO Elon Musk broke audience records with an appearance on the platform.

Details: TechNode counted dozens of listings for Clubhouse invites on Idle Fish, Alibaba’s secondhand marketplace.

  • Prices range from RMB 180 ($28) to RMB 500 per invitation. Sellers are from a number of different locations in China. On eBay, Clubhouse invites are selling for around $50 at the time of writing.
  • The overwhelming majority of the Idle Fish listings were posted in the last 24 hours. TechNode has not been able to verify the authenticity of the listings.
  • The homonymous hashtag had been viewed 6.65 million times on Weibo, China’s Twitter-like social media platform, in the 24 hours preceding Tuesday afternoon, Feb. 2. It peaked around 5 p.m. China Standard Time on Monday.
  • “What is this? Am I out of touch with the times?” (our translation) one flabbergasted Weibo user wrote around 5 p.m., posting screenshots of chatter on the social media platform. The post had been liked 6,700 times.
  • At 5:43 p.m., a Weibo user with 2 million followers noted that Clubhouse invites were sold on eBay for $97. The post attracted 4,000 likes.
(Image credit: TechNode)

Context: The Clubhouse app lets users join in rooms and listen to conversations between hosts and guests. It has been buzzing in Silicon Valley the last month or so, but reached new heights of popularity after tech superstar Elon Musk’s appearance on Monday.

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Bytedance unveils Douyin mobile payment tool to rival Alipay, WeChat https://technode.com/2021/01/20/bytedance-launches-douyin-payment-tool-to-rival-alipay-wechat/ Wed, 20 Jan 2021 07:16:13 +0000 https://technode.com/?p=154825 bytedance Douyin tiktokDouyin Pay was recently added to the app, allowing users to buy virtual gifts for livestreamers and pay for goods on the app’s e-commerce platform. ]]> bytedance Douyin tiktok

TikTok’s Chinese owner has rolled out an e-wallet feature on its Douyin video-sharing app, a move that could pose a significant threat to the Alipay and WeChat duopoly in China’s mobile payment sector.

Why it matters: Douyin, the domestic version of TikTok, is one of China’s most used apps with 600 million monthly active users as of September.

  • Bytedance’s ambition to tap into the payment sector have long been hampered by China’s strict finance regulations. The company in September inherited (in Chinese) a payment license from a small payment firm based in the central province of Hubei it acquired two years ago.
  • E-commerce behemoth Alibaba’s Alipay and internet firm Tencent’s WeChat Pay, a feature inside the instant messaging app WeChat, are the two dominant players in the market. Together they hold nearly 95% of China’s online payment market, according to iResearch (in Chinese), a market research firm.

Details: Douyin recently added Douyin Pay onto its checkout page, Chinese media reported Tuesday. The payment method allows users to buy virtual gifts for livestreamers and pay for goods on the app’s e-commerce platform.

  • Bytedance said in a statement to TechNode that Douyin Pay was rolled out by the company to “supplement the existing major payment options.” A Bytedance spokesperson said the feature had been available for a while and was previously in test mode.
  • The app previously supported WeChat Pay and Alipay. Douyin Pay allows users to link cards from 10 banks including Bank of China and China Merchants Bank.
  • Payments are processed by Ulpay, the Hubei-based firm it acquired in 2018.

Context: An in-house payment tool is essential to many of Bytedance’s offerings, including e-commerce and lending services.

  • Bytedance is building an e-commerce platform on Douyin around its active livestreaming community. The business model, known as livestreaming e-commerce, has seen massive growth in China since 2019.
  • The company in October 2019 launched a lending app, providing users with consumer credit, installment payments, and credit card services. Douyin had also recently launched Dou Fenqi (literally translated as Dou Installments), a feature that allows users to pay their bills in monthly installments, Chinese media reported.
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Thrills, suspense, Flash updates: Dalian railway tech support goes viral https://technode.com/2021/01/19/thrills-suspense-flash-updates-dalian-railway-tech-support-goes-viral/ Tue, 19 Jan 2021 07:57:37 +0000 https://technode.com/?p=154757 Flash Dalian train depot screenshotAdobe ended support for its notoriously virus-prone web standard on Jan. 12 and Flash was little missed—except in the Chinese government. ]]> Flash Dalian train depot screenshot

Dalian, China—“1411 hours. The station is back in crisis. Once again, we cannot use the printer.”

A railway depot in the northeastern city of Dalian held China’s technically savvy readers in suspense—or, perhaps, stitches—with a minute-by-minute bulletin of its 20-hour “battle” to revert a Flash update on Jan. 15, which achieved brief viral fame before being deleted. Screenshots are still available on programming forum Github.

Depot staff were confused when their computers lost access to the local dispatch system on the morning of Jan. 12, according to the bulletin. The reason: Adobe’s last update to its Flash Player included a kill-switch set to go off that day, when the company ended support for the notoriously virus-prone web standard. Flash was little missed—except in the Chinese government, where it remains in widespread use. 

“0816 hours: After calls and online searches, we confirmed the source of the issue is American company Adobe’s comprehensive ban of Flash content.” 

So began the “insurmountable challenge of updating Flash”—a process the depot chronicled on its WeChat public account in the style of a military thriller, written with all the self-awareness of Dwight from “The Office.” As journalist Tony Lin, who first flagged the post in English, wrote on Twitter, it was “the Y2K content the world owes us for 20 years.”

The post was later deleted after catching on with technically minded online wags, many of whom asked why the depot didn’t plan for the retirement of Flash despite three years’ advance warning

The staff divided into hardware and software task forces, and attempted to restore an older version of Flash from a backup “GHOST system,” an effort marked by triumphs and defeats. By 10 p.m., they had mostly restored computers to backup states—when, suddenly, automatic updates caused the systems to disable Flash again.

According to a brief statement which later replaced the viral post, the issue was limited to newer computers in the depot and no trains were affected.

After midnight, the team began to chalk up lasting victories:

“Jan. 13, 0113 hours: ‘Wan Jia Ling station is fixed! Ling Ma shouted…we all gathered and confirmed. The room burst with cheers and applause.”

Finally, after 20 hours, the team had Flash up and running again on all its computers. Flush with victory, the author of the bulletin reflected on what they’d learned:

“During more than 20 hours of fighting, no one complained and no one gave up. The slim hope motivated each and every one and turned into the fuel to push forward. In the solving of the Flash malfunction, the depot displayed true initiative, innovation, and brilliance.”

All translations are TechNode’s own. Featuring contributions from hardware and regulations reporter, Wei Sheng.

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Kuaishou asks staff to work extra days ahead of Hong Kong IPO https://technode.com/2020/12/30/kuaishou-asks-staff-to-work-extra-days-ahead-of-hong-kong-ipo/ Wed, 30 Dec 2020 08:20:39 +0000 https://technode.com/?p=154140 Chinese short video app KuaishouKuaishou is under tremendous pressure ahead of an IPO as it struggles to compete with rivals such as Douyin and Bilibili in the online entertainment sector.]]> Chinese short video app Kuaishou

Chinese video-sharing app Kuaishou has asked all employees to work on every other Sunday starting Jan. 10, according to media reports.

Why it matters: The changes came as Beijing-based Kuaishou prepares for a Hong Kong listing as soon as January. The company is under tremendous pressure as it struggles to compete with rivals such as Douyin, the domestic version of TikTok, and Bilibili in the online entertainment sector.

  • Chinese tech firms are known for encouraging or sometimes compelling employees into overtime work schedules. One schedule known as “996”— where employees work from 9 a.m. to 9 p.m., six days a week, sparked a widespread online protest last year. 
  • Kuaishou’s new work schedule, known as “big/small weeks,” also triggered backlash on Chinese social media on Wednesday. The hashtag #KuaishouStartsBigSmallWeek became a trending topic on social media site Weibo with more than 12 million views. “The labor law never fails to give way to capitalists,” wrote one user.

Details: Kuaishou human resource head Liu Feng announced the new shift will be implemented beginning Jan. 10 during a staff meeting on Tuesday, Chinese tech news outlet Tech Planet reported Wednesday.

  • The South China Morning Post on Wednesday confirmed the news with two anonymous Kuaishou employees. 
  • Liu told Kuaishou staff that “a week starts on Sunday in the West” and that around 70% of the company’s employees had already adopted the big/small week schedule, according to Tech Planet. “For the sake of closer cooperation between all teams, Kuaishou will fully implement the big/small week schedule,” he told employees.
  • TechNode could not independently confirm Liu’s remarks. A Kuaishou representative did not respond to TechNode’s request for confirmation on Wednesday. Liu cannot be reached for comment.

Context: In November, Kuaishou was caught in the crossfire of public criticism after Chinese media reported that it had installed timers on top of toilets in its headquarters.

  • In November, Kuaishou filed to go public in Hong Kong. The company said it had amassed a total of 302 million daily active users as of June 30 with users spending over 85 minutes on average on its platforms.
  • Kuaishou recorded annual adjusted net profits from 2017 to 2019. However, it booked an adjusted net loss of RMB 6.3 billion (around $964 million) in the first half of this year.
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A recap of SWITCH sessions by TechNode https://technode.com/2020/12/17/a-recap-of-switch-sessions-by-technode/ Thu, 17 Dec 2020 10:00:12 +0000 https://technode.com/?p=153760 SWITCH 2020 Singapore Innovative TechnologyAt SWITCH, TechNode and TechNode Global spotlighted the faces that make up the Chinese tech innovation ecosystem.]]> SWITCH 2020 Singapore Innovative Technology

On Dec 10, TechNode Global and TechNode co-hosted five sessions on Day 4 of Singapore’s SWITCH conference. 

Jointly organized by the Monetary Authority of Singapore, Enterprise Singapore, and IPI Singapore, the Singapore Fintech Festival (SFF) x Singapore Week of Innovation and Technology (SWITCH) took place from Dec. 7-11. 

In line with this year’s theme “People and Talent,” TechNode and TechNode Global spotlighted the faces of the Chinese tech innovation ecosystem, inspiring budding entrepreneurs and innovators.

The following are the highlights of each panel co-hosted by TechNode Global and TechNode:

The Southeast Asia dynamic with Chinese investments and partnerships

At SWITCH Connect, Elliott Zaagman, co-host of the China Tech Investor Podcast, moderated a panel discussion with Kay-Mok Ku, Managing Partner for Gobi Southeast Asia, and Yi Pin Ng, Co-Founder and Managing Director at Yunqui Partners.

On the topic of Chinese investments and partnerships in Southeast Asia, the panelists went over several dynamics in the region, including maturity of markets, fragmentation, barriers to innovation, localization, bifurcation, and the future of innovation in the region.

Notable is the difference in maturity of markets between China and Southeast Asia. China is considered to be mature in terms of infrastructure and innovation, while Southeast Asia is host to emerging markets, which are rapidly catching up. This leads to so-called “low-hanging fruits” or markets ripe for innovation, particularly with a fast-growing internet base.

“In Southeast Asia, I see a lot of these startups actually focus more on policy and execution side of technology. So, for example, the infrastructure side, a lot of logistics companies are being funded and more and more private equity will start to come into this market as well,” shared Kay-Mok. “The question is: What are some of those barriers and what are the ones that have been overcome and what are the ones that are still not yet overcome fully.”

Read more.

Mobility insights in China – Is China’s EV industry thriving or diving?

China has done all it can to encourage manufacturers and consumers to consider electric vehicles (EVs). EV manufacturers such as Xpeng Motors have been planning to take it a step further and bring their EVs to global markets. In this panel, moderator Simon Hui of Baker McKenzie discussed the current market positioning and different opportunities for EVs in China and unchartered waters with Brian Gu, the Vice Chairman & President of Xpeng Motors.

Hui said that EV sales in China have regained momentum in the past couple of months after suffering a drought earlier this year, and Gu credited this rebound to a couple of different factors that have been in play for a while now.

Over the past couple of years, the Chinese government has offered subsidies and favorable policies for manufacturers and consumers to bring more growth to the EV industry. Players who have entered the industry early on were able to foster the environment, and this has definitely played a big role over the past couple of years in building the infrastructure needed and convincing consumers to make the change.

Even with everything the government has done to push EVs and what the pioneering companies have done to foster a more appealing environment and product, people remain doubtful about making the change from Internal Combustion vehicles to EVs. The two biggest hindrances were range anxiety and the general cost of an EV.

Read more.

China’s shoppertainment craze: Is the social commerce livestream hitting its ceiling?

We have seen e-commerce grow and reach places and heights that we would never have imagined. One of the more recent strategies that have been integrated with e-commerce is adding a social aspect to your online shopping. In this panel, Chinaaccelerator Managing Partner Oscar Ramos moderates a conversation on Social Commerce Livestreaming with Pinduoduo Executive Director for Sustainability and Agriculture Impact, Xin Yi Lim.

Pinduoduo is the pioneering interactive e-commerce platform that brings a social aspect to your online shopping experience. They aim to give you a fun experience and with friends as all of you save money together. Founder Colin Huang Zheng said that they want Pinduoduo to be like CostCo and Disney combined: savings and fun put into one package.

Social commerce livestreams open up a channel for consumers to reach merchants. One of the more significant hindrances for people to buy online is not seeing the product in person. This allows the merchant to answer any questions or concerns these consumers may have. Lim brings up clothes as an example, wherein customers are always unsure about what size they should get. Having this livestream channel allows the customer to see how it actually looks and how big a small would look next to a medium.

In the bigger picture, consumers who were foreign to e-commerce were forced to adapt due to the lockdown. The pandemic has brought an entirely new wave of users who rely on e-commerce platforms to get products such as daily essentials from FMCGs and fresh produce, which consumers would usually purchase in physical stores. Lim does not see this as a trend and explains how the sales for fresh groceries in e-commerce have been steadily increasing. This sudden boom in sales for these necessities is most likely here to stay, and some physical stores may have to restructure in the future to include fulfillment of online sales as one of their new services.

Read more.

Up close with tech veteran Lei Ming: The Baidu and Kuwo Music Founder on the next breakthrough

Lei Ming was one of the first senior engineers for one of China’s biggest social media platforms, Baidu. He joined the team early on, right after graduating, to work with Baidu’s research and development team. He described his experience back then as very different from his classmates, who decided to join big corporations. With start-ups, you would be learning on your feet and based on experience rather than learning from elsewhere. Fresh from graduation, he was forced to step up and handle teams of engineers and develop products and features from prototypes to final release products. This is where he realized that he was truly an entrepreneur at heart.

With the experience and success under his belt, Lei Ming decided to take on completely new challenges in the tech world after letting go of Kuwo. His next focus was investing in the future and artificial intelligence. Lei Ming is one of the founding partners of AIBasis Ventures. He has invested heavily in artificial intelligence and has multiple incubation and innovation centers focused on developing AI products.

Lei Ming emphasized that the opportunities come with change. One of the biggest game-changers that we have seen is the continuous advancement of the internet. From slow and expensive, the internet has suddenly become fast, cheap, accessible, and reliable. These conditions made opportunities for new businesses ripe for the picking. We have seen how our means of communication have changed from text to voice, to picture, to video, and even live high definition video chats. This is all made possible due to faster internet connections.

When deciding what to do, Lei Ming advised that entrepreneurs consider finding the right thing to do at the right time. You need to make sure that you are addressing a problem, and you need to see whether or not you have missed your window to enter that opportunity. He mentioned that as early as 2005, there were thousands of video streaming and e-commerce sites competing with each other. Unless you can guarantee that your product can deliver the best quality compared to the rest, then you might end up experiencing more problems than you would like.

Read more.

HealthTech innovations post-COVID-19

Healthcare systems are changing really fast. Christopher Udemans, TechNode Senior Reporter, moderated a conversation on innovation in healthcare delivery and how COVID has changed the landscape with Chang Liu, ACCESS Health International Regional Director for Greater China & Southeast Asia.

One of the biggest tools that have been utilized to help ease the burden on the healthcare system is telemedicine. Through these platforms, users or patients can access healthcare by accessing an app and receiving consultations from a doctor remotely. However, it isn’t as simple as just putting up an app. Healthtech, as a whole, has to be applied to the entire system. This means access to essential medicine, proper training, sufficient financing, government support, and health data.

COVID-19 has definitely played a critical role in adding attention and value to integrating technology when it comes to healthcare delivery systems. Liu enumerated three magic ingredients to ensure that health tech will work: social acceptance, government support, and enterprise innovation. Cooperation between private companies and the government needed to come together to generate a holistic solution that would address the problems COVID had brought out.

Liu said that there is a lot that other countries can take note of when it comes to how China, as a whole, has handled the virus so far. Several low/middle-income countries have already studied and adapted systems and protocols that China has already put in place.

Read more.

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Apple to remove all unlicensed games from China App Store https://technode.com/2020/12/09/apple-to-remove-all-unlicensed-games-from-china-app-store/ Wed, 09 Dec 2020 07:15:16 +0000 https://technode.com/?p=153570 apple foxconn USApple has told developers worldwide it would remove any remaining paid games that are not approved by Chinese authorities after Dec. 31.]]> apple foxconn US

Apple has told developers worldwide it would remove any remaining paid games that are not approved by Chinese authorities after Dec. 31, ending a six-month-long purge of unlicensed games.

Why it matters: The move means it will be almost impossible for international mobile games makers to access the Chinese market if they don’t comply with the country’s strict content rules. Chinese Android app stores have long required game makers to obtain such licenses if their apps contain paid features.

Details: In an email to developers on Dec. 2, Apple said that games without a valid game license number will be removed by Dec. 31, according to a report shared with TechNode Wednesday by AppInChina, a mobile services company that helps foreign apps enter the country.

  • “As you may know, Chinese law requires games to obtain an approval number from China’s National Press and Publication Administration,” Apple said in the email. “After Dec. 31, your game will no longer be available on the App Store in China mainland until an approval number is provided with your next submission.”
  • Apple did not reply to TechNode’s request for comment on Wednesday.
  • It is unknown how many titles will be affected. Apple has removed more than 90,000 games from the China App Store since July, according to AppInChina, though these may include removals for other reasons.

READ MORE: Apple purges 3,300 games from China App Store in 2 days

Context: The purge of unlicensed games kicked off in July when Apple started to act on a February warning to developers to submit a valid license number or face removal. The company removed some 1,571 and 1,805 games from its App Store in China on July 1 and July 2, respectively, versus an average of around 200 titles removed in June.

  • Since 2016, Chinese regulators have required all paid games or games that offer in-app purchases to obtain a publication license before they can be uploaded to app stores.
  • Foreign companies are not allowed to apply for the license. They have to partner with local companies to legally launch their paid games in China. So far, only 97 foreign games were issued game licenses this year, according to AppInChina.
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Is there room for a Gen Z social network in China? https://technode.com/2020/11/19/is-there-room-for-a-gen-z-social-network-in-china/ Thu, 19 Nov 2020 06:06:00 +0000 https://technode.com/?p=153032 Soul appSoul allows users to express themselves and interact with one another in a stress-free, largely anonymous, environment. ]]> Soul app

Like all Chinese, I’m on social media a lot. I check Wechat every other minute, I read Linkedin and Twitter from time to time, and then I post on Weibo and Douyin occasionally. (One minute—let me just check Wechat).

But even as Wechat—which recently claimed 1.1 billion global active users and Douyin (the Chinese counterpart to Tiktok) continue to gain new users in China, I have been wondering if there is space for a new social network in China, especially for the Generation Z, native to mobile Internet and known to be fickle, and maybe even for everyone.

We do have a very competitive landscape of social apps in China. There are three types of social apps here:

  • Close-knit social apps where people can communicate with the friends, family, and acquaintances they already know offline. Examples include Wechat and QQ. As a result of the instant message focus of the apps and the extensive contacts most users, people don’t post user generated content in Moments tab as enthusiastically as a few years back. In addition, these apps do not provide an open platform for meeting new people.
  • Content and media-driven apps. Examples include Little Red Book, Tiktok, and most of the apps that host online influencers. Users put out a lot of content, often quasi-professionally made, on these apps, and other people can comment or leave messages about the content and follow such influencers or each other. The downside, however, is that there is usually only one-way communication. There are few opportunities for meaningful two-way discussions. Often only influencers receive significant attention and quality feedback.
  • Tool-type social apps like Momo or Tantan—known as the Tinder of China. These types of apps are highly effective for meeting new people, but are often hormone-driven and focus on appearances and social status more than any other attributes. This type of app tends to be limited to one-on-one conversations, with almost no content creation (other than profiles filled with photoshopped selfies) or opportunities to meet and interact with groups of people.

So is this the endgame for Chinese social networks? My answer is NO.

There are plenty of things you don’t want to share on Wechat Moments because you don’t want your friends, family, or colleagues to see them, and you don’t want to want share on Weibo because you may not get quality responses at all. You may ask yourself—when you click the “like” button on Wechat Moments, do you do that because the content is truly fascinating, or just because you want show some respect to the person who shared it?

This is why this app called Soul really gets my attention. It is quite a special one, unlike all others social apps in the market.

Screenshot: TechNode

In fact, Soul is not that new. Founded by veteran consultant Zhang Lu, Soul went online in November 2016.

Soul promises an oasis in the complicated social media landscape, by promoting content based on users’ interests and lifestyle, and allowing users to express themselves and interact with one another in a stress-free, largely anonymous, environment. Users, which the platform calls “Soulers,” build a brand new virtual identity for Soul, with avatars and develop extendable virtual relationships without disclosing personal information.

The app encourages users to connect with strangers based on shared interests. Much like Bilibili, you need to take a survey while registering to be a user. But unlike Bilibili, where you have to answer 100 questions about online pop culture, on Soul you dig deeper into yourself by answering questions ranging from your personality to your daily habits, from your biggest fears to your pet cat’s favorite snack. And a personal profile is set up, tagged with your NERIS personality type as a tag, among other interests you have. Profile photos, locations, ages are not required, even discouraged, and never disclosed on the platform. You then leave the rest to an algorithm, which suggests friends and posts that may interest you based on the data you have entrusted to the platform. 

Soul is already a popular app among China’s Generation Z population, who use it to publish UGC, ranging from diary, voice clips to photos, short videos of their own performances. According to data from Iresearch, Soul is more focused on Generation Z than any other major social network in China, with 35.6% of the app’s users falling in the age group.

Much like Snap was to Facebook, Soul is a complementary platform for young people. Like Facebook, Wechat is all based on real-name, real-life relationships. Soul provides a home for the type of UGC that you don’t want people in your usual social circle of offline relationships to see. Soul users also foster and maintain relationships on the platform based on their interests and engage in interactive features such as giving each thumbs ups, commenting on posts, or discussing specific topics through tagging their posts à la Pinterest.

Soul has positioned itself as the “next generation social playground for Gen Z” in China. But to me, Soul app is potentially not limited to only the Gen Z audience. Everyone, no matter what age they are, is sometimes lonely and wants an opportunity to express themselves with authentic interaction.

I don’t know how far Soul will go, but definitely in China, the social networking space is NOT done yet.

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China Tech Investor: How Bytedance Built an ‘Attention Factory,’ with Matthew Brennan https://technode.com/2020/11/13/china-tech-investor-how-bytedance-built-an-attention-factory-with-matthew-brennan/ Fri, 13 Nov 2020 08:21:06 +0000 https://technode.com/?p=152805 CTI Bytedance attention factory feature imageElliott and James welcome Matthew Brennan to discuss his new book: Attention Factory: The Story of Tiktok and China’s Bytedance.]]> CTI Bytedance attention factory feature image

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts

Elliott and James welcome back Matthew Brennan to the show to discuss his new book: Attention Factory: The Story of Tiktok and China’s Bytedance. Matthew shares insights into the company’s beginnings as well as its meteoric rise, the people and personalities that define its culture, and how Tiktok came close to failing in the US.

Hosts may have interests in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • iQiyi
  • Xiaomi
  • JD
  • Pinduoduo
  • Meituan-Dianping
  • Luckin Coffee

Hosts:

Guest:             

  • Matthew Brennan– @mbrennanchina

Editor:

Podcast information:

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How a secret early Tiktok growth hack nearly backfired https://technode.com/2020/11/10/how-a-secret-early-tiktok-growth-hack-nearly-backfired/ Tue, 10 Nov 2020 09:48:33 +0000 https://technode.com/?p=152678 Tiktok brennan excerpt illustrationA book excerpt reveals why Tiktok entered the US with a bizarre ad campaign built on the internet's strangest subcultures.]]> Tiktok brennan excerpt illustration

In 2018, Chinese internet giant Bytedance decided to go where no Chinese company had gone before—the heart of the US social media market. Chinese companies have always struggled to understand Western consumers, and, when it launched short video app Tiktok in the US, Bytedance didn’t even try. Instead, it let an algorithm spend billions on bizarre ads that looked straight out of Tumblr. What was Bytedance thinking?

In an excerpt from his new book “Attention Factory: The Story of Tiktok and China’s Bytedance,” TechNode contributor and Managing Director of China Channel Matthew Brennan looks back at Tiktok’s cringeworthy US debut, explaining how furries played their role in jumpstarting the mainstream content juggernaut.

“Why are moms using Tiktok? Why is anyone using Tiktok?” shouted the world’s most popular Youtuber towards the camera. It was late 2018 and Swedish gamer Pewdiepie was recording his second of fifteen “Tiktok Cringe Compila­tion” videos after the first had proved to be a hit. Each episode was ten minutes of him reacting to painfully embarrassing Tiktok videos.

Opinion

Matthew Brennan is an author and speaker on Chinese mobile innovation technology, and co-founder of China Channel.

Tiktok hadn’t paid anything to Pewdiepie. The A-list global internet mega-celebrity was creating video after video about Tiktok because his audience loved it. This should have been the kind of authentic influencer promotion that online marketers dreamed of. Every video was essentially a free ten-minute advert for Tiktok distributed out to a loyal 80 million follower base. Yet, at the same time, Pewdiepie wasn’t exactly endorsing the app.

Tiktok was bizarre. An endless stream of people posting weird con­tent with almost a total lack of self-awareness. Mindless comedy skits, lip-syncing, and just outright wacky oddball creations. The kids making these videos could be forgiven; they were just kids. But the adults posting on the app came off simply as creepy and weird. Countless numbers of Tiktok cringe compilations started appearing on Youtube, many with mil­lions of views. Criticism of the app became widespread, with the sham­ing of Tiktok users becoming a regular occurrence on Twitter and Reddit.

In its early days, Tiktok attracted internet subcultures, filling the platform with content that was often just plain weird.

In China, Douyin, the domestic version of Tiktok also operated by Bytedance, had first garnered attention as a popular app for ur­ban youths, associating itself with art students and fashionable hip-hop lovers. Yet in America, it was the absolute opposite. Tiktok had entered the public consciousness as a cringe app for losers and misfits. What was going on?

The answer was Bytedance’s truly massive advertising campaign across major Western social media platforms such as Youtube, Instagram, and Snapchat. The advertising campaign’s budget was reported by the Wall Street Journal to be over $1 billion in 2018. Bytedance became Facebook’s biggest Chinese customer as it grew Tiktok’s footprint with app-install ads. Many Americans suddenly found Tiktok ads were eve­rywhere they looked online.

The company also spent heavily on traditional billboard ads and out­door advertising. They ran an expensive TV advert right after the New Year’s Eve ball dropped in New York City’s Time Square. Adverts for Tiktok popped up at famous landmarks around the world from the Burj Khalifa in Dubai to the London underground through to the Las Vegas strip.

The initial warm reception towards Tiktok across various Asian mar­kets was highly encouraging —it seemed Douyin’s success really could be replicated globally. Yet the more successful Tiktok became in Asia, the more attention it attracted from competitors; all major internet compa­nies had advanced systems in place to keep track of new trends and changes in mobile usage habits. Bytedance had to move fast to grab the window of opportunity to leverage its advantage. In general, Western in­ternet companies look down upon directly cloning competitors. Even so, if an established giant like Google or Facebook chose to promote a simi­lar product to Tiktok vigorously, it could significantly hamper their pro­gress.

This meant speed was of the essence, and the most effective way to scale up fast with a combination of massive spending on online app install ads matched with build­ing brand awareness through offline ads.

Tiktok chart 1
US App store download rankings for Musical.ly (later Tiktok) from October 2017–18. Shortly after merging Musical.ly with Tiktok, the merged app’s ranking improved considerably, boosted massively through aggressive spending on ads. (Illustrator: Valentina Segovia; Data: Chan Dashi)

These Tiktok ads are disturbing!

Usually, when a company wants to spend big on online advertising and introduce a brand to a new market, they will work with a creative agency. Expensive consultants will be hired, and veteran advertising professionals with years of industry experience will create smart concepts. The process will involve carefully crafted brand messaging, extensive Gen Z focus groups, professional actors in expensive recording studios, crews of video editors, and graphic designers to ensure everything is perfect.

When it came to advertising Tiktok and newly acquired Musical.ly, Bytedance found a shortcut, but the strategy was somewhat unor­thodox—it would simply use videos from the app itself. The platform’s terms of service gave it the right to do so.

After manually identifying and removing potentially inappropriate con­tent, the company implemented a systematic process to experiment with various videos. The adverts didn’t actually say anything about what Tiktok was or why anyone would want to use it; they simply needed to pique people’s interest. The goal was simple: find the clips that got the most people to click on a big blue “install” button.

This ad buying process was run from Beijing by the company’s experi­enced growth teams. There was just one issue—the teams had a laser-like focus on conversion metrics but little understanding of the ac­tual video content. Whatever converted best would be used more, regard­less of what the actual video showed. It turned out that wacky, outlandish, downright weird videos worked really well at getting people to click the button.

Many of these weird ads were attracting social misfits. When these peo­ple started using Tiktok, they, in turn, made strange videos that would attract more social misfits and so on.

Tiktok’s video classification systems were highly sophisticated and able to accurately identify and classify all kinds of subculture content—automatically. The system was also able to tag users more effectively based on their actions and precisely match them with content in a way that Musical.ly had never been able to do.

A prominent example were “Furries,” a stigmatized and misunder­stood community of people who derive enjoyment from dressing up as animal characters in large fursuits. Furries were big early adopters of Tiktok in the US. Many built significant followings as the colorful car­toon-like animal costumes proved attractive to the app’s large pre-teen user base, bringing the subculture to a new audience.

Other notable early Tiktok adopter communities included cosplayers and gamers. The animosity between these groups led to the “Furries Vs. Gamers War” meme (This video gives a feel for what early Tiktok content was like in the US.), a lighthearted imaginary conflict which saw gamers pretending to have been kidnapped by furries and roleplaying acts of es­pionage, feigning to have infiltrated the ranks of the furries.

Tiktok acquired new users at a much faster rate than Musical.ly. It then accurately and efficiently matched those users with niche content based on personal preferences in a way that Musical.ly never could. (Illustrator: Valentina Segovia)

Tiktok contained a “duet” feature, which allows two videos to appear side by side, splitting the screen. Duet had previously been restricted in Musical.ly, but now users could respond to any video by recording one of their own. With many weird niche subcultures like furries on the plat­form, “duet” became popular, quickly transforming into a bullying and harassment tool. As a countermeasure, settings were later added, allowing users to disable duets.

Since merging Musical.ly with Tiktok in August 2018, the platform was moving in a vastly different direction—and not everyone was happy. “Tiktok’s early (unintentional) positioning in the States basically was cringe,” explained an early Tiktok employee who wished to remain anonymous. The app had an awful image problem. It was widely per­ceived as being only for misfits and kids making lip-syncing videos.

Examples of Tiktok furry accounts, in which adults dressed as large anthropomorphic animal-like characters. (Screenshots: Matthew Brennan)

“I haven’t seen one piece of content on there made by an adult that’s normal and good. To be a grown adult doing a cute karaoke video on an app and trying to make it go viral is odd behavior.” was the brutal assess­ment of Instagram influencer Jack Wagner, interviewed in one of the ear­liest American media articles covering Tiktok.

The colossal spend on adverts was effective at getting downloads, but they were also ruining the reputation of the platform, leading the then small US based Tiktok team to express concerns to the China head offices. In China, Douyin had never had such a problem. The seed group of early adopters had been carefully selected, and the app had built an outstanding brand image with carefully crafted glitzy cinema adverts, savvy viral marketing campaigns, and sponsorships of hit talent shows.

“If you look at history, a lot of inventions first started with a toy, with things that seem to be irrelevant, but have the potential to become some­thing much bigger.” postured Musical.ly co-founder Alex Zhu in an inter­view, echoing an observation previously made by many industry practi­tioners. Tiktok’s early reputation for wacky cringe videos had made it seem like a toy and hard to take seriously. The situation had echoes of the initial characterizations of Snapchat being written off as an app solely for college students “sexting” each other with disappearing pic­tures. Widely criticized and with retention rates in the US rumored to be as low as 10%, Tiktok was not seen as a threat to anyone but itself.

Anti-Tiktok online memes, from late 2018 and early 2019. (Image credit: Nathan Baker)
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Chinese video app Kuaishou files for Hong Kong IPO https://technode.com/2020/11/06/chinese-video-app-kuaishou-files-for-hong-kong-ipo/ Thu, 05 Nov 2020 18:24:01 +0000 https://technode.com/?p=152519 Chinese short video app KuaishouTencent-backed Kuaishou is the second most popular short-video app in China, behind Bytedance’s Douyin, with 302 million DAUs as of June 30.]]> Chinese short video app Kuaishou

Chinese video-sharing app Kuaishou filed Thursday a prospectus to the Hong Kong stock exchange, paving the way for a listing in the city.

Why it matters: The Beijing-based platform, backed by Chinese internet giant Tencent, is the second most popular short-video app in the country, trailing Bytedance’s Douyin, the domestic version of global hit Tiktok.

  • Kuaishou also faces fierce competition in the saturated short video market from new entrants and entertainment incumbents including Nasdaq-listed Bilibili. Kuaishou is known to be popular among users living in China’s lower-tier cities and rural areas.
  • China’s online entertainment industry is heavily regulated. Kuaishou said in the prospectus filed with the Hong Kong exchange on Thursday that it may “lose licenses we need to operate our business and suffer reputational harm” if it failed to comply with China’s laws and regulations regarding content moderation.

The prospectus: The preliminary prospectus to the Hong Kong bourse did not specify a timetable or size for the offering. However, it was the first disclosure of Kuaishou’s key financial details.

  • Kuaishou’s revenue for the first six months grew by nearly 48.3% year on year to RMB 25.3 billion (around $3.8 billion), according to the filing.
  • The company booked RMB 39.1 billion in revenue in 2019, and RMB 20.3 billion in 2018.
  • Kuaishou recorded positive annual adjusted net profits from 2017 to 2019. However, it booked an adjusted net loss of RMB 6.3 billion in the first half of this year.
  • “The time it will take for us to achieve profitability hinges on our ability to effectively monetize our product and service offerings and continuously grow revenues in a cost-effective way, which we may not successfully achieve,” it said.
  • Kuaishou products, including its short video apps and mini programs running on Tencent’s Wechat, amassed a total of 302 million daily active users as of June 30 with users spending over 85 minutes on average on its platforms, according to the prospectus.
  • Livestreaming is a major source of Kuaishou’s revenue. The business generated RMB 17.3 billion in revenue in the first six months of 2020, accounting for 68.5% of the company’s total revenue in the same period. The company said its live-streaming business had experienced “significant growth” in recent years, but warned that growth may slow, citing a decline in user demand.
  • Kuaishou’s revenue structure has been diversified in the past few years. Revenue generated from livestreaming accounted for more than 90% of its total revenue in 2018. In the first half, the company generated 28.3% of its total revenue from online marketing services.

Context: Reuters reported in September that Kuaishou aimed to raise up to $5 billion in the Hong Kong listing, citing people with direct knowledge of the matter. The company planned to list in January, according to the report.

  • Founded in 2011, Kuaishou has received investment from both Tencent and Baidu, two of China’s biggest tech companies. Su Hua, Kuaishou’s co-founder and chief executive officer, used to work for Google and Baidu.
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EMERGE 2020 | Not just a hard sell, livestreams help build a brand image https://technode.com/2020/11/02/emerge-2020-not-just-a-hard-sell-livestreams-help-build-a-brand-image/ Mon, 02 Nov 2020 06:41:38 +0000 https://technode.com/?p=152357 livestreams livestreaming marketing Taobao alibaba e-commerce marketingLivestreams are increasingly a marketing tactic, allowing brands to build a rapport with consumers and influence purchasing decisions.]]> livestreams livestreaming marketing Taobao alibaba e-commerce marketing

In China’s tech context, livestreams are inextricably linked with e-commerce. Its sales-boosting effect is enticing more brands to integrate livestreams into their digital marketing and brand communication strategies in order to deliver compelling content for a strong brand connection, according to experts at TechNode’s Emerge 2020 conference held in Shanghai on Thursday.

Livestream-driven sales, though still important, is no longer the sole metric used to gauge its value. It is increasingly becoming a branding and marketing tactic that allows brands on various e-commerce platforms to show their products, build consumer rapport, and influence purchasing decisions. Tmall has integrated livestream replays to its product pages, for example, and Chinese millennial brand Shein launched a virtual livestream festival.

More livestream applications

Applications for livestream are various and it is a matter of what merchants or brands want to achieve by leveraging the format, Pablo Mauron, partner and managing director of Digital Luxury Group (DLG), said during the panel discussion. He cited a recent example from Louis Vuitton which staged and streamed its Spring/Summer 2021 Show in Shanghai as a typical non-sales-driven approach for livestreaming.

Michael Norris, research and strategy manager of Agency China, agreed. “Larger brands, such as SK-II and Aptamil, use elaborate branded sets to broadcast their livestreams. These broadcast studios become the home of product information, Q&A with the audience, celebrity cameos, as well as special offers and promotions.”

With this shift, Mauron said that companies should adjust their strategies accordingly. “Strategy around [livestreaming] is not the same as… a sales associate that is going to stream to a closed audience of existing clients to generate impulse buying and selling them new products,” he said.

However, changing the consumer’s perception of livestream could take time, because “the industry matures with other channels developing specific approaches… Also it requires brands and marketers in general to build the right understanding and framework around it, and to tackle it the right way,” Mauron explained.

Brands—particularly luxury brands once considered conservative in adopting new marketing strategies—are signaling they are ready to relinquish total control. “Livestreaming is a perfect example where it is going to be hosted by someone that is different from [the brand], that the codes according to which that performance that is going to be delivered is going to be different from what a brand would stage,” Mauron said.

What makes a great livestreamer

The livestream e-commerce boom has catapulted livestreamers to the center of the spotlight.

Speaking from her own experience, Maggie Fu, an internet influencer and co-founder of social media brand Melilim Fu, said livestreaming allows users to get a sense of being close to hosts. “People can see what you are doing, feel your personality through real-time interactions.”

Fu said that the key is to actually understand what the consumers want, rather than forcing consumers to buy. The entertainment aspect of watching the livestream and nice discounts are also crucial factors to attract eyeballs.

For Mauron, livestreamers’ success also depends on the ability to generate an element of credibility. “One of the key recipes of successful livestreaming if you talk about sales-driven livestreaming, is the fact that that raw format delivers something that somehow appears as more trustworthy than highly staged and polished and somehow artificial communication.”

Top livestream hosts like Viya and “Lipstick King” Li Jiaqi have become known worldwide. But they have not appeared out of nowhere. “They actually gone through many business cycles with ups and downs from a long time ago,” helping them to build their personality, and therefore strong connections with the users, Fu said.

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Baidu nears $4 billion deal to nab Joyy’s China unit: report https://technode.com/2020/10/28/baidu-nears-4-billion-deal-to-nab-joyys-china-unit/ Wed, 28 Oct 2020 06:29:03 +0000 https://technode.com/?p=152229 Baidu AI insightsSearch giant Baidu is near a deal to acquire US-listed Chinese video-streaming platform Joyy's China operations in order to boost its livestream business.]]> Baidu AI insights

Search giant Baidu is reportedly nearing a deal to acquire US-listed Chinese video-streaming social platform Joyy’s China operations in an attempt to boost its livestream business.

Why it matters: Baidu’s expansion to the red-hot livestream sector is a move to diversify its revenue streams as its core advertising business loses ground to rivals like Bytedance.

  • Baidu, along with Alibaba and Tencent, was known as “BAT,” the three biggest tech companies in China. But the company has seen the gap between its market valuation and those of its two peers widen as tech upstarts like Bytedance and Meituan catch up.
  • Baidu’s current $46 billion market capitalization has fallen far short of Alibaba’s $860 billion and Tencent’s $734 billion valuations.

Details: Baidu is nearing a deal to acquire Joyy’s Chinese operations for a deal worth $3 billion to $4 billion, local media Jiemian reported citing people with knowledge of the matter.

  • Baidu will take over Yy, the entertainment show livestream app targeting Chinese audiences, the app’s content operations, technology, and team after the deal, according to the report.
  • China operations play a much lesser role for Joyy, which is increasingly focused on the global market. Overseas users represent 91% of the company’s 457.1 million monthly active users, according to the company’s second quarter earnings report.
  • The deal could be a win-win cooperation for both companies. Joyy’s livestream business provides Baidu the necessary technologies and user base to start with and Joyy can narrow its focus on global expansion.

Context:  Baidu began testing out the livestream space this year. In April, it began recruiting livestream hosts and merchants in preparation for the launch of an live-stream e-commerce platform. At the same time, it added live-stream features to its main search app, its video-streaming app Haokan, and communication platform Baidu Tieba.

  • Baidu’s ad revenue shrank 8% in the second quarter of this year compared with the same quarter a year earlier.
  • Joyy sold its controlling interest in game-streaming platform Huya to Tencent in August. Tencent merged Huya with its rival Douyu to form a single dominating player in the e-sports market.
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Bilibili aims to draw employers with livestream hiring tool https://technode.com/2020/10/24/bilibili-aims-to-draw-employers-with-livestream-hiring-tool/ Fri, 23 Oct 2020 17:26:45 +0000 https://technode.com/?p=152109 bilibili video sharing livestreaming anime gameChina's youth-focused streaming platform, Bilibili, wants employers to use its livestream capabilities to recruit university students and recent graduates. ]]> bilibili video sharing livestreaming anime game

Bilibili wants companies in China to use its livestreaming feature to recruit university students and fresh graduates, as the Covid-19 pandemic has complicated campus recruitment.

Why it matters: The streaming platform has been looking for ways to expand beyond its core business in anime, comics, and gaming (ACG) streaming.

  • Through ACG, Bilibili has amassed a base of young Chinese users, which employers could potentially tap as a big pool of fresh candidates.

Details: Campus Recruitment Express is a form of content collaboration with employers, a Bilibili spokesperson told TechNode.

  • The platform also guides employers through the livestreaming format and provides other free resources, such as banner display ads and live-steaming channel homepage recommendations, the spokesperson said. The livestreams are saved on a dedicated page.
  • During the livestreams, employers try to recruit students by giving information about their company and position, and answering questions from the audience.
  • “Starting from the end of August, we noticed that due to Covid-19, many companies were independently using livestreaming as part of their recruitment efforts,” the spokesperson said.
  • Tencent, Huawei, Meituan, Didi, Geely, L’Oreal, and New Oriental have experimented with livestreamed recruitment on the platform, the company said.
  • Users have also started uploading video resumes on Bilibili, the spokesperson said.

Context: In the second quarter of 2020, Bilibili had over 171.6 million monthly active users, 12.9 million of which are paying users.

  • The company is backed by both Alibaba and Tencent, and received a $400 million investment from Sony in April.
  • Bilibili is also expanding into online education. More than 86 million people used Bilibili to study using its large collection of educational videos in 2019, the company said. This is more than eight times the number of people who sat China’s university entrance exam, known as the gaokao.

READ MORE: CHINA VOICES | ‘Bilibili is becoming Chinese Youtube’

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INSIDER | The label ‘short video platform’ has outlived its usefulness https://technode.com/2020/10/23/insider-the-label-short-video-platform-has-outlived-its-usefulness/ Fri, 23 Oct 2020 07:34:33 +0000 https://technode.com/?p=152125 short video Douyin TikTok Bytedance short video livestream social mediaToday, short video remains a platform staple, but it’s far from the only type of video available on popular apps Douyin and Kuaishou.]]> short video Douyin TikTok Bytedance short video livestream social media

By now, you’ve likely heard that Douyin and Kuaishou, algorithmically-driven short video apps, have “taken China’s internet by storm.” The folks at Quest Mobile (Chinese) reckon short video apps account for 20% of users’ internet time in H1 2020. That’s no mean feat—it puts short video viewing on par with instant messaging as China’s favorite  internet activity. 

Insider

Michael Norris is a TechNode contributor and Research and Strategy lead at AgencyChina.

TechNode Insider is an open platform for subject experts to discuss China tech with TechNode’s audience.

There’s just one thing wrong with this story—Douyin and Kuaishou aren’t really short video apps anymore.

Douyin supports videos anywhere between 15-seconds and 15 minutes, livestream content that may stretch over an hour, as well as mini-games. Kuaishou’s in the same boat, with a vibrant video game streaming scene to boot. The label “short video platform” has outlived its usefulness. 

Let’s take a quick look at why the term “short video platform” is less helpful than before and why it matters.  

What’s wrong with calling them ‘short video platforms’?

When short video apps first rose to prominence in 2013, they really were about short video. The Chinese term duanshipin (“short video”) was used to highlight the difference between an emergent content format (snackable video) and an established content format (tv-style streamed programming).

“Short video” wasn’t meant to stick around. It’s the type of term that should have gone away once everyone got the memo that online video doesn’t have to be a mobile-friendly version of 21- or 42-minute made-for-television programming.

However, the term persisted.

The term was easier to understand than alternatives, such as the alphabet soup of UGC, PGC, and PUGC (User Generated Content, Professionally-Generated Content, and Professional User Generated Content—don’t ask). Further, “short video” was easier to build a working, commonly-accepted definition around, becoming the default nomenclature for video content anywhere under five minutes.  

Without question, Douyin and Kuaishou are the most successful platforms built on short video content. Both boast eye-popping numbers of daily active users and increasing impressive shares of users’ internet time.

PlatformDAUs% User Internet Time (H1, 2019)% User Internet Time (H1, 2020)
Bytedance (Douyin)600 million12.0%*15.3%*
Kuaishou300 million4.5%7.2%
Sources: Company announcements; Quest Mobile

Note: The Douyin figure in the table above is a total for all mainland apps belonging to parent company Bytedance. Douyin is Bytedance’s most popular app. 

However, in 2019, these platforms started supporting different content types. Today, short video remains a platform staple, but it’s far from the only type of video available on Douyin and Kuaishou. A report released by Kuaishou earlier this year illustrates this nicely. 

Kuaishou has 300 million daily active users, of which 170 million watch livestream and 100 users engage in livestream e-commerce each day. (That, by the way, makes Kuaishou China’s fourth-largest e-commerce platform.) As Kuaishou further broadens its capabilities in e-commerce and cloud gaming (in Chinese), the range of on-platform activity will become even more diverse.

Given this range of activity, it’s no longer accurate to call Douyin and Kuaishou “short-video platforms.” 

Why does it even matter?

It might seem a little academic to object to the term as a catch-all for Douyin and Kuaishou. 

However, as these companies prepare to go public, names matter. 

Kuaishou is reported to be considering a $5 billion IPO next year. Bytedance, as part of its judo-wrestling match with the Trump Administration, may IPO TikTok, Douyin’s overseas cousin. Getting frames of reference right is an important part of each company’s dance with public markets. 

That’s because company valuation is an interplay between stories and numbers: Every number that makes up a valuation has a story behind it, just as every story about a company has a number attached to it. Terms like “short video” straitjacket stories these companies can weave and narrow potential investors’ appreciation of what Douyin and Kuaishou really are. The onus is on Douyin and Kuaishou to develop and field-test nomenclature that conveys their platforms’ depth, content diversity, and what they might offer in the future. 

Bilibili sets an instructive example. In its investor overview, it states “[W]e have evolved from a content community inspired by anime, comics and games (ACG) into a full-spectrum online entertainment world, covering a wide array of genres and media formats, including videos, live broadcasting, and mobile games.” That’s the sort of framing required to fight mischaracterizations like “the closest thing China has to Youtube.”

What would be a better name? “Online entertainment world” is a little too Rick and Morty for my taste. I’d stay away from hackneyed riffs on “super-app” and go with “entertainment hub,” encompassing video, gaming, and, increasingly e-commerce. 

Whichever way Douyin and Kuaishou decide to frame themselves, you can be sure they’ll steer clear from the term “short video platform.” Kuaishou, probably first in line to IPO, already calls itself a “platform.” That’s apt. The only reference to short video in the company’s online introduction is in the company timeline (Chinese). That highlights the degree the term “short video” is a relic. It’s outlived its usefulness, and sells these rich, diverse entertainment platforms short.     

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Chinese tech firms mired in geopolitical spats: Techwar roundup https://technode.com/2020/09/30/chinese-tech-firms-mired-in-geopolitical-spats-techwar-roundup/ Wed, 30 Sep 2020 06:40:52 +0000 https://technode.com/?p=151615 chinese tech techwar US ChinaFrom Washington to Berlin, New Delhi to Shanghai, Chinese tech companies remain ensnared in geopolitical conflicts this week.]]> chinese tech techwar US China

From Washington to Berlin, New Delhi to Shanghai, Chinese tech companies remain entangled in geopolitical conflicts this week. In the US, the Chinese-owned video-sharing app Tiktok just won an initial success in its legal challenge against the Trump administration. White House officials renewed pressure on Europe to ban Huawei from their next-generation 5G networks after German Chancellor Angela Merkel refused a full ban on the Chinese telecommunications equipment maker. A new round of export bans were imposed on China’s largest chipmaker SMIC by the US. In India, banned Chinese apps are trying to re-enter the market with revised names and logos.

Tiktok’s initial win

On Sunday, a US judge halted a looming Tiktok ban at the last minute. The ban, announced by US President Donald Trump last Friday, would have removed Tiktok from American app stores starting from midnight Sunday.

  • The injunction granted by US District Judge Carl Nichols gave Tiktok a temporary reprieve amid ongoing deal negotiations to meet with Trump’s demand to sell Tiktok’s US operations. 
  • However, the judge didn’t consider Tiktok’s appeal to block an executive order from Trump demanding the company to divest from its American assets, according to court documents. The order, requiring Tiktok parent Bytedance to either spin off or sell the app’s US operations within 90 days, will go effect on Nov. 12.
  • Bytedance has applied to the Chinese government for a deal that would give American software maker Oracle and retail giant Walmart a combined 20% stake of Tiktok’s proposed US business. Beijing hasn’t yet made a final decision, but smoke signals from state media indicate opposition.
  • In the past week, the party mouthpiece People’s Daily published three editorials commenting on the Tiktok deal. One of which (in Chinese) reads: “The ‘Tiktok deal’ is based on unfairness… If the forced deal finally goes that way, American stakeholders would earn tens of billions of dollars…then why do they need venture capital and entrepreneurship in the country when they can just mug Chinese companies?” (our translation).
  • “China won’t swallow its tears when its core interests are endangered, and Chinese companies are not lambs to the US slaughter,” said another editorial (in Chinese).

US renews campaign to ban Huawei in Europe

On Tuesday, Keith Krach, the US undersecretary of state for economic affairs, said Finland’s Nokia and Sweden’s Ericsson were the only companies that European governments should choose for the 5G network rollouts. Huawei is “an arm of the CCP surveillance state and a tool for human rights abuse,” Reuters quoted him as saying.

  • Krach’s remarks came as Germany and Italy are deciding whether to allow Huawei to participate in building their 5G networks. Last week, Merkel refused to compromise on her position that Germany shouldn’t single out Huawei with a targeted ban, Bloomberg  reported. Her government finalized draft regulations for the security of Germany’s 5G network, which would tighten the government’s scrutiny over equipment vendors.
  • Before Germany made its 5G decisions, the UK and France had adopted a de-facto ban on Huawei, vowing to phase the company’s products out from their 5G and 4G networks in the next few years.

SMIC on Huawei’s heels

Shares of Semiconductor Manufacturing International Corp (SMIC) tumbled more than 6% this week after reports that the US had imposed restrictions on exports to the Shanghai-based chipmaker. The decision was made by the US Commerce Department on Friday upon the conclusion that SMIC’s products could be used for military purposes and therefore pose “unacceptable risk,” Reuters reported Saturday.

  • The Commerce Department said in a letter to some suppliers of SMIC that they will now have to apply for individual export licenses to ship to the Chinese company.
  • On Monday, the Shanghai-listed company said in a statement (in Chinese) filed with the Shanghai bourse that it had not received any official notifications about the restrictions from the US government. The company also said it had no relationship with the Chinese military and had never produced products for military end-users.
  • Chinese Foreign Ministry Spokesman Wang Wenbing told reporters Monday that China opposes (in Chinese) US restrictions on SMIC and that the country would take necessary measures to safeguard the interests of Chinese enterprises.

Chinese apps launch second offensive into India

In India, several Chinese apps previously banned by New Delhi are trying to reenter the market with rebranded versions, local newspaper The Economic Times reported.

  • Chinese video app Kuaishou has launched video-sharing app Snack Video, a Tiktok lookalike. Kwai, an international version of Kuaishou, as well as Tiktok were both banned in India in June.
  • Hago, another Chinese social media app banned in June, has been replaced by an app called Ola Party, which allows users to log in using their Hago credentials, according to The Economic Times.
  • The Indian government has banned a total of 177 Chinese apps from the country in two rounds of app bans imposed in June and September. The most high-profile apps banned including Bytedance’s Tiktok, Kuaishou’s Kwai, Tencent’s instant messaging app Wechat and the popular mobile game Player Unknown’s Battlegrounds, or PUBG.
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Judge blocks Tiktok download ban from US app stores https://technode.com/2020/09/28/judge-blocks-tiktok-download-ban-from-us-app-stores/ Mon, 28 Sep 2020 06:36:43 +0000 https://technode.com/?p=151492 tiktok douyin bytedanceThe court order grants the popular app a reprieve amid ongoing deal negotiations, but it doesn’t cover a broader Tiktok ban to spin off its US business.]]> tiktok douyin bytedance

A federal judge on Sunday temporarily blocked US President Donald Trump’s ban that would have removed Tiktok from American app stores starting from midnight Sunday, court files showed.

Why it matters: The court order grants the popular video-sharing app a reprieve amid ongoing deal negotiations to settle a US regulatory dispute. However, it doesn’t cover a broader ban to spin off Tiktok’s business in the US which will take effect in November, meaning the Chinese-owned company’s struggle in the US has not yet concluded.

Details: US District Judge Carl Nichols granted in part Tiktok and its Chinese parent Bytedance’s motion for an injunction of the Sunday ban, but he denied Tiktok’s appeal to block an executive order from Trump demanding the company to divest from its American assets, according to court documents. The order will go effect on Nov. 12.

  • Tiktok said in a statement Sunday that the company is “pleased” that the court agreed with its legal arguments. “We will continue defending our rights for the benefit of our community and employees,” the company said.
  • “At the same time, we will also maintain our ongoing dialogue with the government to turn our proposal, which the president gave his preliminary approval to last weekend, into an agreement,” it said in the statement.
  • The US Commerce Department, one of the defendants of the case, said in a statement that it would “comply with the injunction and has taken immediate steps to do so, but intends to vigorously defend the executive order and the secretary’s implementation efforts from legal challenges,” according to The New York Times.

Context: Tiktok and Bytedance on Wednesday afternoon filed for a preliminary injunction to halt the Sunday ban. On Thursday, Judge Nichols ordered the Trump administration to postpone the ban or file court papers to defend the move by Friday afternoon.

  • The executive order mentioned in the filing was first issued by Trump on Aug. 14, which gave Bytedance 90 days to either spin off or sell Tiktok’s US operations.
  • The company is close to a deal with US software maker Oracle and retail giant Walmart to set up a new company called Tiktok Global in which the two American companies own a combined 20% stake to settle Trump’s demands. Trump has said he had approved the deal “in concept.”
  • The deal is still subject to opposition from Beijing after the Chinese government revised a set of restrictions on technology export.

READ MORE: Bytedance to obey China tech export rule as Tiktok sale nears

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Judge orders US to postpone Tiktok ban or defend it on Friday https://technode.com/2020/09/25/judge-orders-us-to-postpone-tiktok-ban-or-defend-it-on-friday/ Fri, 25 Sep 2020 05:08:29 +0000 https://technode.com/?p=151453 tiktok douyin bytedanceTurning to the court is Bytedance’s last resort because now both Beijing and Washington have a say in the Tiktok deal, and Beijing is not likely to agree.]]> tiktok douyin bytedance

A US federal judge ordered the Trump administration to postpone a ban on US downloads of Tiktok set for Sunday or file court papers to defend the move by Friday afternoon, according to court files released Thursday.

Tiktok’s Chinese parent Bytedance filed for a preliminary injunction to prevent the ban on Wednesday afternoon. The ban is set to take effect at midnight Sunday and will remove the popular video-sharing app from US app stores.

US District Judge Carl Nichols said in an order Thursday that the defendants, including US President Donald Trump, US Secretary of Commerce Wilbur Ross, and the US Department of Commerce, must respond to Tiktok’s motion for a preliminary injunction or file a notice describing the delay of the effective date of the ban.

A similar move: The Trump administration said last Friday that it would ban from US app stores Tiktok and Wechat, a Chinese instant messaging app, starting the evening of Sept. 20. The Commerce Department delayed the ban against Tiktok for one week because Bytedance is close to a deal with Oracle and Walmart to set up a new US company.

  • On Saturday, a US federal court halted the ban against Wechat. The court said in an order that the plaintiffs, a group of Wechat users, had shown there are “serious questions” related to their First Amendment claim.

The mysterious deal: Oracle and Walmart said Saturday that they will set up a new company called Tiktok Global with Bytedance as part of the deal that will meet the Trump administration’s demands to divest Tiktok from its Chinese owner.

  • The US software maker would hold 12.5% of the new company, and retail giant would own 7.5%. Bytedance will own the remaining 80%.
  • Trump said Saturday he had approved the deal “in concept.”
  • However, the deal still needs to gain approval from the Chinese government after it revised in late August a list of technologies that are restricted for export.

Analysis: At the moment, all signs are showing that Beijing will block the deal. Even though there is no direct objection from Chinese officials, state media has started delivering the message that the deal harms China’s interests and dignity.

  • The policy changes on technology export gave Bytedance more bargaining chips when negotiating with potential buyers and the results turned out to be better for the company than an outright sale of Tiktok.
  • But now the problem is that Beijing doesn’t seem to be satisfied. Chinese authorities said Thursday that it had received applications from Bytedance to export certain technology. If Chinese officials really see the deal as detrimental to China, they won’t approve Bytedance’s applications.
  • If Beijing finally decides to block the deal, Tiktok will be removed from US app stores as planned.
  • In this case, turning to the court is Bytedance’s last resort. The court order from Thursday is an initial win. But if the end result is that the ban is allowed, Tiktok will be cut off from new US users, which will cause “irreparable damage.”
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Bytedance applied for licenses to export tech: report https://technode.com/2020/09/24/bytedance-applied-for-licenses-to-export-tech-report/ Thu, 24 Sep 2020 07:51:08 +0000 https://technode.com/?p=151422 Bytedance Tiktok Singapore InvestmentChina's Ministry of Commerce said that the Beijing Municipal Commerce Bureau has received an application from Bytedance to export certain technology.]]> Bytedance Tiktok Singapore Investment

China’s Ministry of Commerce spokesman Gao Feng said that the Beijing Municipal Commerce Bureau has received an application from Tiktok parent company Bytedance to export certain technology, local newspaper National Business Daily reported (in Chinese).

The company is close to a deal with Oracle and Walmart to set up a new company to operate Tiktok in the US after US President Donald Trump ordered Bytedance divest the video-sharing app. It needs Beijing’s permission to confirm the deal.

In August, China’s Ministry of Commerce and Ministry of Technology added 23 items to a list of “prohibited or restricted export technologies.” They include two types of technology that are used in Tiktok.

Bytedance said Monday that neither the algorithm nor the company’s technology will be transferred in the deal but Oracle would have the permission to review its code.

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Tiktok, Wechat bans: what has happened so far? https://technode.com/2020/09/22/tiktok-wechat-bans-what-has-happened-so-far/ Mon, 21 Sep 2020 17:54:12 +0000 https://technode.com/?p=151266 tiktok national security US app bansUS President Donald Trump said Saturday he had approved a deal that involves Oracle and Walmart, but it falls short of an outright Tiktok divestment.]]> tiktok national security US app bans

There was twist after twist in the Tiktok drama over the weekend. US President Donald Trump said Saturday he had approved a deal that involves software maker Oracle and retail giant Walmart, but it falls short of an outright Tiktok divestment. Chinese parent company Bytedance denied some of Trump’s claims that the new Tiktok company would have nothing to do with China. Meanwhile, Chinese officials criticized the US for lacking “internet freedom.”

The deal: Bytedance, Oracle, and Walmart will form a new company called Tiktok Global as part of the deal, CNBC reported Saturday.

  • Oracle was chosen as Tiktok’s secure cloud provider and will hold a 12.5% stake of Tiktok Global.
  • Walmart said it would purchase a 7.5% stake in the new company and its CEO Doug McMillon would serve as one of the directors of the five-member board.
  • Bytedance will own the remaining 80% of Tiktok Global.
  • Walmart and Oracle said in a joint statement that Tiktok Global will pay more than $5 billion in new taxes to the US Treasury Department.

Trump’s blessing: Trump said Saturday that he had approved the deal “in concept.” But the deal still needs formal approval from his administration. “I give the deal my blessing,” Trump told reporters.

  • Trump also said the deal would involve “about a $5 billion contribution toward education.”
  • “It will be a brand-new company,” said Trump, who also said that Tiktok Global would “have nothing to do with China.”
  • Trump’s remarks seem to contradict the facts, but as CNBC pointed out: “Because 40% of Bytedance is owned by US venture capital firms, the Trump administration can technically claim Tiktok Global is now majority owned by US money.”

What Bytedance says: In a slightly different narrative, Bytedance said in a statement (in Chinese) Monday on its Jinri Toutiao news aggregator that it currently owns 100% of Tiktok Global, and that the company plans to launch pre-IPO fundraising which will give investors—Oracle and Walmart—a combined 20% stake.

  • Neither the algorithm nor the company’s technology will be transferred in the deal, said Bytedance. Oracle would instead have the permission to review its code.
  • Bytedance also said the reported “$5 billion new taxes to the US Treasury Department” is an “estimate of taxes Tiktok will pay over the next few years” and that it has nothing to do with the deal.
  • Bytedance denied Trump’s statement that the deal involves a $5 billion contribution toward education. “We heard from the news as well that there would be a $5 billion education fund,” Bytedance said in the statement.
  • Zhang Yiming, the CEO and founder of Bytedance, will be one of the directors on Tiktok Global’s board, the company said.

Are apps still getting banned? On Friday, Reuters first reported that the Trump administration would ban Tiktok and Wechat from US app stores starting Sunday night. However, with Trump saying he approved the Tiktok deal, the Commerce Department said it would delay the plan of barring the video-sharing app from US app stores for one week.

  • A US federal court halted a ban against Chinese instant-messaging app Wechat late Saturday, the Washington Post reported. 
  • The US District Court in San Francisco said in an order that the plaintiffs, a group of Wechat users, had shown there are “serious questions” related to their First Amendment claim.
  • In August, TechNode reported that the group, called the US Wechat Users Alliance, filed a lawsuit against Trump’s executive order to ban transactions between US citizens and Wechat.
  • “Where [Judge Laurel Beeler] came down was essentially on the side of the Chinese-speaking communities in the US, and said that the ban was too broad,” Greg Pilarowski, founder of tech advisory firm Pillar Legal, told TechNode on Tuesday.
  • “I think Wechat is safe, unless Trump wins” the US presidential election in November, Pilarowski added.

Chinese media takes: On Monday, most major Chinese media outlets reprinted an article titled “Does Tiktok really harm US national security? Why did Oracle fail in the Chinese market? Chinese enterprises storms overseas” (our translation), authored by the National Supervisory Commission of China and Central Commission for Discipline Inspection of the ruling Communist Party. It was first published on a website that the two government agencies share.

  • The article is a rare direct comment from Chinese government agencies on the recent Tiktok drama. 
  • “As a matter of fact, the United States, which promotes ‘internet freedom,’ never neglects its regulation of the internet,” the article said. “We can say that the US has the world’s strictest regulation on the internet.”
  • Chinese newspaper Securities Times reported that a number of companies listed on China’s A-share markets which investors believe stand to benefit from Bytedance’s business activities, called “Bytedance concept stock,” had risen around 3.4% on Monday morning with one of the best performers jumping nearly 12%.
  • International Financial News, an arm of party mouthpiece People’s Daily, wrote Monday that the upshot of the Tiktok drama “has yet to come.”
  • The newspaper pointed out that while Trump had approved the deal, it still needs to gain approval from the Chinese government, because, it said, the algorithms Tiktok use are now subject to China’s new export restrictions.
  • Hu Xijin, editor-in-chief of state-run tabloid Global Times, wrote on Twitter Monday that he knows that the Chinese government won’t approve the deal. “…because the agreement would endanger China’s national security, interests, and dignity.”
  • Chinese financial magazine Caixin named the three other Tiktok Global board members. They are Arthur Dantchik, founder of Susquehanna Growth Equity (SIG); William Ford, CEO of General Atlantic; and “an executive from the American operations of Sequoia Capital.” SIG, General Atlantic, and Sequoia Capital are all Bytedance investors.
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Bytedance plans US IPO for Tiktok: report https://technode.com/2020/09/18/bytedance-plans-us-ipo-for-tiktok-report/ Fri, 18 Sep 2020 05:23:45 +0000 https://technode.com/?p=151134 Bytedance Tiktok Singapore InvestmentBytedance is planning to list Tiktok Global, a joint venture set up to operate the short-video app in the US, pending approval of the proposed deal.]]> Bytedance Tiktok Singapore Investment

Bytedance is planning to list Tiktok Global, a joint venture set up to operate the short-video app in the US, pending approval of the proposed deal by the US government, Reuters reported.

Details: The joint venture, dubbed Tiktok Global, will have a majority of American directors, a US chief executive, and a security expert on the board, according to Reuters, citing people familiar with the matter.

READ MORE: 8 things to know about the Chinese tech giant behind Tiktok

  • Oracle has agreed to ultimately take a 20% stake in Tiktok Global.
  • According to a proposed deal to settle the Trump administration’s order to divest Tiktok, Oracle and possibly Walmart would hold at least 60% of Tiktok’s US operations.
  • The White House and Bytedance have agreed to a term sheet on some aspects of a deal but US President Donald Trump hasn’t yet approved it.

Go deeper: ByteDance plans TikTok IPO to win U.S. deal as deadline looms: sources – Reuters

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Bytedance builds walls for its budding e-commerce ecosystem https://technode.com/2020/09/17/bytedance-builds-walls-for-its-budding-e-commerce-ecosystem/ Thu, 17 Sep 2020 03:28:51 +0000 https://technode.com/?p=151090 short video Douyin TikTok Bytedance short video livestream social mediaBytedance is blocking links to e-commerce stores on livestreams in flagship video app Douyin as it vies for a share of e-commerce.]]> short video Douyin TikTok Bytedance short video livestream social media

China’s tech world consists of multiple and loosely connected empires or ecosystems, led by three tech kings collectively known as BAT (Baidu, Alibaba, and Tencent). While the old kings expand the scope of their kingdoms to capture more and more of our daily lives, a fourth fiefdom is quickly expanding its boundaries: Bytedance. 

Most users outside of China know Bytedance as the company behind Tiktok, but its holdings are far more than the popular short video app. Known as the “app factory” in China, the tech giant operates nearly 30 apps according to our tally, covering various categories ranging from entertainment, productivity, gaming, and online education, among others. The company also constantly launches experimental new apps, and ruthlessly cuts those that don’t succeed.

The Big Sell

The Big Sell is TechNode’s monthly newsletter on the trends shaping China’s vast e-commerce marketplaces. Available to TechNode Squared members.

In the last two years, the rise of a new kind of online retail has created an opportunity for Bytedance to jump into the biggest arena in all of China tech: e-commerce. While livestreaming e-commerce is still small relative to overall e-commerce, the QVC-like format has seen massive growth since last year. With an edge in video, Douyin, the Chinese version of Tiktok, is riding the e-commerce livestream wave into the rich home waters of Alibaba, JD, and Pinduoduo.

The short video giant first got involved in e-commerce by referring traffic to e-commerce giants like Alibaba and JD. It was being paid for sharing the traffic, and kept its hands off the more lucrative e-commerce business.

But as shoppers began buying directly from livestreamers, the app integrated shopping features and got some traction in 2019, reaching RMB 10 billion in gross merchandise volume (GMV) for the year. With livestream e-commerce booming in the wake of Covid-19 lockdowns, the company has set a far more ambitious GMV goal for 2020: RMB 200 billion. 

Now, Douyin is moving to pocket all the revenue from selling goods during livestreams. To achieve this goal, Douyin has announced a series of e-commerce updates starting at the beginning of this year. With the most recent announcement on Aug. 26, the company is breaking alliances with e-commerce giants.

Starting Sept. 9, all the orders placed during Douyin’s livestream sessions to third-party e-commerce platforms have to go through Douyin’s service Star, according to the Aug. 26 statement. Then, on Oct. 9, the platform will block all third-party e-commerce referral links on livestream sessions.

“Douyin’s recent move shows its ambition in the lucrative e-commerce market, which saw greater growth driven by Covid-19,” Eliam Huang, analyst at retail research company Coresight Research told TechNode.

Douyin’s e-commerce push

Douyin started its push into e-commerce in late 2018, mainly through partnerships with e-commerce platforms to provide refer traffic. But as the app launched its own retail features, it began to favor stores running on its own platform. Its new moves, especially those rolled out in the past few months, are throttling referral traffic to existing retailers such as Alibaba’s Taobao and Tmall, and JD.

  • Mar. 2018: Douyin announces e-commerce deal with Taobao, and added a shopping cart icon to the app, linking users to Taobao stores.
  • May 2018: Douyin introduces Douyin shops, online stores only accessible via the app.
  • May 2019: Douyin rolls out product search feature within the app.
  • June 2020: Owner Bytedance consolidates control of retail-related functions across Douyin and other apps under new e-commerce department.
  • Aug. 2020: Douyin says it will charge a 20% commission fee for orders transacted on third-party platforms. The rate for Douyin stores is only 5%.

Douyin is still playing catch-up in the livestream e-commerce sector. Taobao Live, the clear champion, sold GMV of around RMB 200 billion in 2019. Runner-up Kuaishou reportedly (in Chinese) reached GMV of RMB 35 billion in 2019. The Douyin rival originally set its 2020 GMV goal at RMB 100 billion, but upgraded the target to RMB 250 billion after Douyin released its goal.

Where the money is

E-commerce, gaming, advertising, and the emerging membership model are the most lucrative and popular monetization channels for Chinese internet companies.

Until now, Douyin had mostly been focused on ad revenue, holding audience attention with entertainment content. Bytedance has seen phenomenal growth in this area. Its share of ad spend nearly doubled to 22% (estimated) in 2019—trailing only Alibaba, which holds 33% of the ad revenue pie.

But the company needs more to support its $100 billion market valuation, under fire as it grapples with the potential sale of a large share of its most valuable overseas asset: Tiktok. Adding a robust e-commerce business could do the trick.

Tiktok alone is reportedly valued at $50 billion. Bytedance, meanwhile is facing headwinds overseas amid rising China-US trade tensions and political tensions with India. Under adverse global business conditions, the company might be forced to shift its attention to the domestic market, where it needs new revenue sources other than the ad businesses of flagship apps Douyin and Toutiao.

Ads are the minor leagues in China’s internet economy: Digital ad spend in China is forecast to reach $74.33 billion in 2020, while China’s e-commerce market was worth $1.94 trillion in 2019, according to Emarketer.

The company expects to generate income beyond ad revenues by leveraging the 400 billion plus daily active users on its platform. Expansion to China’s e-commerce sector, a coveted revenue source for tech firms, is a logical next step, both because of the market’s massive size in China as well as the close ties between livestreaming and its core short video business.

More importantly, e-commerce is a crucial link in creating a closed loop online ecosystem in China. Its absence would ultimately hurt the company’s ad revenue, said Zhuang Shuai, founder of Beijing-based consulting firm Bailian.

Zhuang “E-commerce and advertising are inseparable,” Zhuang told TechNode. If Douyin lets platforms like Alibaba and JD have its traffic, it runs the risk that they will capture all the revenue, he says—and the same goes for other ad platforms like Weibo and Sina.

The content platforms get paid for sharing their traffic with e-commerce sites, but once users have switched to browsing deals their attention often stays in the e-commerce app. This shift of attention ultimately costs the advertisers the resource they’re selling.

My colleague Sheng Wei, who covers content and entertainment topics including Bytedance for TechNode, says that e-commerce is an important business for Douyin as it searches for revenue sources in addition to advertisement. 

“Douyin is competing with e-commerce platforms for ad revenues and a homegrown e-commerce business could bring more value for the company,” he told me.

To complete its business loop, Bytedance has obtained a payments license (in Chinese), which is an important link in e-commerce transactions.

Douyin is not the only Chinese tech firm that has looked to e-commerce to boost growth. Companies like Baidu and Weibo all have tried to expand into e-commerce over the past decade, though neither achieved much success. 

Is Douyin ready?

Bytedance has conquered new fields before. But success in the hyper-competitive world of e-commerce is far from assured.

E-commerce is a complicated system, requiring companies manage a range of links from supply chain, operating system, membership, performance evaluation, and after-sales services. Douyin, a latecomer to the field, has a basic infrastructure in place, but it still has a lot to work on.

Before blocking links, Douyin’s own retail channel was already taking a larger share of sales. From May to August 2020, Douyin shops’ sales rose from RMB 50 million to RMB 100 million per month, while third party sales through Douyin fell from 63 million to 43 million per month, according to data from Chanmama.

In addition, it formed a partnership with Suning.com in July, under which the omnichannel retailer opened its products, logistics, and after sales services to Douyin store operators. The deal allows Douyin to capitalize on Suning’s offline retail and supply chain resources while keeping users in the Douyin app. 

The partnership was tested during Suning’s 818 shopping festival held on Aug. 18. A Douyin livestream session hosted by celebrities Jia Nailiang and Guan Xiaotong drew 51 million viewers (in Chinese). GMV for the 10-hour session hit RMB 230 million.

In a similar deal, short video rival Kuaishou partnered up with JD, allowing its users to purchase JD-held inventories without leaving the short video app.

However, there is more to do. “Douyin will need to invest and make sure its infrastructure will enable its users to enjoy a smooth shopping experience, such as managing supply chain and logistics which are e-commerce giants’ strength,” said Huang.

Next step: building a loyal user base

The new policy will not only change the dynamic between Douyin and its e-commerce rivals, but pose new questions to merchants, social media influencers known as KOLs (key opinion leaders), and users who are accustomed to using Taobao or JD.com for deal transactions.

Merchants on e-commerce sites will have to either give up Douyin as a traffic source, or build a Douyin store from scratch in addition to running their existing stores, increasing operation costs. 

It will also take time for KOLs (key opinion leaders) and MCNs (multi-channel networks), or content creator agencies, to adapt to the change, used as they are to focusing on Taobao and JD. In addition, some KOLs are contractually obligated to send traffic to third-party e-commerce platforms. This is risky for Douyin, as KOLs may switch to rival platforms rather than adapt.

For users, purchasing from in-app stores is a more streamlined shopping experience. Removing the additional step in the customer journey may result in better user retention rates for third-party links. But customers have lots of things to consider when choosing a platform, from pricing, product quality control, to logistics, to after-sales services. Douyin will have to compete on all these fronts to retain users.

Frenemies for the near future

Chinese shopping and video platforms are increasingly becoming frenemies as e-commerce and content blend together. For Bytedance and Alibaba, the push-and-pull dynamic will continue. Even though Douyin is competing with Taobao in livestream e-commerce, it still has a deep interdependence with the e-commerce platform for its classic short video business. 

Douyin is both an advertising distribution platform that sells its traffic to Taobao, and a content platform that sells products directly. Alibaba is a major client of Douyin, representing around a quarter of Douyin’s annual ad revenue. which was estimated to be RMB 80 billion in 2019, a source close to Alibaba told local media

Douyin’s blocking of referral links does not apply to short video posts, only livestreams. In 2019, Douyin and Taobao signed a RMB 7 billion cooperation agreement that covers RMB 6 billion ad revenue and RMB 1 billion e-commerce commission revenue. On Aug. 21, just a week before the livestream link block, the two companies renewed their advertising and commission agreement, reportedly almost tripling the deal’s value (in Chinese) to RMB 20 billion in 2020.

Zhuang thinks it’s too early to say whether Douyin will take a step further to block referral to short videos. “It still depends on how well the market responds to its e-commerce business and growth of revenues.”

“Douyin’s move, in the long run, will facilitate the development of the e-commerce sector, especially in the area of creating curated content to engage consumers. In the context of [the] rising cost of customer acquisition, platforms who are able to deliver content that drives conversion will win,” Coresight’s Huang said.

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Bytedance picks Oracle for Tiktok ‘partnership’ in US: report https://technode.com/2020/09/14/bytedance-picks-oracle-for-tiktok-partnership-in-us-report/ Mon, 14 Sep 2020 04:48:29 +0000 https://technode.com/?p=150997 tiktok national security US app bansBytedance has chosen Oracle for a business partnership involving US operations for video app Tiktok rather than a sale to Microsoft.]]> tiktok national security US app bans

Chinese company Bytedance has chosen Oracle over Microsoft for a deal involving Tiktok, Bloomberg reported Monday, which will resemble a partnership involving Oracle purchasing a stake in the company rather than an outright sale of the app’s US operations.

Why it matters: Bytedance had no intension of selling Tiktok’s key asset—the algorithm behind the popular video-sharing app. A deal with Oracle, whose executives have a close relationship with the US President Donald Trump, was viewed as a way to increase the company’s odds of winning approval from the White House.

Details: While the talks are ongoing, a deal with Oracle could, for example, take the form of a corporate restructuring rather than an outright sale. In this case, the American software company would take a stake of a newly formed US business while housing Tiktok’s data on its cloud servers, according to Bloomberg.

  • The two parties valued Tiktok’s US business at around $25 billion before Beijing announced new rules on limiting technology exports, said sources cited in the report.
  • Bytedance reportedly decided not to sell or transfer the algorithm powering Tiktok’s content recommendation function in any sale or divestment deal, the South China Morning Post reported Sunday.
  • Microsoft, the other suitor along with Walmart, confirmed in a statement Sunday that Bytedance had turned its offer down. “Bytedance let us know today they would not be selling Tiktok’s US operations to Microsoft… We are confident our proposal would have been good for Tiktok’s users, while protecting national security interests,” the company said.

Context: In late August, officials in Beijing updated a Chinese technology export regulation to ban the export of limited technologies, potentially including those used by Tiktok. Bytedance soon pledged to comply.

  • Companies must seek approval from the two ministries before exporting limited technologies, and the decision-making process can take up to 30 days, according to a set of technology export regulations the State Council issued (in Chinese) in 2001.
  • Trump ordered a ban barring US companies from doing business with Bytedance after Sept. 15, and is requiring that Bytedance sell or spin off Tiktok’s US operations by Nov. 12.
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Weibo pulls Instagram-like social app Oasis from app stores https://technode.com/2020/09/05/weibo-pulls-instagram-like-social-app-oasis-from-app-stores/ https://technode.com/2020/09/05/weibo-pulls-instagram-like-social-app-oasis-from-app-stores/#respond Sat, 05 Sep 2020 05:13:00 +0000 https://technode-live.newspackstaging.com/?p=116813 The app's logo bears remarkable resemblance to one created by a South Korean design studio. ]]>
A screen shot of the Oasis official Weibo account. (Image credit: TechNode)

Chinese microblogging platform Weibo pulled its newly launched social and lifestyle app Oasis Wednesday from Android and iOS app stores after a user posted about a striking similarity between its logo and another created by a South Korean design firm for a music festival.

The removal is a preemptive move from Weibo, according to an announcement posted Wednesday on the Oasis official Weibo account. The company did not immediately respond to TechNode’s requests for comment on Thursday.

Why it’s important: Weibo’s latest project marking its push into the image-based social network sector, Oasis garnered widespread public attention immediately following its launch, ranking at the top of Apple China App Store’s free app list.

  • Weibo opened Instagram-like Oasis to public testing on Monday, positioning itself in direct competition with rival platforms including Xiaohongshu.
  • The move is seen as a push for future growth. Net revenue for Weibo, which had 211 million daily active users as of June, remained flat in the second quarter of this year and net profits declined more than a quarter to $103 million in Q2 from $140 million the same period a year ago. The account with the most followers topped 50 million, while this number is more than 200 million Instagram followers for celebrities like Kim Kardashian on competing social media platform Instagram.
  • Xiaohongshu was removed from Chinese app stores in August after complaints about misleading content.

Details: A Weibo user named Wang Yuan pointed out on Wednesday that the Oasis logo shares a striking similarity with one that a South Korean design firm, Studio Fnt, created for the country’s Ulju Mountain Film Festival in 2015.

  • Weibo CEO Wang Gaofei commented Wednesday on a tech blogger’s post which shared Wang’s initial discovery, saying “Noticed, and it’s been pulled from shelves.”
  • The app also posted an apology for technical problems caused by user requests inundating its servers despite the invitation-only testing phase.
  • It is unclear when the app will be made available again for download.

Weibo testing new social lifestyle app, Oasis

Context: The app does not have e-commerce functionality at this stage, though an industry expert TechNode spoke with on Tuesday said that he expects that the app will add an e-commerce function in the future to tap on the social e-commerce rise in China.

  • China’s social e-commerce market is expected to be worth up to $180 billion by 2021 according to China Internet Watch, a digital consulting company.
  • Instagram, along with a series of popular services like Google, Facebook, and YouTube are blocked in China.
  • Similarly, Chinese tech firm Sohu also hit bumps in the road in its push into social media. The firm’s social app Huyou was pulled from app stores a few days after launch in June before returning to stores in August.
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India bans 118 Chinese apps including PUBG, Alipay as tensions rise https://technode.com/2020/09/03/india-bans-118-chinese-apps-including-pubg-alipay-as-tensions-rise/ Thu, 03 Sep 2020 05:15:21 +0000 https://technode.com/?p=150699 chinese apps ban india china wechat tiktok PUBGIndia banned another 118 Chinese-made apps, including Tencent’s popular video game PlayerUnknown’s Battlegrounds, as border tensions escalated.]]> chinese apps ban india china wechat tiktok PUBG

India on Wednesday banned another 118 Chinese-made apps, including Tencent’s popular video game PlayerUnknown’s Battlegrounds, as border tensions between the two nations continue to escalate.

Details: The Indian Ministry of Electronics and Information Technology announced it had decided to block 118 apps that it said were prejudicial to India’s sovereignty, integrity, and national security, the ministry said Wednesday in a statement.

  • The newly banned apps include Chinese search engine giant Baidu’s two mobile search apps, smartphone maker Xiaomi’s Sharesave, Ant Group’s mobile payment apps Alipay and Alipay HK, as well as Tencent’s cloud-storage app Weiyuan and Wechat Work. Tencent’s Wechat was banned in a similar crackdown on Chinese apps in June.
  • Tencent’s PlayerUnknown’s Battlegrounds had more than 50 million players in India as of April 2019, local media reported.
  • The ministry said it had received many complaints about these apps for “stealing and surreptitiously transmitting users’ data in an unauthorized manner to servers which have locations outside India.”
  • “This move will safeguard the interests of [tens of millions] of Indian mobile and internet users. This decision is a targeted move to ensure safety, security and sovereignty of Indian cyberspace,” the ministry said in the statement.

Context: The ban follows a standoff between Indian and Chinese troops earlier this week and media reports that a Chinese land mine killed an Indian soldier during the confrontation.

  • In June, India banned 59 Chinese apps on national security concerns following a deadly border clash with China.
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How Netease Cloud Music became a therapy platform https://technode.com/2020/09/02/how-netease-cloud-music-became-a-therapy-platform/ Wed, 02 Sep 2020 02:58:16 +0000 https://technode.com/?p=150616 Netease Cloud MusicMusic streaming service Netease Cloud announced the launch of a healing campaign to tackle "loneliness and unhappiness" in user comments.]]> Netease Cloud Music

Is a company worth $65-billion the big brother China’s melancholic youngsters need? Netease thinks so. 

When popular music player Netease Cloud Music announced the launch of its “Cloud Healing Center” (yuncun zhiyusuo) in early August, users began a heated debate online. The Healing Cloud is part of a campaign to change the platform’s reputation for loneliness and unhappiness in user comments.

Opinion

Yuebai Liu is a London-based ethnographer working at the intersection of technology, culture, and policy.

Netease Cloud music is a freemium music streaming service geared towards the younger end that allows users to leave comments under every song. 

The platform, which boasts over 800 million registered users as of April 2020, believes the comments section is one of its strongest features. In 2017, the company covered the walls and floors of Hangzhou’s metro line 1 with 85 million of comments from the platform as part of an ad campaign. 

But the company is not happy with the mood of its comments section. Young people increasingly use the comments section to pour out personal pain, anonymously expressing grief, sadness, and day-to-day struggles. Comments have turned so bleak that Netease now wants to moderate its platform’s emotional content, but some users think this could destroy the therapeutic value of the comment section. 

‘Net Depression Cloud’

Netease Cloud’s association with gloom and misery is so well known that it’s been dubbed “Net Depression Cloud.” 

The nickname is a pun in Mandarin where the character for depression has the same pronunciation (yi) as the character for “ease” used in the company’s name. 

In the comment sections under songs, users share stories of breakups, personal tragedies, anxiety, and loneliness. Some reference specific songs lyrics, or link their own story to a song’s meaning. 

If it wasn’t for my family, I would have wandered away a long time ago.

Netease cloud user comment on Bob Dylan’s ‘On the Road’

Users express support with each other through “likes” and encouraging comments, and music listeners find comfort in discovering others who have been through similar experiences. Such interactions are the foundation of a mutually supportive community of teenagers and young people that is unique to Netease.

Downers and haters

An increasing number of users, however, complain the amount of negativity in the comment sections is stopping them from listening and enjoying music.

Music should just be about music.

Netease cloud user comment

Some also complain that too much attention is given to users they accuse of fabricating trauma to gain likes and promote their own personalised playlists. 

The forlorn comment section has even become a joke on other Chinese social networks. Memes and stickers that make fun of Netease Cloud’s melancholic users have gone viral on platforms like Bilibili and Weibo. “Some people die at age eight even though they will only be buried at age 80” is a common comment criticizing music listeners who share sad stories. 

Not all users accept this view of the platform. “Let’s reject the name Net Depression Cloud; it’s a warm and bright community!” commented another user on Netease. 

Adult supervision 

With the launch of the Cloud Healing Center in early August, Netease will employ mental health experts to provide around the clock counseling and a “cloud police” to moderate comments that attack those who express sorrow, as well as reviewing potentially fabricated stories.

In a statement on Weibo (in Chinese), Netease announced, “Although we are sometimes troubled by sorrows, there is always a space that can accommodate our true emotions. A group of healing magicians in the cloud will comfort every stranded heart in the comment area… We will also resist malicious intentions; the new cloud and cloud police will work together to do so.”  

“Cloud police” are not the platform’s only response to what is perceived by Netease as a growing need. Users that search words related to an unhappy mood are directed to songs that can help relieve stress. Zhang Jingnian, a cultural analyst observing the phenomenon, told TechNode that users now receive supportive and motivational messages in the form of push notifications from Netease. The initiative has been applauded by many who believe providing free professional help is a good move. 

In the announcement, Netease said that it aims to “to create a more positive and friendly atmosphere” and to bring its comments section back to what it was originally intended for: music discussion. 

At least some users are eager to see posers shut down.

I hope we can now help those who are really in need and call out the attention seekers.

Weibo comment on the ‘Cloud Healing Center’ launch

But the idea of “cloud police” checking the sincerity of comments raises some difficult questions: How will they check if stories are true? How does one draw the line between a malicious comment, and the simple need to share emotions? 

Content moderation is a headache for every social media platform where verifying the truthfulness of posts requires a rigorous fact checking process, but emotional content moderation is a whole new level of challenge. 

‘Message in a bottle’

Some users don’t like the idea of therapists intervening. For many users, the comments section is a space to share deep emotions and commiserate with others. They may not welcome supervision.  

In the Chinese context, verbal expressions of intimate emotions and unhappy feelings are rare even amongst family and friends. There is little space for anger, frustration and sorrow in day-to-day conversations as negative perspectives are seen as unhealthy. Netease Cloud Music is a tool for expression that fills this gap. 

Netease Cloud is a small treehole for me. When I am emotionally down, I read the comments and listen to the songs. I really feel better, it’s a way to relieve stress. Don’t laugh.

Netease cloud user comment

The comments feature under every song offers a space and shared meaning that music listeners can build on to talk about their emotions. Simply said, the songs are doing part of the job that therapists do in traditional group therapy settings: they get anyone that joins to share their story.

“It’s not like sharing on any other social media platform. People are using songs like ‘treeholes.’ Some of them are going through seriously tough times and sharing it with complete strangers helps them feel better,” says Zhang. 

“Treehole” (xiao shudong) is a term that refers to the act of writing secret anonymous posts online, the equivalent of sending a digital “message in a bottle” in English.

READ MORE: Netease Cloud Music joins Alibaba customer loyalty program

‘I’m not depressed’ 

Netease is my eternal secret space where I can share all my nonsense. It’s not because I’m depressed, but people gather here to share emotions.

Netease cloud user comment on Cloud Healing Center launch

The Cloud Healing Center initiative begs a question: is there really an unmet need for counseling, or has Netease perhaps got its users wrong? What if the desire is simply to share feelings without judgement, where the therapeutic process lies in the song’s community itself? If this is the case, then by inserting its technology and moderators in such an explicit counselor role, Netease risks losing what differentiated it from other social media platforms and perhaps what made it so popular in the first place: its mutually supportive users.

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Bytedance to obey China tech export rule as Tiktok sale nears https://technode.com/2020/08/31/bytedance-to-obey-china-tech-export-rule-as-tiktok-sale-nears/ Mon, 31 Aug 2020 07:13:09 +0000 https://technode.com/?p=150599 tiktok national security US app bansThe Tiktok sale in the US may be subject to review by China’s commerce and technology ministries if any technology used by the app is deemed limited.]]> tiktok national security US app bans

Tiktok owner Bytedance said Sunday it will “strictly comply with” a Chinese technology export regulation, which was updated last week to ban the export of limited technologies, potentially including those used by the popular video-sharing app.

Why it matters: The development adds a new twist to Bytedance’s negotiations with the American companies that want to buy Tiktok’s US operations, including Microsoft, Oracle, and Walmart.

  • The deal will have to be reviewed by China’s commerce and technology ministries if any technology used by Tiktok is deemed to be limited.

Details: Bytedance said Sunday on its social media account that it will strictly adhere to (in Chinese) the revised Catalog of Prohibited or Restricted Export Technologies when handling technology export-related businesses.

  • On Friday, China’s Ministry of Commerce and Ministry of Technology added (in Chinese) 23 items to the Catalog of Prohibited or Restricted Export Technologies. 
  • Two significant additions include items which directly translate into “personalized information push service based on data analysis” and “artificial intelligence interactive user interface,” both of which bear resemblance to proprietary technologies used on the Tiktok platform.
  • Tiktok, which was ordered by the US President Donald Trump to sell its US operations by mid-September, is known for its artificial intelligence and deep-learning algorithms (in Chinese) that deliver personalized content to its users.

Between the lines: At present, it is unclear if the Tiktok sale in the US is subject to review by the two ministries. However, the catalog has not been revised for 12 years, signaling that the Chinese government could be looking to interfere with Tiktok’s forced sale.

  • Companies must seek approval from the two ministries before exporting limited technologies and the decision-making process can take up to 30 days, according to a set of technology export regulations the State Council issued (in Chinese) in 2001.
  • Cui Fan, a professor specializing in international trade compliance at the University of International Business and Economics in Beijing, told state-owned news agency Xinhua on Saturday that the changes could apply to Tiktok.
  • “Bytedance should apply for licenses if it wants to export related technologies,” Cui said, adding that whomever the new owner of Tiktok will be, it will have to import the technologies used in Tiktok.
  • “We are studying the new regulations that were released Friday. As with any cross-border transaction, we will follow the applicable laws, which in this case include those of the US and China,” Erich Andersen, Bytedance’s general counsel, said in a statement sent to TechNode on Monday.

READ MORE: 8 things to know about the Chinese tech giant behind Tiktok

Context: Trump signed an executive order on Aug. 6 banning “any transaction” between any person or company under US jurisdiction and Bytedance starting Sept. 15. On Aug. 14, he updated the order to require Bytedance to either sell or spin off Tiktok’s US operations within 90 days.

  • Current suitors of Tiktok’s US operations include Microsoft, which teamed up with retail giant Walmart, as well as software maker Oracle. CNBC reported that the deal could range from $20 billion to $30 billion.
  • The Wall Street Journal reported Sunday that talks between Bytedance and suitors for Tiktok’s US operations slowed over the weekend because of the new changes in Chinese regulation.

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Bilibili invests $66 million for stake in production firm https://technode.com/2020/08/31/bilibili-invests-66-million-for-stake-in-production-firm/ Mon, 31 Aug 2020 05:30:21 +0000 https://technode.com/?p=150581 bilibili video sharing livestreaming anime gameA tie-up for Bilibili with content production powerhouses will strengthen its draw to audiences beyond the ACG community.]]> bilibili video sharing livestreaming anime game

Video-streaming site Bilibili announced on Monday a $66 million strategic investment in media production company Huanxi Media.

Why it matters: Bilibili has been broadening its content beyond the anime, comic, and game (ACG) content for which it became known to more mainstream entertainment offerings. A tie-up with content production powerhouses will strengthen its appeal to audiences beyond the ACG community.

READ MORE: Bilibili looks beyond anime to mainstream entertainment

Details: Bilibili is subscribing for 347 million shares of Hong Kong-listed Huanxi Media at HK$1.48 per share for HK$513 million or $66 million, a 2.63% discount to the closing price on Friday, according to the filing. The entertainment platform said it will hold a 9.9% stake in Huanxi after the deal.

  • Under a five-year cooperation agreement, Bilibili will hold exclusive broadcasting rights to Huanxi’s film and television content in addition to its in-house platform.
  • All revenue generated from licensed content broadcasted through the Bilibili platforms will be shared between the two companies after deducting related costs, according to the filing.
  • Bilibili will set up a designated channel on its site for streaming licensed content from Huanxi.
  • Meanwhile, Bilibili will be given priority to invest in film and TV projects that are majority-owned by Huanxi. The two companies will actively develop merchandise related to film and television content.

Context: Popular Chinese filmmakers Ning Hao and Xu Zheng control the production studio. Huanxi has built its reputation around curated offerings rather than mass market content which would put it in direct competition with Iqiyi, Tencent Video, and Alibaba’s Youku.

  • As coronavirus shuts China’s movie chains nationwide in January, Huanxi sold its anticipated blockbuster “Lost In Russia” to Bytedance, owner of short video apps Douyin and Tiktok, as well as virally popular news aggregator Toutiao, in a RMB 630 million deal for a direct-to-streaming release.
  • The move drew backlash from movie chains against the decision.
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Tiktok CEO Kevin Mayer quits as US pressure mounts https://technode.com/2020/08/27/tiktok-ceo-kevin-mayer-quits-as-us-pressure-mounts/ Thu, 27 Aug 2020 06:37:22 +0000 https://technode.com/?p=150523 tiktok national security US app bansTiktok CEO Kevin Mayer said he had decided to leave the company and Vanessa Pappas, general manager of Tiktok US, will take over as interim global head.]]> tiktok national security US app bans

Chief executive officer of Bytedance’s video-sharing app Tiktok, Kevin Mayer, said Wednesday that he was resigning, following an executive order from US President Donald Trump requiring the company to sell its US operations.

Details: Mayer said in a note to employees that he had decided to leave the company and that Vanessa Pappas, the general manager of Tikok US, will take over as interim global head of the company, The New York Times reported Thursday.

  • “In recent weeks, as the political environment has sharply changed, I have done significant reflection on what the corporate structural changes will require, and what it means for the global role I signed up for,” Mayer wrote in the note.
  • “Against this backdrop, and as we expect to reach a resolution very soon, it is with a heavy heart that I wanted to let you all know that I have decided to leave the company,” he said.
  • Tiktok said in a statement sent to TechNode that “the political dynamics of the last few months have significantly changed what the scope of Kevin’s role would be going forward” and that the company fully respects Mayer’s decision.

READ MORE: Kevin Mayer might be exactly what Bytedance needs right now

Context: In May, Bytedance appointed Mayer, formerly the top executive for The Walt Disney Company’s streaming business, as its chief operating officer and Tiktok’s chief executive officer.

  • Mayer was assigned to lead Bytedance’s global expansion as well as corporate development, sales, marketing, public affairs, security, and content moderation.
  • “As one of the world’s most accomplished entertainment executives, Kevin is incredibly well placed to take Bytedance’s portfolio of products to the next level,” Zhang Yiming, Bytedance founder and CEO said at the time.
  • Trump signed an executive order on Aug. 6 banning “any transaction” between any person or company under US jurisdiction and Bytedance starting Sept. 15.
  • On Aug. 14, he issued another executive order requiring Bytedance to either sell or spin off Tiktok’s US operations within 90 days.
  • On Monday, Bytedance filed a lawsuit challenging the Aug. 6 executive order, arguing that it was issued without evidence or due process, and that the company’s previously provided documentation was “sufficient to address any conceivable US government privacy or national security concerns.”
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UPDATED: Bytedance challenges Trump’s Tiktok ban in court https://technode.com/2020/08/25/bytedance-to-challenge-trumps-tiktok-ban-in-court/ Tue, 25 Aug 2020 03:20:00 +0000 https://technode.com/?p=150336 Bytedance Tiktok Singapore InvestmentThe lawsuit will not save Bytedance from having to sell Tiktok but it may become a bargaining chip when negotiating with potential buyers.]]> Bytedance Tiktok Singapore Investment

UPDATE (Aug. 25): Bytedance filed a lawsuit early Monday challenging an Aug. 6 executive order forbidden transactions with popular social media app Tiktok. We’re updating the story with new details of the legal argument from the complaint. Bytedance argues that the executive order was issued without evidence or due process, and that the company’s previously provided documentation was “sufficient to address any conceivable US government privacy or national security concerns.”

  • Tiktok maintains that they have taken extraordinary measures to protect US user data and have fully complied with a 2019 investigation by the Committee on Foreign Investment in the United States.
  • The complaint further argues the executive order violates the fifth amendment, misuses the International Emergency Economic Powers Act, and jeopardizes up to 10,000 planned US jobs. 
  • “We do not take suing the government lightly, however we feel we have no choice but to take action to protect our rights, and the rights of our community and employees,” Tiktok said in their Monday press release. 

Chinese Foreign Ministry spokesperson Zhao Lijian criticized the Wechat and Tiktok restrictions at a Monday press conference (Chinese), saying China supports companies “taking up legal weapons to safeguard their legitimate rights and interests” and that the American politicians pursuing the bans were “full of lies and slander.”


Tiktok parent Bytedance said Sunday said it would file a lawsuit as early as Monday against the US government over an executive order banning transactions with the popular Chinese-owned video-sharing app.

Why it matters: The lawsuit does not address forcing the sale of Tiktok to an American buyer because it doesn’t target the executive order signed by the US President Donald Trump on Aug. 14 ordering the divestiture. However, it may become a bargaining chip for the company in talks with potential buyers such as Microsoft and Oracle.

  • The executive order gives Bytedance 90 days to either sell or spin off its US operation of Tiktok. The order is not subject to legal judicial review, according to Reuters.

Details: Bytedance said in a statement (in Chinese) issued on Sunday that it would sue the US government on Monday to “make sure the company and its users are fairly treated.”

  • The company said in the statement that the Trump administration had “dismissed reality” (our translation) and failed to adhere to the due process of law, but it didn’t elaborate.
  • “Even though we strongly disagree with the administration’s concerns, for nearly a year we have sought to engage in good faith to provide a constructive solution,” the company said.
  • Reuters first reported on Bytedance’s plan to file the lawsuit on Saturday, citing anonymous sources as saying that the legal challenge pertains to an executive order which Trump issued on Aug. 6.

Context: Trump signed two executive orders on Aug. 6 banning “any transaction” between any person or company under US jurisdiction and Bytedance as well as Chinese instant messaging app Wechat starting Sept. 15.

  • The orders faced its first legal challenge when a group of Chinese American lawyers announced on Aug. 8 that it would file lawsuits against Trump’s executive order involving Wechat. Some of the lawyers formed a non-profit organization, US Wechat Users Alliance, to assist fundraising efforts to file suits in multiple locations. 
  • The group said Friday it will file a federal action against Trump and Wilbur Ross, the US Secretary of Commerce, in the US District Court for the Northern District of California, seeking to prevent the Aug. 6 executive order from banning the use of Wechat in the country by individual users and businesses.

This piece was updated Aug. 25 with details of Bytedance’s complaint.

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Black Myth Wu Kong could be China’s first premium game to make it big https://technode.com/2020/08/21/black-myth-wu-kong-could-be-chinas-first-premium-game-to-make-it-big/ Fri, 21 Aug 2020 08:00:54 +0000 https://technode.com/?p=150272 Black Myth Wu KongThe single-player RPG Black Myth has taken the internet by storm — in a first for Chinese premium game developers — despite having no official release date. ]]> Black Myth Wu Kong

The 13-minute gameplay video of “Black Myth Wu Kong,” an upcoming role-playing PC and console game by a relatively unknown Chinese indie studio, is taking the internet by storm.

Why it matters: While China’s mobile game developers have found global success with mass-market hits like Tencent’s “Honor of Kings,” its studios haven’t produced critically acclaimed premium games.

  • It could be the first China-made premium game to make it big globally, ushering in a new era for Chinese studios.
  • The global gaming industry has faced significant disruption from Covid-19, with major studios announcing production delays and cancelling the industry’s biggest events.

“I feel if this game got properly released, it would become the first genuine Chinese next gen game. It looks very good!”

—Top-voted comment from “dream208on gamers’ subreddit

Details: Game Science, the studio behind Black Myth, released the gameplay video on Youtube on Thursday morning. A day later, the video has gained 426,000 views. Including reposts by other Youtube channels, it has reached almost 3 million views. On Chinese streaming platform Bilibili, the video has been viewed more than 11 million times.

  • The response has been overwhelmingly positive, with commenters and major gaming outlets exclaiming, “It came out of nowhere” and describing it as “impressive” and “gorgeous.”
  • Black Myth is an action-RPG with martial arts and mystical elements that runs on Unreal Engine 4.
  • Black Myth Wu Kong is deeply rooted in Chinese culture, inspired by one of the four Chinese classics, “Journey to the West.”
  • It borrows the popular “Dark Souls” art style and format. It will be released on PC and consoles, the studio said.
  • The developers will need a lot of time to implement what they showed in the gameplay video on a full-length game. Game Science said on its site it will “not take 500 years” for the game to be released, referencing a story in Journey to the West.
  • It will be at least two years before it is released, Daniel Ahmad, senior analyst at research firm Niko Partners, wrote on Twitter. He said the game has been in the works for at least two years.
  • The Game Science team is looking to hire another 19 developers to ramp up development, according to its site.

Context: Game Science has previously released three other PC and mobile titles, the most acclaimed being 2016 multiplayer strategy game, “Art of War: Red Tides.” This is its first title to be released on consoles.

  • The studio was set up in 2014 by former Tencent developers, according to Ahmad. Some had worked on “Asura,” another Journey to the West-inspired game that was expected to be a big hit for Tencent but flopped.

READ MORE: INSIDER | The sun never sets on Tencent’s gaming empire

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Xiaohongshu bids to reinvent itself, again https://technode.com/2020/08/20/xiaohongshu-bids-to-reinvent-itself-again/ Thu, 20 Aug 2020 03:46:57 +0000 https://technode.com/?p=150226 A user browses the Xiaohongshu app. (Image credit: TechNode/Eugene Tang)Xiaohongshu got big fast, but it's never found a way to earn money. Can a new pivot to "key opinion customers" turn things around?]]> A user browses the Xiaohongshu app. (Image credit: TechNode/Eugene Tang)

Alibaba and Tencent rarely invest in the same startup. Xiaohongshu, the social media and e-commerce hybrid commonly regarded as China’s Instagram, is one of the few exceptions.

Joining the select ranks of industry disruptors like Didi Dache and Bilibili, the app quickly generated immense buzz. But the market is increasingly putting a question mark over the company’s promise. Now, it’s pivoting yet again in a bid to recapture its early magic.

The Big Sell

The Big Sell is TechNode’s monthly newsletter on the trends shaping China’s vast e-commerce marketplaces. Available to TechNode Squared members.

Founded in 2013 by Charlwin Mao and Miranda Qu, Xiaohongshu, also called Little Red Book or Red, gained popularity among China’s young, middle-class, and mostly female consumers hungry for lifestyle and fashion tips. A favorite among investors, the consumption-oriented social media platform accumulated over $400 million in funding. Its most recent round, in June 2018, raised $300 million from the likes of both Alibaba and Tencent, among others, and valued the company at $3 billion.

Despite rapid early-stage growth, the content-driven app has struggled to land on a successful and scalable monetization model while maintaining its community feel. Unsuccessful attempts to commercialize have disappointed analysts and investors, who are losing patience with the company. So far, the app is still primarily a recommendation tool for users to post reviews and conduct research before making their purchases. With users heading to other e-commerce platforms or offline stores for the purchase itself, Xiaohongshu is leaving out the most lucrative link of an online buyer’s journey.

To reclaim public attention, Xiaohongshu unveiled a new strategy at its RED for Future Conference on July 22, even as most other companies cancelled big offline events due to Covid-19. 

Since monetizing consumer interactions through e-commerce has hit a wall, the company is branching into a model that targets brands and other businesses. To that end, Xiaohongshu unrolled a string of features to help brands promote themselves. The new measures include:

  • Platform commission reduced to from 20% to 5%, identical to the commission charged by Tmall in the fashion and cosmetics industries. If traffic is coming from Xiaohongshu livestream ads, the sales commission decreases even lower to 3%.
  • Online traffic funneling to promote new brands and livestreamers,
  • Support plans to connect merchants to consumer reviewers who have large followings.

But will the pivot be enough to turn the company around?

Search for identity

Xiaohongshu is hard to define. It began as a PDF guide to luxury shopping in Hong Kong, and made its mark in the tech world in 2013 as a user-generated content (UGC) community, which encouraged users to post pictures and reviews of luxury goods. The style-obsessed app later adopted a cross-border e-commerce model, operating as both a proprietary e-commerce platform and third-party vendor—models resembling JD and Alibaba’s Tmall respectively. The aim was to become a place where people could find overseas niche products, but the effort failed after facing immense competition from established e-commerce giants like Alibaba, who have far superior supply chains. 

The app then switched to social e-commerce by creating more product categories and introducing Chinese local brands. However, the model didn’t work well either for the reasons mentioned above.

At its event in July, the company stressed its strong position as a lifestyle content community, minimizing its e-commerce element. At the same time, it proposed a transition to B2K2C (business-to-key opinion consumer-to-consumer) model, which would elevate key opinion consumers, or KOCs, as the link between brands and consumers.

Trust issues

One of Xiaohongshu’s main challenges has been balancing its two constituencies: users and advertisers.

The company’s first pivot to serving brands dates back to the beginning of 2019. That year, a series of major moves to commercialize the platform met with strong resistance, first from regular consumers, and then from KOLs. 

In January, the company launched an influencer platform, then followed up with a brand account platform and CPC (cost-per-click) advertising system in March. The accelerated efforts to monetize triggered backlash from users who began questioning the app’s credibility. In April, local headlines reported fake product reviews and scandals involving fraudulent content scandals.

When Xiaohongshu tried to address the customer trust issue by purging suspicious KOL accounts, many disheartened influencers balked at the severe response. In the aftermath of the negative PR crisis, Xiaohongshu was pulled from both Android and Apple’s local App Stores in July and only managed to return three months later.

The current strategy is an evolution of the company’s 2019 plans, amended to resolve the major problems it faced last year. While KOCs are able to market on any social media platform, Xiaohongshu appears more responsive to trending reviews and can promote lesser-known accounts more quickly. The personable and seemingly unbiased appeal of KOC marketers present a possible avenue for the platform to fix its credibility gap from last year’s crisis.

Squaring the circle?

Key opinion customers, the newest buzzword in the influencer world, emerged in 2019 as an alternative to glossier, more professional key opinion leaders (KOLs).

In theory, KOCs are more trustworthy than KOLs. They are real customers who promote the brand without being paid to. So far, users seem to accept this form of marketing better than KOL hype. 

But Elijah Whaley, chief marketing officer at KOL marketing platform Parklu, says Xiaohongshu is taking shortcuts with KOCs that threaten to undermine user trust. Instead of treating KOCs as customers, Whaley said, the app treats them as just another kind of KOL, encouraging brands to pay KOCs for promotions.

KOCs are everyday consumers who typically have a few hundred followers—far less than the thousands or millions of followers who anoint KOLs with celebrity status. Whaley argues that brands need to keep them separate from paid pitchmen to keep their cachet.

  • “KOLs are in the business of building influence and monetizing influence,” Whaley writes. “KOLs might or might not truly love the brands they collaborate with, which occasionally brings their authenticity into question. KOC evangelize the brands or products they love because they want to help their family, friends, and colleagues make better purchase decisions…One of the most significant challenges to KOL marketing is scalability due to the fees and high-touch nature of managing campaigns, whereas KOC marketing strategies benefit from scales of economy.”

On the brandwagon

At the same time, the company is jumping on the livestream e-commerce bandwagon. As a latecomer, Xiaohongshu experimented with livestreaming in June last year, but the function was not officially launched until November. Compared with incumbents like Taobao Live, Xiaohongshu is pushing more niche brands or high value products. After a quick browse on the app, I found that most Xiaohongshu livestreamers have dozens, or at most hundreds, of viewers—well below the scale of audiences on Taobao Live.

As e-commerce livestreaming hits its ceiling in driving sales, Xiaohongshu is taking a different approach by stressing its role in branding and marketing, rather than striking massive GMV figures. 

Taobao, which pioneered e-commerce livestreaming, also noticed the change. The top goal of livestreaming is branding, then it’s to bring new and very loyal customers and finally it’s the sales, Yu Feng, head of Taobao content e-commerce department, told local media this June.

Jie Si, head of Xiaohongshu open platform and e-commerce operations, said he expects advertising revenue to become the “pillar” of Xiaohongshu’s business. “E-commerce is only a part of our ecosystem. The primary goal is to service the demand of our customers,” he said. In addition to ad income from CPC advertising and branding, the lifestyle app also generates revenue from commissions from brands, membership fees, and a paid promotion tool called “Chips.”

Red flags remain

Xiaohongshu had over 100 million monthly active users (MAUs) in June, up from 85 million one year ago, according to company data.

However, third-party research firm QuestMobile reports a different outlook—a picture of stagnation. The research shop says that from June 2019 to March 2020, the number of Xiaohongshu’s MAU has contracted by roughly 10%, from 85 million to 77 million.

The 77 million MAU figure shows 15.3% year-on-year growth, but it is a much slower pace compared with the growth at Kuaishou and Bilibili, competitive platforms that are also looking into ad income. Both tech firms saw over 30% year-on-year growth from the windfall of users due to the Covice-19 pandemic.

“In tech, stagnation is a big red flag, contraction is a burial shroud. Very few social networks resurrect from MAU contraction,” Whaley said, who said he was disappointed by Xiaohongshu’s KOL purge last year. “Who cares about commercialization if there is a declining number of people to commercialize to,” he added.

The coronavirus pandemic has caused a considerable drop in advertising spending. Tech firms are benefiting with brands spending more on digital marketing, trying to access users who are spending more time online. But advertisers are flocking to the biggest platforms more than ever, which means a tougher situation for medium-sized vertical platforms.

In the competition for ad revenue, Xiaohongshu faces tough rivals like Baidu, Alibaba, Tencent, and Bytedance (BATB). China’s four most valuable tech companies accounted for a combined 86% of all digital advertising revenue in 2019, according to Totem Media. 

With its 100 million MAU, Xiaohongshu will also have a hard time challenging other content platforms like Tiktok and Kuaishou, which boast 518 million and 443 million MAU in June, respectively.

Steep climb ahead

To reach its next growth phase, Xiaohongshu has several hurdles to cross: regaining trust from users, entering the livestreaming business as a latecomer, and boxing out its rivals for advertising income. The company is putting its faith in its new B2K2C model to get them there. But such a strategy requires time to see results, which for the company is in short supply. Investors are already losing interest.

It’s been over two years since Xiaohongshu’s last funding injection. The company reportedly reached a break-even point in its finances late last year. It is reportedly fundraising for a $6 billion valuation, doubling what it achieved in its last round in 2018. It is a critical time for the company to produce a more convincing monetization model that will induce investors to open their purses.

No doubt Xiaohongshu still owns a key step in the journey of many consumers, particularly in the 18- to 35-year-old female demographic, but the clock is ticking for the company to show whether it can maintain that status, or achieve more.

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INSIGHTS | Trump’s app bans and what they mean for China tech https://technode.com/2020/08/17/trumps-app-bans-and-what-they-mean-for-china-tech/ Mon, 17 Aug 2020 03:48:26 +0000 https://technode.com/?p=150096 tiktok national security US app bansThe US is getting into the app bans game. No one is going to know quite what this means til Sept. 20, but here's what we know now.]]> tiktok national security US app bans

Last week, US President Donald Trump took aim at two of the most internationally successful apps ever made by Chinese companies. After preaching about the national security risks posed by Chinese-made apps for months, he signed two executive orders on Aug. 7 that ban transactions with the owner of Tiktok and Wechat starting from Sept. 20. It looks like the US is now in the app bans game.

We’ve spent a lot of the last week trying to figure out what it all means. Here’s what we’ve learned.

Bottom line: The two apps will be banned in the US unless there is a change in their ownership, meaning at least that they will be dropped from app stores. While Bytedance is reportedly in talks with potential buyers like Microsoft and Twitter, it is virtually inconceivable for Tencent to sell Wechat, one of the Chinese internet titan’s most valuable products.

Every week, TechNode picks a story in the news and boils it down to what you need to know in the exclusive Insights column.

It’s normally paywalled, but we’re making this issue free as a sample of our work. Sign up here to get access to every issue.

No one knows how the ban will be interpreted. It’s not clear if users who have already downloaded the apps would be prevented from using them, or if the bans will have effects beyond the borders of the US. But as the US continues to pursue its “clean network” policy, more bans may be coming soon.

The executive orders: The orders ban “any transaction”with Bytedance by a person or company under US jurisdiction, and any transactions with Tencent that relate to Wechat. The Secretary of Commerce will be tasked with identifying these transactions when the bans come into effect on Sept. 20.

What’s banned? Critics say the orders are “incredibly broad and vague” with little clarity on the  “transactions” that are banned until Sept. 20. But lawyers told TechNode that it’s possible to guess based on the law behind the order. 

  • The key policy precedents are the 1977 International Emergency Economic Powers Act (IEEPA) and a May 15, 2019 executive order declaring a “national emergency” (the precondition for trading bans under IEEPA). 
  • Clay Zhu, an attorney at Deheng Law Offices in California, told TechNode in an interview that the May 15 order, viewed broadly as targeting Chinese telecommunications equipment maker Huawei, defined transactions as “acquisition, importation, transfer, installation, dealing in, or use of any information and communications technology or service.” If this definition is applied to Wechat, Zhu said, it would effectively be a total ban of the app. 
  • A White House document, reported by Reuters, lists as banned “transactions” actions that include putting Tiktok on an app store, buying an ad on Tiktok, or accepting the app’s terms of service as a user.
  • “We should assume companies have 45 days, and any further dealing with Wechat or Tiktok will require a license, which presumably will be denied,” Alex Capri, visiting senior fellow at the National University of Singapore Business School, told TechNode.

Best case: Greg Pilarowski, founder of tech-focused boutique law firm Pillar Legal, told TechNode that IEEPA may limit the president to blocking financial transactions—so it could be that Wechat Pay and perhaps Tiktok ads are blocked, while the apps survive.

More likely: The White House is aiming for a total ban on the apps in the US, Pilarowski said. Even if the law is disputable, the Commerce Department will likely order the apps removed from app stores, which would put pressure on Apple and Google to comply.

Jump the wall? In the event that apps stores are forced to de-list the apps, would users be blocked from using them? The US probably can’t block the apps the way China blocks many foreign apps—but the apps could block themselves.

  • Tiktok already blocks users in Hong Kong, China, and India based on SIM card nationality as well as IP address, meaning a VPN alone doesn’t allow users to access the app. 
  • Wechat has also begun blocking users in India in response to that country’s app ban.

Worst case: The US tries to enforce these app bans beyond its borders, as it is doing with the ban on exports to Huawei. In such a scenario, the ban could prevent Starbucks from accepting Wechat Pay in China—or force the Apple App Store and Google Play to de-list globally.

  • Experts think these scenarios are unlikely, as they would hurt US businesses more than they hurt China.
  • Pilarowski wrote in an Aug. 12 paper that a ban on US retailers accepting Wechat is very unlikely. The Wall Street Journal reports that major US retailers are lobbying the president against such a ban.
  • If forced to de-list the apps globally, Apple would have no future in the Chinese market. Apple is a beloved brand in China—but Wechat is as essential as oxygen for digital life. Analysts argue this makes de-listing in China very unlikely.
  • Since Google Play is already blocked in the country in favor of domestic app stores, this scenario would have much less effect on Google phones.

What options do Tiktok and Tencent have?

  1. Sell: Bytedance is in talks with American companies to sell Tiktok. This would save the company from more losses, though it might not be a good deal for the company. There is no sign that Tencent is going to sell any part of Wechat. The company may just give up the US market, where it has roughly 19 million daily active users.

    Bytedance has until Sep. 15  to make a deal with an American company. Microsoft already confirmed that it had held talks with Bytedance to buy the American, Canadian, Australian and New Zealand operations of Tiktok. CNBC reported that the deal could costspend Microsoft between $10 billion and $30 billion.
     
  2. Sue: Bytedance is also seeking to challenge the executive order in court. The company said it would argue that the executive order is unconstitutional because it did not give the company a chance to respond. Tencent hasn’t yet taken legal action, but a group of American Chinese Wechat users said they would file lawsuits against Trump’s executive order involving Wechat, arguing that the executive order goes against provisions of the US Constitution and the Administrative Procedure Act.

But the courts move slowly, and the chance of rulings before the Nov. 3 election are close to nil. Even if the companies eventually win, Pilarowski said, the bans will accomplish their political goals for the president. “It doesn’t matter if he has the authority to do this, or he doesn’t have the authority to do it, he’s got what he wanted. It’s one more data point in this administration being tougher on China than any previous administration in the United States.”

For Bytedance, the executive order means more than just losing Tiktok.

  • Hiving off part of Tiktok’s regional operations means there will be two independent versions of the same social media app. In that case, if Microsoft wants American teenagers to be able to view videos uploaded by Japanese or British ones, it would have to seek approval from Bytedance, which may run into conflict with Trump’s executive order, as The Economist noted.
  • For Bytedance, if it has to sell the Anglo-Saxon part of Tiktok, it still owns the European, Japanese, and Southeast Asian markets. India just banned Tiktok, and Bytedance is in talks with Indian conglomerate Reliance for a potential investment to save the app’s operation in the country, TechCrunch reported Wednesday. 
  • Bytedance also operates Douyin, which is often seen as the domestic version of Tiktok, in China. The app has more than 400 million daily active users.
  • Tiktok’s break-up will also put a dent in Bytedance’s valuation, which reached $140 billion earlier this year. Several investors said the company’s price tag is under “tremendous pressure” as it set to lose part of Tiktok.

Tencent, however, seems sanguine. The company publicly downplayed the importance of the US market to its global businesses in an earnings call Wednesday, as it reported robust second-quarter results.

  • “The US represents less than 2% of our global revenue. Within that, advertising in the US should be less than 1% of our total advertising revenue,” James Mitchell, Tencent’s Chief Strategy Officer, said during the earnings call. 
  • The executive order only covers US jurisdiction, meaning US companies selling to Chinese markets will still be able to advertise on Tencent’s platforms in China, making it even less likely that the ban will weigh on ad revenue, according to Mitchell.
  • The company said its operating profit in the second quarter increased 38% year on year to RMB 37.63 billion ($5.32 billion).
  • Industrial observers seem to agree with Tencent’s argument. Shenzhen-based broker Guosen Securities on Monday maintained a buy rating on the Tencent stock. A full exit of Wechat from the US market will have little impact on the company’s revenue and social media ecosystem, said Wang Xueheng, analyst at Guosen Securities.
  • But nevertheless, shares of the company have dropped by 8.2% since the announcement of the order last Thursday.

A silicon curtain? The executive orders came a day after the US Secretary of State Mike Pompeo escalated the tech war with a new initiative. He promised to purge US networks from Chinese technology under the “Clean Network” program.

  • The US will work to stop Chinese cloud providers like China Mobile, China Telecom, Alibaba, Tencent, and Baidu from storing and processing vast amounts of data from US citizens and companies, according to Pompeo. The State Department aims to keep sensitive personal information and key intellectual property, such as Covid-19 vaccine research, away from Chinese companies, he said.
  • Capri also warned that the administration’s “Clean Network” program could target cloud computing next. “The big question is, how far is the administration going to go, and is Alibaba next?” he said. 

The setbacks faced by Bytedance and Tencent also came as Chinese President Xi Jinping is promoting a new strategy to speed up China’s shift toward more reliance on its domestic economy. The initiative, translated as “domestic circulation,” encourages companies to prioritize domestic consumption and markets. Chinese officials said the strategy is gaining urgency as Chinese companies such as Huawei and Bytedance face increasing resistance in overseas markets, according to the Wall Street Journal.

  • TechNode reporter Chris Udemans wrote that Chinese corporate investors including Alibaba, Baidu, and Tencent already started to retreat from the US even before the August orders.

But experts say this will not be the end of Chinese tech companies’ global expansion, nor does it mean Chinese companies will have to focus only on the domestic market.

  • “The recent developments are forcing Chinese tech companies to change directions when expanding into overseas markets. They may go to Southeast Asia, Africa, and Europe,” said TechNode founder and CEO Lu Gang. 
  • Lu suggests that companies with apps that can influence users’ thinking, or collect personal or business data, may face more difficulties in the overseas markets. He says that’s why the US targeted companies like social media app Tiktok and telecoms company Huawei and artificial intelligence firm Iflytek.  He added that people in overseas markets may have more concern for Chinese AI firms because of non-technical factors.

The hostility Chinese tech companies are facing in the US may also have an immediate impact on how startups and venture capital firms raise money, said some VC investors.

  • “In the short term, Chinese VC might be more skeptical about startups that tend to expand to US or European markets because of tense international situations,” Xu Miaocheng, investment vice president at Beijing-based VC firm Unity Venture, told TechNode.
  • US dollar funds have more pressure, and it’s a difficult time for them to raise money from their backers at the moment, said Xu.

A future of ‘splinternets’? The executive orders against Tiktok and Wechat don’t mean the end of Chinese tech companies’ global expansion, but further restrictions are expected to come. With China’s long-standing Great Firewall, and the addition of the US’ new “Clean Network” program, we are now closer than ever to a world with two different internets.

Read more:

  • Understand the law: “POTUS bans Wechat” (Pillar Legal)
  • The view from the boardroom: “Corporate America worries Wechat ban could be bad for business” (Wall Street Journal)
  • Where is this ‘Clean Networks’ stuff going? “The strategic vision behind the Tiktok, Wechat bans” (Lawfare)

Additional contributions by David Cohen

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CHINA VOICES | ‘Abandon your fantasies’: bloggers to Bytedance https://technode.com/2020/08/14/china-voices-abandon-your-fantasies-bloggers-to-bytedance/ Fri, 14 Aug 2020 10:08:52 +0000 https://technode.com/?p=150039 Tiktok ban US Alstom Toshiba BytedanceThe Bytedance situation: 1980s Japan, or the Korean War? China's netizens agree that it's in for a rough time, but not on what it should do.]]> Tiktok ban US Alstom Toshiba Bytedance

Across China’s social media platforms, commentators agree on one thing: Bytedance better buckle up, because the US isn’t backing down anytime soon.

That might be their only point of agreement. Some suggest that Bytedance and others should take the high road and still champion globalization, but some others think it’s time to knuckle down. Some don’t rule out a Tiktok sale, and some are adamantly against it.

And they reach for different points of comparison too, some less familiar to Western audiences. What comes to mind when you think about Bytedance’s current predicament? Is it 1980s Japan? How about the Battle of Shangganling during the Korean War?

To give you an insight into what Chinese netizens are sharing, TechNode’s selected and translated some of the most popular Weixin and Weibo posts that have emerged over the past week.

A little déjà vu

For some commentators, what’s happening to Bytedance isn’t new. On microblogging platform Weibo, Ryo Takeuchi, a Japanese film director who lives in Nanjing, received over 100,000 likes for his comment (in Chinese) about 1980s Japan:

In my memory, Sony, Panasonic, and other companies were often chastised, and what we Japanese took for “self-improvement,” Americans took for ‘piracy.’ Afterwards, the US government started to use all kinds of methods to control and critique Japanese companies and the Japanese government. When I saw the news that Microsoft was suspending negotiations on purchasing Tiktok’s US business, I suddenly thought of that Japan, more than 30 years ago.

Meanwhile, Taiwanese comic artist “Lao Pei” saw some parallels with the fates of Alstom and Toshiba, in a comic (in Chinese) shared on Weibo by several users (3,500 likes):

Tiktok Bytedance cartoon
“Free market” this way, says the sign in the first panel. In Lao Pei’s rendition, though, what awaits the deliciously plump TikTok is a slightly less happy fate. (Image credit: Lao Pei)

Bytedance’s Zhang Yiming: ‘Too quick to kneel’?

Despite his predicament, Bytedance CEO Zhang Yiming has received startlingly little sympathy, with commentators accusing him of being naïve in adopting an apolitical “Martian perspective,” or of “kneeling too fast” in agreeing to sell Tiktok to Microsoft.

In a Weixin article (in Chinese) on “The frightening Zhang Yiming and his views on friendship!” Li Tongwei also notes a lack of support from Zhang Yiming’s colleagues compared to a 2018 episode with Lenovo (57,000 reads):

In recent days, there has been an unceasing stream of news about Tiktok meeting with unjust treatment overseas, but China’s domestic entrepreneurs have maintained a rarely seen collective silence. 

This is a vast difference from 2018, when Lenovo was accused of being “unpatriotic,” Liu Chuanzhi expressed his fury, and then half of the corporate community voiced their support.

As far as the eye can see, Bytedance seems to have no friends.

One other commentator, Wen Boling, has a bit more compassion for Zhang Yiming. Wang sees Zhang as soft, but typical of his generation’s entrepreneurs. In a Weixin article (in Chinese) “The Tiktok Affair: Scholar Zhang Yiming and Gangster [shehuiren] Trump,” Wen contrasts Zhang’s generation unfavorably with Huawei CEO Ren Zhengfei, and his reaction to his daughter’s detention in Canada (38,000 reads, 1,300 reactions):

Precisely because they knew what they were up against, Huawei and Ren Zhengfei steeled themselves to shoulder the burden till now, becoming heroes in Chinese people’s hearts. Huawei’s phones became patriotic products, and their sales volume steadily rose.

In the Tiktok incident, Zhang Yiming also had his chance to be a hero.

But his repeated concessions willfully cast away this opportunity, so not only does he lose money on his US business, he’s also gained a bad name in China.

‘Abandon your fantasies, and prepare to fight!’

Meanwhile, author “Xiaoxiang Sanren” sees a different generational divide on the other side of the Pacific: one between older doves and younger hawks in the US, which makes growing conflict inevitable. Xiaoxiang Sanren’s Weixin article (in Chinese) is, fittingly, titled “Bytedance: understand the terrain, abandon your fantasies, and prepare to fight!” (13,000 reads)

With the passage of time, there are fewer and fewer “old friends of the Chinese people.” Kissinger is 97 years old, and Bill Gates is 65—aged and marginal.

Long-time anti-China US Senator Marco Rubio is just 50 years old. And Zuckerberg? 36 this year, even younger than Zhang Yiming. You can imagine that Rubio and Zuckerberg will remain active in US government and business circles for quite some time, and their antagonistic attitude toward China will be hard to change.

Better to just get it over with, rather than prolong the agony. With the circumstances too strong to fight, abandoning the US market is perhaps a choice that Bytedance has no option but to confront.

But then, should Bytedance sell Tiktok to Microsoft? Absolutely not, writes “Xiaoxiang Sanren,” because this will threaten Bytedance’s business in China and elsewhere. “Death is coming anyway, so you might as well go down fighting.”

That hardline stance isn’t unique among Chinese commentators, and “The Talented Shui Mujun” goes for an even more military comparison in the most popular Weixin article we found (in Chinese), “The US is robbing Douyin in broad daylight, and the darkest hour is here: you can’t even imagine how much trouble China is in!” (over 100,000 reads, 36,000 reactions).

The article compares Bytedance and Huawei’s predicaments to the Korean War’s Battle of Shangganling, a bloody battle in which Chinese troops successfully repulsed UN forces at the cost of thousands of lives, later mythologized in a Chinese war movie.

Someone once said, “Huawei is the ‘Battle of Shangganling’ of the current US-China relationship. Only if we win a victory in this Battle of Shangganling will the US sign a peace agreement with China.”

Shangganling is just a little hill in North Korea, barely 3.7 square kilometers in size, truly insignificant.

But if you can’t hold onto Shangganling, then what about other mountains?

Should you lose a single inch of elevation, then all that’s left is to retreat again and again in defeat.

‘Stay cool, and don’t be biased’

But there are more moderate voices too. In a more philosophical piece (in Chinese), “Bytedance and Tencent’s Question of Destiny: What is America?” (57,000 reads, 1,700 reactions) blogger Lu Shihan ponders the contradiction between a US that is a “universal beacon” of freedom and democracy, and a US that is a “capitalist country full of discrimination.”

Both are real, Lu Shihan concludes—but lamentably, the first one disappeared thirty years ago. Now, China must ride out the convulsions of a declining US, but stay true to the spirit of globalization that the US once epitomized.

Globalization still brings us benefits, so we must guard against being biased by narrow-minded populism into confrontation and a new Cold War.

In actuality, everyone basically understands that time is on our side, and as long as we keep steady, what comes next will naturally be a new era. But the next few months are the danger zone, and Trump will probably continue to flail rabidly at US-China relations. We must stay cool and not be biased.

From this perspective, I believe that, be it Bytedance, Tencent, or yet another Chinese enterprise, when shut out and sanctioned at the administrative level, it is still inadvisable to play the nationalist card and intensify confrontation.

Put another way: we’ve shouldered this burden for decades. Don’t lose it at the last moment.

For Zhang Yiming and Bytedance, who’ve set their sights so firmly on globalization, the reality of being caught between two countries must be painful.

Surely, though, the most crushing part is the possibility that they’ll disappoint both.

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US regulator is investigating Iqiyi for financial fraud https://technode.com/2020/08/14/us-regulator-is-investigating-iqiyi-for-financial-fraud/ Fri, 14 Aug 2020 06:51:00 +0000 https://technode.com/?p=150025 Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=JarreteraIqiyi said it is under investigation by the SEC over a short report released in April that accused the company of inflating 2019 revenue by up to 40%.]]> Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=Jarretera

Chinese video-streaming platform Iqiyi said Thursday that it is under investigation by US authorities over a short report released in April which accused the company of inflating 2019 revenue by up to 40%.

Why it matters: US regulators are more actively investigating allegations against Chinese companies for financial fraud after beverage chain Luckin Coffee admitted in April it had fabricated transactions in 2019 totaling around RMB 2.2 billion (around $317 million).

  • The US is increasingly scrutinizing Chinese companies as lawmakers call for stricter audit requirements. US President Donald Trump has also recently threatened to delist from American stock exchanges Chinese companies that do not comply with US accounting standards.

Details: Baidu-backed Iqiyi said in a statement announcing its second-quarter earnings on Thursday that it is cooperating with the Securities and Exchange Commission (SEC) probe, which is seeking financial and operating records dating from January 2018.

  • The top US financial market regulator is also seeking “documents related to certain acquisitions and investments that were identified in a report issued by short-seller firm Wolfpack Research in April 2020,” the company said.
  • Iqiyi said it had hired advisers to conduct an internal review of the key allegations in the Wolfpack report “shortly” after it was released.
  • Shares of the company tumbled as much as 19% on Thursday on the disclosure.

READ MORE: INSIGHTS | Short seller huffs and puffs, but it doesn’t blow Iqiyi down

Context: In April, Muddy Waters Research tweeted a link to a Wolfpack Research report, alleging that Iqiyi had inflated its 2019 revenue by 27% to 44% and overstated user numbers by 42% to 60%.

  • At the time, Iqiyi said in a statement that the report “contains numerous errors, unsubstantiated statements and misleading conclusions and interpretations.”
  • On May 20, CNBC reported that the US Senate unanimously passed legislation prohibiting foreign companies which do not adhere to the country’s regulatory and audit standards from listing on its exchanges or raising money from American investors.
  • Earlier this month, the Trump administration issued its recommendations to ban Chinese companies from US stock exchanges if they don’t comply with American accounting standards, according to the Financial Times.

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Techwar: Tiktok US ban may include app stores, ads https://technode.com/2020/08/14/techwar-tiktok-us-ban-may-include-app-stores-ads/ Fri, 14 Aug 2020 06:07:59 +0000 https://technode.com/?p=149998 tiktok national security US app bansGrowing worldwide suspicion of Chinese tech and data privacy practices have led to one hit after another for Tiktok, and not the viral video kind.]]> tiktok national security US app bans

Troubles for Tiktok in the US could be bigger than anticipated: a White House document Reuters saw indicated that the August 6 executive order could prohibit US-based app stores including Apple and Google from listing the app altogether, while a French data regulator confirmed on Tuesday an open investigation into the video app’s data practices.

Why it matters: Tiktok, owned by Beijing-based Bytedance, is widely viewed as the first Chinese-made app to obtain global popularity. Yet growing suspicion of Chinese tech and data privacy practices have led to one hit after another for the company, and not the viral video kind. India banned the app in June and it faces restrictions in Japan and the US.

READ MORE: 8 things to know about the Chinese tech giant behind Tiktok

Details: Tiktok’s potential ban in the US and investigation in France are rooted in concerns about data security.

  • According to the Reuters report, a White House document which outlined plans to disrupt Tiktok’s operations and funding in the US, offered a glimpse of how US President Donald Trump’s executive order to ban transactions with Tiktok may work.
  • “Prohibited transactions may include, for example, agreements to make the Tiktok app available on app stores… purchasing advertising on Tiktok, and accepting terms of service to download the Tiktok app onto a user device,” Reuters reported the document as saying.
  • Specifics on the ban remain unclear. Some media outlets have reported that banning Tiktok from US app stores could restrict the app worldwide—including in China.
  • French data regulatory body CNIL meanwhile confirmed to Tech Crunch that it began investigating Tiktok in May 2020 in response to a complaint about deleting a video from the app.
  • Originally an investigation into how Tiktok handles user data, the investigation has since widened to include transparency issues, data access and protection, and data transfer out of the EU. 
  • “Tiktok’s top priority is protecting our users’ privacy and safety. We are aware of CNIL’s investigation and are fully cooperating with them,” a company spokesperson told Tech Crunch. 

Context: Tiktok was the world’s most downloaded app in January 2020 with 104.7 million downloads across app stores. But the app has long been scrutinized for censoring content and poor data security practices.

  • Tiktok began negotiating a buyout deal with Microsoft for all US operations in early August. The White House’s executive order, and questions about its interpretation and application, complicate any potential buyout deals.
  • Data privacy rights in Europe are guided by the EU’s General Data Protection Regulation, which gives individuals certain rights over their data such as downloading or deleting it. The GDPR also requires transparency between data collectors and users. 
  • Despite the investigation, Tiktok is still pursuing expansion in Europe. The company announced the creation of its first European data center in Ireland on August 6, to be completed in 2022. It is expected to store all European data.
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Mobile games boost Tencent Q2 profits amid US ban worries https://technode.com/2020/08/13/mobile-games-boost-tencent-q2-profits-amid-us-ban-worries/ Wed, 12 Aug 2020 20:04:44 +0000 https://technode.com/?p=149906 tencentTencent saw one of the fastest-growing quarters in years for both profits and revenue, despite effects from Covid-19 and the US-China tech war. ]]> tencent

Tencent saw one of the fastest-growing quarters in years in both profits and revenue during the second quarter, largely due to a surge in the mobile games income and despite the Covid-19 pandemic and the US-China tech war. 

Why it matters: Tencent is one of the world’s largest companies, and its second quarter stats show that even geopolitics can’t slow down the juggernaut. The company’s focus on online gaming and investments in multiple regions and sectors helped Tencent defy expectations and increase profits. 

Details: A decline in media advertising revenues weighed on Tencent’s growth this quarter even as popular mobile games brought in the big bucks, according to its earnings release. A US ban on Wechat transactions is not expected to slow revenue from gaming, the company’s biggest source of revenue.

  • Tencent’s operating profit in the second quarter increased 38% year on year to RMB 37.63 billion ($5.32 billion), compared with 26% year on year growth to RMB 27.52 billion ($4.00 billion) in the same period a year ago.
  • Revenue increased 29% on an annual basis to RMB 114.88 billion ($16.23 billion), well past the $16.00 billion estimate compiled by Zacks Equity Research.
  • Online game revenues grew 40% year on year to RMB 38.29 billion, driven by growth in revenue from mobile games including “Honor of Kings” and “Peacekeeper Elite” in both domestic and international markets.
  • Social network revenues increased 29% annually, largely due to digital content services like Huya, a game-streaming platform Tencent owns a controlling stake in. 
  • Media advertising revenues fell 25% year on year in the second quarter. Tencent cited “lower advertising revenues from Tencent Video as a result of weak brand advertising demand amid the challenging macro environment, as well as delayed content production and releases.”
  • Tencent said that it does not expect Trump’s executive order banning Wechat transactions to materially weigh on its future growth. 
  • “The US represents less than 2% of our global revenue. Within that, advertising in the US should be less than 1% of our total advertising revenue,” James Mitchell, Tencent’s Chief Strategy Officer, said during the earnings call. 
  • According to Mitchell, the order only covers US jurisdiction, meaning US companies selling to Chinese markets will still be able to advertise on Tencent’s platforms in China, making it even less likely that the ban will weigh on ad revenue.
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8 things to know about the Chinese tech giant behind Tiktok https://technode.com/2020/08/12/8-things-to-know-about-the-chinese-tech-giant-behind-tiktok/ Wed, 12 Aug 2020 09:36:00 +0000 https://technode.com/?p=149863 Bytedance Tiktok Singapore InvestmentBytedance isn't just Tiktok. The Beijing-based company is the world's most valuable tech startup. Here are seven things you should know about it.]]> Bytedance Tiktok Singapore Investment

Everyone’s talking about Tiktok, the hot short video app that has been thrust into the global spotlight on the back of an emerging US-China cold war. But outside China, few people know about Bytedance, the elusive tech unicorn behind one of the world’s biggest social media smash hits.

The company has always been reclusive. When employees run into journalists, they joke about being seen with dangerous contacts. Zhang Yiming, the company founder and CEO, rarely speaks to media directly. The mystery surrounding the world’s most valuable tech startup spurred TechNode to take a deep dive into the company last year, the results of which we published monthly in the form of our first In Focus newsletter series. Many of these articles were written by Bailey Hu, who left TechNode in May 2019. We are offering up our research in this story, with some updates.

While most international users know Bytedance as the company behind Tiktok, it isn’t just the maker of a single successful platform. In fact, the company has a lineup of virally popular apps in China, its home market. These include news aggregator Jinri Toutiao; Douyin, the domestic version of Tiktok; and Xigua Video, another video-sharing platform. In overseas markets, it operated Vigo and Topbuzz, the international versions of Xigua Video and Jinri Toutiao, respectively, both of which Bytedance shut down because of poor performance.

These stumbles have done little to slow the Beijing-based company. It is considered the world’s most valuable tech startup, according to CB Insights. The company was valued at as much as $140 billion earlier this year when state-owned carrier China Mobile, one of its shareholders, sold a small stake in a private deal, according to Reuters.

Here are eight things to know about Bytedance:

1. It’s huge

In March, Bytedance founder Zhang Yiming revealed in an internal letter to employees that the company’s global headcount had exceeded 60,000, and the number is expected to reach 100,000 this year.

Ad sales and content monitoring staff each make up a quarter of Bytedance’s workforce, according to a report by The Information in April 2019.

Bytedance now employs more people than Facebook, analyst Liu Jiehao of research group Iimedia pointed out, but average productivity still lags well behind the US titan. Facebook booked $71 billion in earnings in 2019, while Bytedance reportedly made $17 billion in revenue in the same period.

Tencent, which employed 54,000 people as of December 2018, fell between the two in terms of 2019 revenue. The company reported a total annual revenue of RMB 377 billion (around $48.5 billion) in 2019.

2. It’s all about an algorithm

Providing online news and content for millions of users in China, Bytedance’s flagship app Jinri Toutiao (which translates into “Today’s Headlines”) doesn’t require an editor-in-chief to lead its content strategy like other news platforms do, according to company founder and CEO Zhang Yiming.

The app’s editorial staff is a set of artificial intelligence and deep-learning algorithms that deliver personalized content to its users.

Like other flagship Bytedance apps, Jinri Toutiao shows users an endless feed of posts and videos recommended by its algorithms, all based on the user’s age, sex, location, and personal preferences.

As you read posts recommended by the platform, it learns what you like and don’t like by tracking your behavior: what you click to read, what you choose to dismiss, how long you spend on an article, which stories you comment on, and which stories you choose to share. The behavior recorded by the system then spits out recommendations to populate your feed. The more time you spend in the app, the more it learns about you—and the more it learns about you, the more time it can get you to spend in the app.

The company has replicated the recommendation system with other products such as Douyin and Tiktok. Its success speaks for itself.

According to a person who is familiar with Bytedance’s recommendation system, it was initially based on Google’s Wide & Deep Learning, open-source models that combine the strengths of the wide linear model and the deep neural network, two types of artificial neural networks that can perform tasks usually carried out by a human brain.

The Wide & Deep Learning system is used for recommendations on Google Play, the search engine’s popular Android mobile app store with more than 1 billion active users, and has led to “significant improvement” in app downloads, according to a paper by a group of Google researchers.

“The recommendation system is now Bytedance’s core technology that underpins everything from its news app to its short-video apps,” said the source.

In January 2018, Bytedance held a meeting to disclose how the algorithms work. The move was in response to pressure from internet watchdogs and state media, which had criticized the Jinri Toutiao app for spreading pornography and allowing machines to make content decisions (in Chinese).

At the meeting, Bytedance’s algorithm architect Cao Huanhuan explained the principles of the recommendation system used by Jinri Toutiao and many of the company’s other apps. The full text of his speech can be found here (in Chinese).

The company has moved to open up access to its recommendation algorithm to external companies in recent years after the success of Douyin and Jinri Toutiao. In September, Bytedance started to package its recommendation algorithm as a solution, known as Byteair, to its different lines of products and external partners.

3. It runs a lot of apps besides Tiktok

On its English-language website, Bytedance lists a modest ecosystem seven apps worldwide. The reality is more like a jungle, populated with hybrids, close cousins, and the occasional evolutionary dead end.

Tiktok and Douyin are the international and Chinese versions, respectively, of Bytedance’s hottest app. They don’t share any content, their features vary, and each app has different privacy policies in accordance with local regulations. Huoshan and the now-shuttered Vigo, similarly, had been the global and domestic versions of another short-video offering.

Many of Bytedance’s apps are free, and most have options for in-app purchases on Apple’s China App Store. In addition to those listed, relatively new launches like Tomato Novel are not only entirely free to use, but also offer cash incentives in return for user activity, as TechNode previously reported.

4. Tiktok vs. Douyin—the same, but different

Douyin and Tiktok are unquestionably Bytedance’s biggest successes. The two apps are often referred to as versions of one another—Douyin is the domestic Chinese version; Tiktok is the global version.

Bytedance once presented Tiktok and Douyin as two versions of the same product, at least until Tiktok began attracting scrutiny overseas because of its Chinese ties. The two apps share the same logo, layout, and even some stickers and filters, but they are strictly segregated in accounts and content. This means it’s impossible for a Tiktok user to log in to the Douyin app using their Tiktok credentials, and vice versa.

Now, Bytedance is trying hard to shake off Tiktok’s ties to China. It named an American CEO in May and reportedly cut off Chinese employee access to Tiktok in June. But the efforts didn’t pay off. India banned the app in June after a border clash with China in the same month and Japan is seeking to restrict Chinese-made apps including Tiktok. This month, the Trump administration signed an executive order that would effectively ban the app in the US on Sept. 15.

Content recommendations are not always entirely dependent on algorithms, at least in regards to the Douyin app. Douyin has promoted a fair amount of content produced by state-run media and government agencies for propaganda purposes. This content features recent news or stories with “positive energy,” a phrase that describes topics that align with government policies.

Conversely, on the Tiktok platform, recommended content featuring news or politics is minimal. Everything in the app is designed to be fun. A commentary published in The New York Times said that Tiktok might be “the only truly pleasant social network in existence.”

Bytedance’s account segregation of Tiktok and Douyin differs from the way that tech titan Tencent has constructed the domestic and international versions of its mega messaging app Weixin (known as Wechat abroad). 

By comparison, Tiktok and Douyin users exist in different worlds, meaning that content cannot be accessed across platforms. For example, one of Tiktok’s most popular accounts is Jacob Sartorius, an American singer who has 20.9 million followers on the platform. However, the “Jacob Sartorius” found on Douyin is an “unofficial” account with 36 followers.

Under pressure from authorities, Bytedance has completely segregated the Tiktok and Douyin platforms, freeing the company from any potential breach of China’s internet controls while providing its international users with a relatively censorship-free platform.

5. It’s also an experienced VC investor

Bytedance was founded in 2013, but it started to make investments as early as 2014. It kicked off its VC activity by investing in a series of blogs and media companies such as artificial intelligence-focused blog Xinzhiyuan, and Caixin Globus, an international news site founded by Chinese finance news outlet Caixin.

Bytedance started to expand its investment portfolio outside of China in 2017 as overseas markets became more and more important to the company, but it tended to make acquisitions rather than simply investing.

By far the most successful example of Bytedance’s global expansion was its acquisition of lip-syncing app Musical.ly in 2017, which was later rebranded to Tiktok and became a global hit.

In recent years, Bytedance pivoted to invest in enterprise services and online education companies such as edtech company Fclassroom in 2019 and online word processor Shimo in 2018. In April, Bytedance co-led a Series B of nearly $14 million into Chinese cleaning robot maker Narwal Robotics.

Based on disclosed figures, Bytedance tends to favor certain tech sectors over others.

(Figure 1)

Here are some of Bytedance’s biggest investment deals from 2015 to 2019.

6. Bytedance has got big plans for gaming

In June 2018, we reported that longstanding Bytedance app Jinri Toutiao had launched “Jinri Games,” its own version of Wechat mini games, or lightweight apps which run on a large platform without requiring users to leave the app.

Within Toutiao’s selection of in-app mini programs—another adaptation of a Wechat innovation—Android users could for the first time choose from a variety of casual games.

Since then, mini games have become available in Bytedance’s humor app Pipixia and most recently, Douyin. The additions allow independent gamemakers to adapt or develop 10-megabyte programs for each platform.

In March, the Bytedance obtained its first mobile games license from Chinese regulators, allowing it to publish a game legally to China’s multi-billion-dollar gaming market. Bloomberg reported in January that the company is also building a gaming division that will hire more than 1,000 employees, and there were already two games in the pipeline. The company’s casual mobile game “Combat of Hero” became the most-downloaded free iOS title in Japan for four consecutive days beginning March 7, the South China Morning Post reported.

7. Edtech is a sector it just can’t quit

Bytedance may have made its name with short-video and news aggregator apps, but it seems unusually determined to break into the online education sector.

Over the past two years, the company has made several attempts to gain a foothold in online education through the launch of new apps, acquisitions, and investments. Underperforming apps are abandoned as new ones keep appearing, fresh off the production line.

  • In March 2018, Bytedance acquired Open Language, an online English course provider.
  • In May 2018, it launched Gogokid, a one-to-one tutoring platform for Chinese children to learn English online with foreign teachers.
  • In July 2018, it launched Haohao Xuexi, a knowledge-sharing app that features content covering career advice, parenting, culture, and wealth management.
  • In August 2018, Bytedance led a $49.5 million Series C funding round in San Francisco-based education technology company, Minerva Project.
  • In December 2018, it launched AiKID, a foreign teacher live-streaming platform.
  • Bytedance licensed some patents in January 2019 from now-defunct smartphone maker Smartisan, which the company indicated was to expand and develop its online education business.
  • In May 2019, it launched a K-12 online education platform Dali Ketang, which offers courses from primary school to high school. Chinese tech news outlet 36Kr reported that Bytedance acquired another online teaching platform named Qingbei Wangxiao to help with the development of Dali Ketang.
  • In July 2019, it was reported that Bytedance was testing a short-video-based English-learning app named “Tangyuan English.”

Bytedance’s education apps:

8. If it loses Tiktok, it’ll still scare Tencent

In a lot of ways, Bytedance is something totally new. It’s the first Chinese tech company that’s really based on a new algorithm, and the first Chinese company ever to get a big hit in the global app space. It often terrifies its Chinese competitors as much as it seems to terrify American policy-makers.

If it’s forced to sell Tiktok, it could lose one of those strengths: the global hit. But it’ll remain a huge, disruptive force in Chinese tech.

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Pinduoduo launches fashion mini program on Wechat https://technode.com/2020/08/11/pinduoduo-launches-fashion-mini-program-on-wechat/ Tue, 11 Aug 2020 07:39:39 +0000 https://technode.com/?p=149831 pinduoduo duochao wechat mini program fashion socialThe new Pinduoduo mini program marks the e-commerce giant's latest move to increase user engagement by boosting social interactions. ]]> pinduoduo duochao wechat mini program fashion social

Pinduoduo has rolled out a Wechat-based mini program that focuses on creating an online fashion shopping community for China’s younger consumers.

Why it matters: The new mini program is Pinduoduo’s latest move to increase user engagement by boosting social interaction.

  • The platform’s growth is slowing: Active buyers in the 12-month period ended March 31, 2020 totaled 628.1 million, a year-on-year increase of 42% compared with 50% annual growth in the same period a year earlier.
  • Pinduoduo is competing with fashion community incumbents in the sector such as Xiaohongshu or Red, Dewu, formerly Poizon, and Nice.

READ MORE: Sneakerheads are China’s latest set of unlikely blockchain users

Details: Shanghai Xunmeng Information Technology Co., Ltd., Pinduoduo’s China-based operating body, rolled out last week Duochao, a fashion and lifestyle mini program on Wechat, local media reported on Monday.

  • Duochao is an online community where fashion enthusiasts can post their favorite items via the platform’s central content feed, as well as share their passion for street fashion, from sneakers to clothing and accessories.
  • The mini program does not have e-commerce functionality at this stage, though it is widely expected, according to local media.
  • Seventeen fashion brands including Nike, DC, Y-3, and Fog have launched official accounts on the platform.
  • For now, Duochao does not have a standalone app or website. The program is currently not accessible through Pinduoduo’s main app.
  • With the new mini program, Pinduoduo is tapping its popularity with China’s younger consumers. A massive 78% of Pinduoduo users are under 35 years old, according to data from Iimedia (in Chinese). The 24-and-under segment accounts for 24% of the total user base.

Context: Pinduoduo founder Colin Huang just left the board of Shanghai Xunmeng on August 3, one month after he abdicated the position of CEO to focus on the e-commerce giant’s long-term strategies.

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Small girl, big stomach: Backstage with a mukbang star https://technode.com/2020/08/05/small-girl-big-stomach-backstage-with-a-mukbang-star/ Wed, 05 Aug 2020 06:49:44 +0000 https://technode.com/?p=149565 mukbang livestream Taobao China social mediaMukbang is a massively popular video genre that combines the atmosphere of a friend's dinner with the shock appeal of binge eating.]]> mukbang livestream Taobao China social media

The three of us could barely finish a small pot—but Mini ordered a large one, enough for four people. Then she ordered five more. After ordering, she sat at a big table, waiting for her food as her camera crew set up the equipment. 

If you can’t see the YouTube player above, try watching here instead.

It was already 1:30 pm and the restaurant was almost empty. The usual clanking of cutlery had given way to the sound of a portable video studio being set up; a crew of young people chattering and giggling. Usually, Mini and her team shoot at off-peak hours to avoid interrupting customers, and vice versa. That day’s set was a famous luzhu (pork intestine) restaurant in the outskirts of Beijing, which Mini loves.

Mini is a cute girl with a cheerful personality: She smiles at the end of every sentence and generously hands out childlike laughs to everyone she talks to. She maintains this adorable quality as she devours mountains of food—something most “cute” girls don’t do on a daily basis. 

But Mini is not like most girls. She is a uniquely successful professional livestreamer with over 10 million followers on Weibo. Being adorable whilst demolishing massive quantities of food are key parts of her job description as a mukbanger; a livestreamer who binge eats. 

Two weeks before Singles Day, China’s biggest shopping festival, we spent a week chasing Mini around Beijing but barely managed to gain access to her. Mini’s schedule was packed with all kinds of promotional video shoots and Taobao Live broadcasts.

We ended up filming one of her shoots at the luzhu restaurant. Her camera crew had two cigarette breaks during the shoot. She had to reheat her food twice. Mini said she didn’t mind at all.

After watching the marathon meal in amazement, we finally heard: “Today’s last bite! Thanks for everyone’s company, follow me if you like me, bye-bye.” 

Six dishes lay empty in front of her. 

Before meeting her, I watched many of her videos. They are fun to watch: She visits different restaurants and tries all kinds of dishes. 

Seeing her eat in person was an entirely different experience. One of her 10-minute videos is just right to satisfy my appetite for food. Seeing her eat for nearly three hours is downright overwhelming. 

Mukbanger Mini
Mini shows her last bite in front of the camera. (Image credit: TechNode/Jiayi Shi)

Lamb mountain

Mini is one of thousands of online celebrities who specialize in the online video trend known as mukbang. It’s a genre that combines a simulated dinner with friends with the shock appeal of competitive eating. 

Like many trends, it started in Korea—the word is a portmanteau of the Korean for “eating” and “broadcasting.” There, this genre of livestreaming became popular very quickly because it challenges traditional food culture, where dining is constricted by strict etiquette. 

Mini was one of the first people in China to try mukbang. After winning first place in 2016 in an eating competition, she was signed as a full-time mukbanger by an agency which manages social media influencers, known as key opinion leaders (KOLs) in China. 

“I saw many competitive eaters in Japan and Korea and I thought: ‘This is so cool’,” Mini said. “I thought I could do the same because I can also eat a lot, just like them.”

Her first viral success was a video of her eating an entire roast lamb in 2017. She still remembers how nervous she was when filming it. “I was eating with my right hand and my other hand was shaking off the camera. But I focused more as I ate more,” she said. 

Before that video, she used a smartphone for her livestreams. But her team wanted to do a professional short video to promote Mini’s conquest of the “lamb mountain,” as she called it, on social media platforms. They upgraded their gear in preparation.

More than a big stomach

Add the magic of a KOL agency onto a big appetite—especially on a small, “cute” person—and you have the makings of a star.

Much like the success of her lamb mountain video, her rise has been far from coincidental. It is the result of serious investment and careful planning.

We saw it first hand. Every detail of her livestream is planned meticulously: from her clothes, to her makeup, to the placement of the dishes. Her filming crew is made up of three people, fully armed with cameras, microphones, and lights.

Kingkong Culture, the multi-channel network (MCN) company that signed her, knows how to pick mukbangers with the potential to go viral, and how to get them there. 

To reach Mini’s success, a mukbang host needs more than a big stomach and a professional crew. The genre is about bringing a sense of companionship and joy to the audience. Mini told us that the most important thing is to present the food to everyone and “share the joy together.”

Most mukbang livestreams last over an hour. Throughout the meal, the host interacts with the audience, replies to their comments, and creates a warm atmosphere akin to a friend’s dinner party.

Mukbang’s popularity relies on a deeper social reality in modern urban China: Many people live and eat by themselves. Watching mukbang videos can help dispel some of that  loneliness during their meals. 

“I think eating by oneself is a very lonely thing and one tends to be happier and eat more if accompanied by other people,” Mini said. “Many of my fans eat alone, and they will watch my videos while eating.” 

Mukbanger Mini
Mini during one of her mukbang shoots. (Image credit: TechNode / Jiayi Shi)

Running a business

In the early days of the mukbang industry, Mini would make most of her money from gifts sent by viewers during her livestreams. Today, fan gifts are only a small part of her income. She makes most of her money from advertising products, mostly food. 

The change is evident in her videos. I’ve noticed she spends more time advertising than binge eating these days.

Mukbang hosts started making short videos in 2017, condensing the marathon livestreams so that they can be posted on social media. Mini’s team was able to monetize them on online platforms like Youtube. 

This video format attracted the interest of food brands, which saw the opportunity to advertise their products. By 2018, Mini and her team were paid to produce short video ads and post them on their channel. 

Eventually, advertising started trickling into her livestreams.

The mukbang format lends itself well to product placement. Mini eats the advertised dish and recommends it to fans. Her huge fan base loves watching her eat—and follows her recommendations faithfully. 

Today, paid promotional content is Mini’s biggest stream of revenue, of which the majority comes from product placement in her livestreams.

Kingkong Culture is trying to increase its clientele of brands. Mini mostly works with food brands, but has also advertised makeup products and clothes.

The KOL agency has even started its own snack food brand. The mukbangers that work with Kingkong Culture promote the company’s snack products in their broadcasts. 

As Mini and her team grew the number of advertisements on her videos, some of her fans started to complain.

A user named BeryEeaxxy commented on Weibo: “If you have fewer advertisements you will have more followers. As a long-time follower, I really hope your goal remains the same as before when you first started being a mukbanger” (our translation).

Mini doesn’t take these comments to heart. She knows she is running a business:

“I became a mukbanger because I love food but it’s also my career. I love what I’m doing but I really hope my fans can understand this.”

Mini, mukbang host

Pivot to Taobao Live

Like many other livestreamers in China, Mini wants to join the Taobao Live wave. We were lucky to see her and her team in the midst of this pivot. We watched her film one of her first livestreams for Alibaba’s platform. 

Taobao Live has been massively popular with consumers and livestreamers alike since early 2019. It allows viewers to buy the products on the spot during the broadcast, and includes several features like coupons, creating a seamless shopping experience. 

During the broadcast, Mini and Yang promoted 40 products in total, all of them food. Mini introduced and ate them one by one, giving each product its own time on camera. The livestream lasted for about five hours. It was watched by tens of thousands of real-time viewers. 

It came out very well and they decided to do more in the future, her team said. Mini is confident that she can do well on Taobao Live since livestreaming is her bread and butter. 

Qiu Er, a staff member at Yihai Tiancheng, a media company working for Alibaba, is also confident in Mini’s potential to succeed on the livestreaming platform. He flew to Beijing from Chengdu just to see Mini shoot her livestream. He was amazed by Mini’s ability to sell products. 

“Mini has a huge fan base,” Qiu said. “I think we will work more closely in the future.”

An uncertain future

During our week following Mini around, every interaction with her was closely supervised by her team. 

When we sat down for an interview, we found that our question list had been heavily edited by her company. We weren’t allowed to ask her basic facts about herself such as her real name and what she studied in university. 

The company said it was for the sake of her future development.

Questions about Mini’s health were met with pre-written answers: She goes for a physical examination every year and gets positive results. She has more enzymes than the average person and a stomach that can expand to fill her whole belly. She doesn’t vomit after binge eating and never has. 

It is hard to tell if she gave us the whole story. 

When we asked her how long she will continue with her career as a mukbang host, she couldn’t give us an answer. She couldn’t imagine a life without food in its epicenter. 

“I’ve always considered my work as my life and I think it’s inevitable that one day I will be over the hill,” she said. “But even if I’m not a mukbanger, I will probably still do the same thing as I’m doing now because I love food.”

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Indian court summons Jack Ma, Alibaba in worker lawsuit https://technode.com/2020/07/27/indian-court-summons-jack-ma-alibaba-in-worker-lawsuit/ Mon, 27 Jul 2020 06:49:13 +0000 https://technode.com/?p=149075 Alibaba's Jack Ma in November 2015.The employee said that he was fired for his objections to media manipulation practices at Alibaba-owned UC Web amid tense diplomatic relations.]]> Alibaba's Jack Ma in November 2015.

An Indian district court has summoned Chinese e-commerce giant Alibaba and its founder Jack Ma in a lawsuit from a former employee of web browser firm UC Web complaining that he was wrongfully fired for objecting to the company’s practices of censoring content and publishing false news.

Why it matters: The employee said that he was fired over his objections to media manipulation practices at Alibaba’s UC Web, another high-profile dispute at a time of tense diplomatic ties between China and India following a deadly clash along a shared border.

  • UC Web’s UC Browser was ranked second in the Indian mobile browser market with a 23% share, according to TechCrunch citing data from third-party analytics firm StatCounter. It trailed Google Chrome which holds a massive 63% share.
  • UC Browser was among the 59 apps banned by the Indian government in late June over national security concerns. Other blacklisted apps include short video platform Tiktok, messaging app Wechat, Baidu Maps, and microblogging platform Weibo.

Read more: Life in India after Tiktok

Details: A court in Gurgaon, a satellite city of New Delhi and location of UC Web’s main Indian office, summoned Ma and around a dozen Alibaba representatives and business units for a wrongful termination lawsuit, Reuters reported on Sunday, citing court documents. A former UC Web employee said he was wrongfully fired after objecting to what he saw as censorship and fake news distributed on company apps, according to the report.

  • Pushpandra Singh Parmar, who said he worked as an associate director at the UC Web office in Gurugram until October 2017, alleged the company censored content seen as unfavorable to China and promoted false news through its apps UC Browser and UC News, according to documents obtained by Reuters.
  • “UC has been unwavering in its commitment to the India market and the welfare of its local employees, and its policies are in compliance with local laws. We are unable to comment on ongoing litigation,” a UC India representative said in a written statement to TechNode on Monday.
  • Wang Shuai, Alibaba partner and chairman of Alibaba’s marketing and public relations committee, confirmed that UC India received the court notice in a comment on Wechat Moments, local media (in Chinese) reported.
  • Wang said that the Indian unit is working on the issue according to relevant procedures, adding jokingly that it has been hard to find Ma after his retirement. He claimed to have failed to reach Ma after trying to reach out to him for a whole day and jokingly suggested the team try its luck in the HBB Music Bar nightclub, which Ma founded.

Context: Alibaba in 2014 acquired UCWeb, best known for its popular mobile browser UC Browser. It is now part of the e-commerce giant’s digital media and entertainment group.

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Social media site Weibo to heavily restrict external links https://technode.com/2020/07/09/social-media-site-weibo-to-heavily-restrict-external-links/ Thu, 09 Jul 2020 05:20:12 +0000 https://technode.com/?p=148323 Weibo sina twitterWeibo said it made the decision to block all but approved sites because the service is heavily abused by scammers and illegal sites.]]> Weibo sina twitter

Weibo, one of China’s biggest social media platforms, said that it will start to block user links to all but a select number of websites within weeks, in an effort to fight fraud.

Why it matters: The clampdown is likely close off the majority of the internet to the platform’s users.

Details: Weibo, a Twitter-like microblogging platform, on Wednesday announced (in Chinese) that its link-shortening service t.cn will block all web sites except those included on a new whitelist. The company said it made the decision because the free service is heavily abused by scammers, as well as pornography and gambling sites.

  • Domains on the whitelist will include those owned by government bodies, licensed media, major web portals, and verified companies, according to the statement.
  • Weibo will decide which entities will be included on the list.
  • Selected companies must submit a business license, an ICP license which is mandatory to operate a website in China, as well as vow that the content on their websites are 100% legal.
  • Individuals who run personal blogs or websites will be excluded from the whitelist.

Context: Weibo has long had a problem with “black industry” bots spamming random Weibo posts in the comment threads. The bots lure users to sign up for gambling or pornography sites, or pyramid schemes.

  • Like Twitter’s t.co service, Weibo automatically processes and shortens all shared links. Users cannot opt out of the link conversion service.
  • Since Weibo only allows t.cn links on the platform, domains that fail to sign up to Weibo’s approval list will be blocked starting next month.
  • In late March, the platform began to ban users (in Chinese) who shared links to e-commerce sites Taobao and JD.com to their followers. It ordered them to use a marketplace management tool called Weibo Xiaodian to list items.
  • Weibo Xiaodian shares a biweekly post publicly shaming accounts that break the rule.
  • Another Chinese social media Goliath, Tencent’s Wechat, has a lengthy history regulating external links. It is known for blocking competitors like Douyin, Taobao, Feishu, and even small rival messaging apps.
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US probing Tiktok for failing to protect minor users: report https://technode.com/2020/07/08/us-probing-tiktok-for-failing-to-protect-minor-users-report/ Wed, 08 Jul 2020 05:42:40 +0000 https://technode.com/?p=148292 Tiktok US buyoutUS advocacy groups have complained that Tiktok failed to live up to the agreement that it would protect data from users under the age of 13.]]> Tiktok US buyout

Two US federal government agencies are investigating whether Tiktok, a Chinese short video app popular with American teens, breached a 2019 deal designed to protect children’s privacy.

Why it matters: The probe is Tiktok’s latest setback in overseas markets following a ban on the app in India last month and its retreat from Hong Kong this week.

Details: The US Federal Trade Commission (FTC) and Department of Justice are investigating whether Tiktok complied with an agreement it reached with the FTC in January 2019, Reuters reported Wednesday, citing David Monahan, a campaign manager with the Campaign for a Commercial-Free Childhood.

  • Campaign for a Commercial-Free Childhood, the Center for Digital Democracy, and other advocacy groups in May complained to the FTC that Tiktok failed to live up to the agreement that it would remove videos and personal information about users under the age of 13, said the report.
  • “I got the sense from our conversation that they are looking into the assertions that we raised in our complaint,” the report cited Monahan as saying.
  • Tiktok told Reuters that the app takes “safety seriously for all our users” and that it in the US, they “accommodate users under 13 in a limited app experience that introduces additional safety and privacy protections designed specifically for a younger audience.”

Context: Pressure on Tiktok is mounting in the US after it was shut out of India, which used to be its biggest overseas market.

  • In an interview on Fox News on Monday, the US Secretary of State Mike Pompeo seemed to agree with anchor Laura Ingraham’s suggestion that the US should ban Chinese social media apps, especially Tiktok.
  • In October, two US senators requested American intelligence officials investigate Tiktok for potential national security threats.
  • In May, a Dutch privacy regulator said it would investigate how short video app Tiktok handles data collected from minors on the platform.
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Update: Tiktok to cut off Hong Kong users ‘within days’ https://technode.com/2020/07/07/tiktok-leaving-hong-kong-within-days-report/ Tue, 07 Jul 2020 09:21:38 +0000 https://technode.com/?p=148194 tiktok national security US app bansHong Kong users will not be able to access to Tiktok after the short video app withdraws from the autonomous city, TechNode has learned.]]> tiktok national security US app bans

Hong Kong users will not be able to access Tiktok after the short video app withdraws from the autonomous city in the coming days, a spokesperson of Tiktok parent company Bytedance told TechNode Tuesday.

Details: Reuters reported Tuesday that the app “will exit the Hong Kong market within days,” as a controversial national security law comes into effect in the autonomous city.

  • “In light of recent events, we’ve decided to stop operations of the Tiktok app in Hong Kong,” a Tiktok spokesman told Reuters.
  • Tiktok is also not accessible from within mainland China. Users in the country can only use Douyin, the version of Tiktok tailored for Chinese users.
  • Bytedance is working on making Tiktok unavailable in Hong Kong, the company told TechNode. The company declined to reveal how that would be achieved or how it defined “Hong Kong users.”
  • The company added that it does not plan to bring Douyin to Hong Kong. Douyin is currently available only in mainland China app stores, but a source cited by Reuters said Douyin has more users in Hong Kong than Tiktok.
  • “Douyin has lots of users in Hong Kong and will continue to serve the users there,” Bytedance China CEO Zhang Nan told Reuters.

Context: Tiktok’s move came after China imposed a national security law on Hong Kong, which includes a provision mandating local authorities to take measures to regulate the city’s internet.

  • Tiktok has previously said it would not hand over user data to the Chinese government or censor content at Beijing’s request. 
  • US tech companies, including Google, Facebook, and Twitter, have suspended processing Hong Kong government requests for user data in the wake of the new law.

UPDATE: This story has been updated to include comment from Bytedance.

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Apple purges 3,300 games from China App Store in 2 days https://technode.com/2020/07/03/apple-purges-3300-games-from-china-app-store-in-2-days/ Fri, 03 Jul 2020 08:50:44 +0000 https://technode.com/?p=148072 App Store Apple ChinaThe game purge comes after the American technology giant moved to comply with China’s strict gaming regulations to be listed on the China App Store.]]> App Store Apple China

More than 3,000 games have been removed from Apple’s China App Store in the first two days of July, a move the company has warned developers about as it closes a loophole which allowed unlicensed paid games to list on the platform.

Why it matters: This is one of the biggest game purges on Apple’s App Store. It comes after the American technology giant moved to comply with China’s strict gaming regulations, requiring game developers worldwide to gain approval from Chinese regulators before being published in the Chinese store.

  • Foreign companies are not permitted to directly apply for the license. They have to partner with local companies to legally launch their paid games in China. It can take months for game makers to have their titles approved.

“We are seeing unprecedented numbers of games dropping off the Apple App Store China daily since Apple implemented this new policy on July 1. Sadly, because China only approves about 1,500 game licenses a year, and the process itself takes six to 12 months, most of these apps will be waiting a long time before they are allowed back on the store.”

— Todd Kuhns, marketing manager at AppInChina, to TechNode

Details: Some 1,571 and 1,805 games were removed from Apple’s App Store in China on July 1 and July 2, respectively, in a sharp surge compared with the end of June, when an average of around 200 titles were removed daily, according to figures from Appinchina.

  • Apple has started to ask game developers to provide a gaming license number from Chinese regulators before they file updates of their games, according to screenshots provided by Appinchina. Games lacking a number or with invalid numbers will be removed from the Chinese store after the update.
  • Games that don’t attempt to make an update will not be actively removed from the Chinese App Store for the time being, according to Kuhns. 
  • Kuhns expects the daily number of removed games will “rise and plateau for a while” because the titles won’t be taken down until the unlicensed game is updated.
  • Titles removed on Friday already topped 700 as of the time of publication.
  • He estimates at least 21,000 titles will be affected in total.

Context: Since 2016, Chinese regulations have required all paid games or games that offer in-app purchases to obtain a publication license before they can be uploaded to app stores.

  • Before Apple took action in February, developers were able to list unlicensed games by submitting a random number instead of an official license number.
  • In a notice sent to game developers in February, Apple required license numbers for paid games or games offering in-app purchases before June 30 if they want to distribute in mainland China.
  • “Chinese law requires games to secure an approval number from the General Administration of Press and Publication of China,” Apple said in the notice.
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India ban on Chinese apps explained: Who, how, what now? https://technode.com/2020/07/03/india-ban-on-chinese-apps-explained-who-how-what-now/ Fri, 03 Jul 2020 08:46:13 +0000 https://technode.com/?p=148068 On June 29, India banned 59 Chinese-made apps. Who's behind the ban, what are they saying, and is there any chance of appeal?]]>

After years of growing its presence in the Indian market, the Chinese tech industry ran into a brick wall in India Monday. Amid political tensions with Beijing, New Delhi banned 59 Chinese-made apps.

Who’s behind the ban, what are they saying, and what’s next? TechNode asked Chennai-based journalist Sowmiya Ashok to explain.

What Delhi says

India’s technology minister on Thursday termed the government’s surprise move a “digital strike.” The sudden ban on multiple apps including Bytedance’s Tiktok and Tencent’s Wechat comes two weeks after a violent border clash between India and China in eastern Ladakh that resulted in the deaths of 20 Indian soldiers.

The Indian government has declined to link the ban to border tensions. The press note that announced the ban late Monday did not mention China or make any reference to current events. 

However, on Thursday, IT Minister Ravi Shankar Prasad said at a virtual political rally for West Bengal: “We have banned 59 apps for the safety of the country and to safeguard people’s digital data… We won’t compromise on the issue of data security… We won’t compromise on the issue of national safety and security. India knows how to protect its borders and also knows how to carry out a digital strike.”

Earlier in the week, Indian officials scrubbed clean Prime Minister Narendra Modi’s official Weibo page, wiping out upwards of 100 posts from the past five years.

Who made the decision?

India’s Ministry of Electronics & Information Technology ordered the ban based on a recommendation made by the Ministry of Home Affairs, India’s ministry of the interior. The IT Ministry’s press release noted that the Home Ministry’s Indian Cyber Crime Coordination Centre sent an “exhaustive recommendation for blocking these malicious apps.” 

The Computer Emergency Response Team (CERT-IN), which deals with cybersecurity threats like hacking and phishing, had also received many representations from citizens regarding “security of data and breach of privacy impacting upon public order issues”.

What are the grounds for blocking?

The apps have been banned by the government for engaging in activities “prejudicial to sovereignty and integrity of India, defence of India, security of state and public order.” The IT ministry’s release cited a number of different reasons for the ban including concerns about misuse of data and transmitting information to servers outside of India.

“The Ministry of Information Technology has received many complaints from various sources including several reports about misuse of some mobile apps available on Android and iOS platforms for stealing and surreptitiously transmitting users’ data in an unauthorised manner to servers which have locations outside India,” the release said.

The government said the move will safeguard crores of Indian mobile and internet users. “This decision is a targeted move to ensure safety and sovereignty of Indian cyberspace,” the release said.

How does a ban happen?

The IT Ministry invoked Section 69A of the Information Technology Act read along with a set of detailed blocking rules which gives the government powers to block access to a website or a mobile app. The government invoked emergency powers under the blocking rules, making the decision effective immediately. 

Within a 48-hour period, the order has to be placed before a committee comprising senior bureaucrats from the Ministry of Law and Justice, Ministry of Home Affairs, and others. Based on the committee’s recommendations, the order is either sustained or revoked. If sustained, which is the case here, companies are sent orders to comply with the blocking orders.

A senior official at the IT Ministry said that orders had been sent to various tech companies to comply with the ban. The law requires the government to send each app a formal blocking order. “This blocking order must be reasoned, and specific to each app–that is to say, a general press release cannot substitute such a specific order,” said Nehaa Chaudhari, Policy Director at New Delhi-based Ikigai Law. “The apps have the option to challenge this order in court. For it to withstand judicial scrutiny, each app’s order will need to specifically demonstrate how the operation of the app in question undermines the sovereignty and security of India or any other ground for which the app has been blocked.”

What have the companies been told?

After Monday’s press release, a legal order has not been made publicly available and individual orders to the respective platforms will likely remain confidential. It is unclear whether all of the companies have directly received blocking orders from the government. A New-Delhi based tech lawyer said most companies had received some form of intimation—a takedown order—asking them to make their apps non-functional. The companies were also told that the government will provide an opportunity for them to be heard.

A senior official from the IT Ministry said following the orders, Google and Apple have been asked to delist these 59 apps from their online stores. While the Telecom Ministry has written to internet service providers to sever connections to these apps, the official said companies have also been directly asked to make these apps non-functional.

How has Tiktok India reacted?

Amongst the first to comply was Tiktok, with more than 200 million monthly active users in India. The app blanked out on phones as early as Tuesday afternoon. “Tiktok continues to comply with all data privacy and security requirements under Indian law and have not shared any information of our users in India with any foreign government, including the Chinese Government. Further, if we are requested to in the future, we could not do so. We place the highest importance on user privacy and integrity,” Tiktok India head Nikhil Gandhi said in a note on Twitter.

What is still unclear?

Tech companies remain confused over the criteria for selecting  the 59 apps. While downloaded versions of some apps are still available and working, others have already been blocked. From a technical perspective it is still not clear how the Indian government is going to enforce these bans.

Tech lawyers point out that in principle the ban should be temporary until replaced by a set of  regulations that spell out what steps the app can take to reach compliance. Santosh Pai, a partner at Indian law firm Link Legal that advises several Chinese companies, said the duration of ban is unknown. “From a legal perspective when you ban something on national security grounds, you will expect some kind of detailed regulation to take its place going forward,” he said. “The question is, what are the safeguards and technical standards that the Indian government will like to see being implemented so that the apps can continue functioning?”

What options do affected companies have to challenge the ban?

While media reports have indicated that data security and privacy of Indians is a concern, Chaudhari pointed out that “these are not grounds on which apps/websites can be blocked in India. The nexus of privacy with sovereignty and security of India will need to be established.” Further, apps could also consider challenging the proportionality of the government’s action. “Simply put, the argument will be that this was not the least restrictive way in which the government could have acted.”

“Users of these apps, like influencers, could also explore constitutional challenges, arguing that this ban has hurt their freedom of speech, and livelihood. The difficulty here is that the individual orders to the respective platforms will likely remain confidential, so users might have to first move courts to see these orders,” Chaudhari said. 

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India shoots itself in the foot with app ban https://technode.com/2020/07/03/india-shoots-itself-in-the-foot-with-app-ban/ Fri, 03 Jul 2020 06:24:13 +0000 https://technode.com/?p=148016 India China TikTok ban weChat Modi app banWho does India's app ban really hurt more? China, or its own consumers and entrepreneurs. Delhi would be better advised to reconsider.]]> India China TikTok ban weChat Modi app ban

While privacy and security of Chinese technology have been sources of concern for the Indian government, it was the recent border tensions that triggered Monday’s app ban. After reports of the deaths of 20 soldiers, right-wing activists called for the boycott of Chinese goods. Videos of people breaking Chinese televisions and even burning effigies went viral. All of this happened on the heels of Prime Minister Narendra Modi promise for an “Atmanirbhar Bharat,” or “self-reliant India” as the economic response to the Covid-19 pandemic. 

The Indian government has cited one reason for the ban; national security concerns about Chinese apps collecting data. But it is clear that there are two more motives: punish China after the border clash, and assuage Indian citizens looking for a strong government response. 

Opinion

Hamsini Hariharan is the host of States of Anarchy, a podcast on global affairs and foreign policy. She writes a weekly column on all things China for CNBC TV-18.

The last two motivations have little to do with cybersecurity concerns, which is perhaps why the ban comes with unintended consequences: It punishes Indian consumers and deprives Indian entrepreneurs of much-needed capital. 

READ MORE: India moves to block access to banned Chinese apps

On the question of cybersecurity, India, like countries around the world, has raised concerns over backdoors, stealthy data collection, and surveillance by Chinese companies, that in their eyes are linked to the Chinese government. The Indian government could have consulted with various companies about possible security breaches, instead of an outright ban.

What was banned?

AppsCategory
Club Factory , Shein, ROMWE eCommerce
News Dog, Helo, UC News, QQ Newsfeed News apps
Shareit, Xender,ES File Explorer, Wesync, File Sharing
TikTok, Likee, Bigo Live, Vigo Video, Kwai, Vmate Video Content
Cache Cleaner- DU App studio, DU Battery Saver, DU Cleaner, DU Privacy, CleanMaster, CM Cleaner, QQ Security Center, Virus Cleaner, Vault HideUtility
Baidu Translate Translation
Baidu Maps Maps 
QQ Music, QQ PlayerAudio-visual players
QQ Launcher, Mi Video Call, DU RecorderDesktop Apps
Clash of Kings, Hago Play, Mobile Legends Games
DU Browser, UC Browser, CM Browser, APUS BrowserBrowser
Weibo, WeChat, QQ International, Mi Community, Social Media
QQ Mail, Mail Master, Parallel SpaceMail/Messaging Client
YouCam Makeup, Beauty Plus, Selfie City, Meitu, Wonder Camera, PhotoWonder, Sweet Selfie, CamscannerPhoto-Editing
Viva Video, VideoStatus, VFly Video Status, U Video, Video Editing
Labels: Tencent, Alibaba, Cheetah Mobile, Xiaomi, Baidu (Source: Hamsini Hariharan)

Weak alternatives 

While the message to Chinese companies is clear, it is Indian consumers who will have to bear the consequences. Chinese apps command over 60% of total downloads of the top ten non-gaming apps, up from approximately 24% in 2015.

The ban robs Indians of consumer choice, in the short term. The banned apps include many of the most popular in India today. Apps like Tik-Tok, Likee Shareit, UC Browser and Helo have penetrated rural India. They boasted of millions of users posting in multitudes of languages and dialects. The government banned the most popular Chinese apps.

Meanwhile, Silicon Valley’s Facebook, Twitter and Instagram remain the stronghold only of the urban elite. 

Knockoff alternatives like Chingari, Roposo, and Mitron in the video content space hit millions of downloads in the last week alone. Despite their popularity, all of these home-grown apps currently remain glitchy and riddled with bugs. They rely on a long-term ban of Chinese apps to be successful, and don’t have a future if the ban is lifted.

Biting the hand that feeds

India runs a consistent trade deficit with China: its neighbor accounted for 14% of Indian imports and barely 5% of Indian exports in the financial year 2019-2020. 

At the same time, China is a critical source of support for India’s fledgling tech firms. Chinese companies have shown their interest in becoming significant players in the long-term.

In the last five years, they have invested $4 billion into Indian startups, out of $46.5 billion of total investments, data from Mumbai-based think tank Gateway House and India’s National Association of Software and Service Companies suggests. This means that Chinese companies accounted for about 11.6% of the total funding to Indian technology startups in the last five years. Gateway House also noted that 18 of India’s 30 unicorns had a Chinese investors. 

These local tech startups that look to China for funding could bear much of the cost of the government’s desire to signal a strong stance, if Chinese investors choose to pull out of India. 

Misguided protectionsim

The apps’ ban sends a strong signal about how open India’s markets are: not very. India’s comparative advantage—its demographics and services sector – is often undermined by unreasonable state intervention. To set up a company in India, you need 21 clearances from the central government, at least eight from the state government, industry-specific licenses, and monthly bureaucratic checks—which often involve greasing palms. 

The government has also enacted well-intentioned but economically disruptive laws to protect employees. At the beginning of June 2020, the government ruled that private companies must pay all employees in full even if their business were closed, and they could not deduct days off from the employees’s paychecks either. Economists have argued this would lead to massive lay-offs at the end of the pandemic since employers will need to balance the costs during Covid-19.

Modi’s government has shown little restraint when it comes to market intervention. This begs the question: if the Indian government can ban 59 apps overnight, then what stops it from banning others under the guise of national security?

India’s ease of doing business has crawled towards reform since 2014. This ban is yet another deterrent to investors—one that India cannot afford considering the precarious state of its economy. 

Cutting off contact

Another cause of worry is the ban of Wechat. Tencent’s super-app has minimal presence among Indians. To them, it is yet another messaging app. Its primary user base remains Indian students, academics, professionals, and traders, who are in touch with China. 

But to some overseas Indians, it is an everyday staple. In December 2019, approximately 56,000 Indians were residing in mainland China. Wechat’s domination of the Chinese market makes it near-impossible for them to live in the country without it.

By banning Wechat, the Indian government is reducing the window of contact that Indians and Chinese have to communicate with each other. Those who have returned to India, or others that have made connections in China through their diaspora friends, will lose access to their networks in China. This will sever one of the most important touch points between China and India.

This is particularly significant for academia. Unlike other countries which have burgeoning departments of Chinese Studies, such programs are restricted to a handful of Indian universities. By further limiting scholarship, India is preventing its own knowledge production of China, and the lack of informed opinions on China will only hurt policymakers and citizens.

The price of ‘war’ 

Even if the objective is to send a political signal to the Chinese government, negative externalities accruing to Indian citizens are glaring. The Indian government is rightfully worried about the border tensions with China and searching for areas where it can assert itself. But beating China at a game of “digital sovereignty” only harms Indians’ digital freedoms and economy during a global depression. 

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India moves to block access to banned Chinese apps https://technode.com/2020/07/01/india-moves-to-block-access-to-banned-chinese-apps/ Wed, 01 Jul 2020 07:26:31 +0000 https://technode.com/?p=147898 tiktok national security US app bansThe top telecommunications regulator in India has asked telecom operators and ISPs to block local user access to the 59 Chinese apps banned on Monday.]]> tiktok national security US app bans

The top telecommunications regulator in India has asked telecom operators and internet service providers to block local user access to the 59 Chinese apps banned on Monday, local newspaper Telangana Today reported Wednesday.

Why it matters: The move means users who have downloaded the banned apps before may be barred from using them. Affected apps include Bytedance’s popular short video app Tiktok and Tencent’s instant messaging app Wechat, as well as mobile games Mobile Legends Bang Bang and Clash of Kings.

Details: India’s Department of Telecommunications has asked all internet service providers (ISPs) and telecommunication companies to comply with the order immediately and submit compliance reports, according to Telangana Today, citing anonymous sources.

  • Some major Indian ISPs, including Airtel, Reliance Jio, ACT Fibernet, and Hathway, have seemingly stopped providing Tiktok access to their users since Tuesday, according to India Today.
  • Some users of Reliance Jio and Airtel, two of India’s biggest telecom operators, said on social media that they were unable to access to Tiktok on their networks, said the India Today report.
  • All 59 Chinese apps were deemed threats to national security and were pulled from the country’s Google’s Play Store and Apple’s App Store on Tuesday, according to DNA India, a local news site.
  • Tiktok seems to have blocked Indian user access to its service before it is banned by ISPs. Users in India trying to access Tiktok’s website are redirected to a webpage that states that the app is “ in the process of complying with the Government of India’s directive,” according to TechNode’s sources in India.
  • The app said it is “also working with the government to better understand the issue and explore a course of action.”
  • “Ensuring the privacy and security of all our users in India remains our utmost priority,” said the notice signed by the “Tiktok India Team.”
  • Sources in India also said they could use Wechat but they couldn’t load the Club Factory app without virtual private networks (VPNs) as of Wednesday.

Data security probe: Representatives from the 59 banned Chinese apps can appear before a government panel within 48 hours of the announcement to prove that they do not transfer Indian user data to servers in China, according to the Indian newspaper Economic Times, citing government officials.

  • The panel, which is likely to meet on Wednesday, consists of officials from India’s home affairs, electronics, information, and law ministries, along with internet security experts, according to the report.
  • The committee will conduct a detailed inquiry into the data-sharing practices of these apps. Executives of Tiktok, livestreaming platform Bigo Live, and video-sharing app Likee told the Economic Times that they will cooperate with the government in the probe and they had begun the process.

Read more: Tiktok pulled from India stores in ban on 59 Chinese apps

Context: The Monday ban on 59 Chinese apps came two weeks after a border clash with China left 20 Indian soldiers dead.

  • Companies affected by the ban, including Tiktok parent Bytedance and e-commerce site Club Factory, have said they were willing to comply with the Indian government’s privacy standards.
  • Tiktok said in a statement Tuesday that it “continues to comply with all data privacy and security requirements under Indian law” and that it had never shared any information of its Indian users with any foreign government, including the Chinese government.
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Tiktok pulled from India stores in ban on 59 Chinese apps https://technode.com/2020/06/30/tiktok-pulled-from-india-app-stores-in-ban-on-59-chinese-apps/ Tue, 30 Jun 2020 08:52:34 +0000 https://technode.com/?p=147849 tiktok ban bytedance alibaba tencent himalayasIndia’s government has banned Tiktok, Wechat, and 57 other Chinese apps in seeming retaliation for border clashes in the Himalayas.]]> tiktok ban bytedance alibaba tencent himalayas

Bytedance’s mega app Tiktok has been removed from Android and Apple app stores in India, its second-largest market, following a Monday ban on 59 Chinese apps on national security concerns. The ban comes two weeks after a border clash with China left 20 Indian soldiers dead. 

Among those blacklisted are popular Chinese apps like Tiktok, Wechat, Baidu Maps, Baidu Translate, Sina Corp’s microblogging platform Weibo, as well as mobile games Mobile Legends Bang Bang and Clash of Kings. Other banned apps popular in India include Chinese-owned e-commerce platforms Shein and Club Factory, Bytedance’s social media app Helo, and Alibaba’s UC Browser. 

A door slammed shut: Losing access to India’s market is a blow for Chinese companies like Bytedance, which aim to ride India’s rapid growth in mobile internet penetration.

  • India’s mobile app market is still developing, and rapidly. Smartphone users in India are projected to double to 1.25 billion by 2024 from 610 million in 2018, according to India-based think tank Gateway House. Between 2016 and 2018, the number of app downloads increased by 165%.
  • Some companies have made big bets on the Indian market: Alibaba’s fintech arm Ant Financial has invested close to $2.7 billion in seven companies, while Tencent has spread $2 billion across 15 firms.
  • A big loser from this decision will be Bytedance, the owner of Tiktok. According to Sensor Tower, 30% of Tiktok’s more than 2 billion global downloads come from India.

The companies react: Bytedance told TechNode that its team of 2,000 employees in India “is committed to working with the government to demonstrate our dedication to user security and our commitment to the country overall.”

  • Club Factory, which has more than 100 million monthly active users in the country, told TechNode that it was compliant with privacy practices and had “provided direct employment to hundreds of people in India.”
  • “We have always been willing and continue to remain committed to working with the Government to resolve any concerns,” the company added.
  • Spokespersons from Tencent, Xiaomi, and Baidu declined to comment. Alibaba had not responded to requests for comment as of publication.

Collateral damage: Many analysts see this decision as a direct reaction to the border clash, bolstered by other factors like protectionism.

  • “I would say that it’s more of a nationalist response,” said Hamsini Hariharan, host of the States of Anarchy podcast, which focuses on global affairs and Indian foreign policy.
  • She continued, “I think the government wanted to just send a message that they weren’t taking the border lying down, and they figured the Chinese apps were a good way to do it.”
  • Deep K. Datta-Ray, visiting senior fellow at the Singapore-based S. Rajaratnam School of International Studies, concurred that the ban was “in the first instance a tit-for-tat response to Chinese actions along the border.”

Protecting our own: However, Datta-Ray added that “these actions are in keeping with a generally isolationist and nativist approach” on India’s part, as seen in moves such as its withdrawal from the mega free trade agreement known as the Regional Comprehensive Economic Partnership in late 2019.

Nationalist tide: The app ban follows a China-India border clash in the Himalayas that left 20 Indian soldiers dead, the first time in nearly 50 years that Indian soldiers had been killed on the border.

  • That clash stoked anti-China sentiment in India, with a former Indian ambassador to China calling it a “turning point,” although not a “breaking point,” in Sino-Indian relations.
  • In May, an app called “Remove China Apps” rose to the top of India’s Android store amid growing China-India tensions. That app was itself removed from the Google Play store on June 3.
  • On June 17, national intelligence agencies in India asked the government to block 52 mobile apps by Chinese developers, informing the current ban.
  • People in India “have already been talking about boycotting goods from China,” Hariharan told TechNode, and so “this current ban of the apps is just part of that nationalist wave.”

Swing state, swung: In the context of US-China tech tensions, some analysts have interpreted this ban as a loss for China.

  • For China, India “was almost a tech ‘swing state,’” Rush Doshi, director of the China Strategy Initiative at the Brookings Institution, said on Twitter. “But with bans on these apps and new restrictions on Huawei, that strategy is seriously imperiled.”
  • In April 2020, Chicago-based think tank Macro Polo compared the top 10 apps from different countries in 2015 and 2019, and concluded that “Chinese apps have taken the lead in by far the largest emerging market: India.”
  • In 2015, three of the top 10 apps in India were from China. By 2019, that had risen to six: Tiktok, video-based social media platform Likee, Bytedance’s Helo, file sharing app Shareit, and Alibaba’s UC Browser and video sharing app Vmate.
  • Though some of those names may not be familiar, they totaled 982 million downloads combined during the year.
  • However, India has swung back and forth on China, and this may not be the closing act. In April 2019, Tiktok was banned in India for two weeks for allegedly spreading pornography, but made a swift comeback upon its return to the app store.

Firewall goes up: It isn’t entirely clear how the ban will be implemented. Some apps have already been taken down from app stores, but actively restricting their use would require additional steps.

  • Tiktok appears to have been removed from the Apple and Google stores in India, TechNode sources in India have confirmed.
  • However, that won’t stop people who have already downloaded the apps from continuing to use them. Some reports say to expect restrictions from internet service providers that will require virtual private networks (VPNs) to get around. 
  • The Indian Express states that this notice “is expected to be followed by instructions to Internet service providers to block these apps,” but it’s unclear when that will be implemented. 
  • As of now, TechNode sources in India are able to use apps like Wechat and Cam Scanner without a VPN, and can still access e-commerce websites like Shein from desktop browsers.
  • According to Datta-Ray, “India has chosen a low-denomination item, apps, and a masked response… because China is by far, in a stronger position.” At the end of the day, that means despite an intensification “in name,” “business might very well continue as usual.”
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Apple to remove unlicensed games from Chinese store in July https://technode.com/2020/06/23/apple-to-remove-unlicensed-games-from-chinese-store-in-july/ Tue, 23 Jun 2020 05:29:46 +0000 https://technode.com/?p=147485 apple china US data governmentThe move is expected to affect thousands of Apple iOS games that have been using a loophole to bypass Chinese licensing requirements.]]> apple china US data government

Apple will start removing unlicensed games from its China app store as a deadline given by the American technology giant passes on June 30. The company’s move to enforce Chinese game licensing regulations is expect to affect thousands of mobile games that have relied on a loophole to list on the Chinese app store.

Why it matters: Apple’s move will make it much harder for international mobile games developers to access the Chinese market, requiring them to find a Chinese partner to apply for a license from regulators.

  • Since 2016, Chinese regulations have required all paid games or games that offer in-app purchases to obtain a publication license before they can be uploaded to app stores.
  • Apple required developers to submit a license number to upload games to the store, but a report by The Information suggests that Apple doesn’t actually check the license numbers.
  • Developers were able to list unlicensed games by submitting a random number instead of an official license numbers.

Details: TechNode reported in February that Apple sent a notice to developers requiring them to submit valid license numbers for paid games or games offering in-app purchases before June 30 if they want to distribute in mainland China. 

  • Apple is ready to take action next month as this deadline approaches, Bloomberg reported Tuesday, citing “people familiar with the matter.” Bloomberg reports that the company will start removing thousands of games from its App Store in China next month.
  • “Chinese law requires games to secure an approval number from the General Administration of Press and Publication of China,” Apple said in the notice sent to developers in February.

Context: The Chinese National Radio and Television Administration, China’s top content regulator, issued a notice in 2016 requiring mobile games to obtain approval from the administration before publishing.

  • Only Chinese companies can apply for licenses, meaning that international developers must find a domestic partner to apply.
  • It can take months for game makers to have their titles approved. Titles are often rejected for indistinct reasons. Chinese media has identified (in Chinese) some possible grounds for rejection, including erotic content, gambling, or traditional Chinese characters.
  • China froze mobile game approvals for nine months in 2018, causing the country’s gaming industry to record its slowest growth in at least a decade.
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Chinese Tiktok rival Zynn halts pay-to-watch after app store removals https://technode.com/2020/06/18/chinese-tiktok-rival-zynn-halts-pay-to-watch-after-app-store-removals/ Thu, 18 Jun 2020 05:59:40 +0000 https://technode.com/?p=147318 Zynn tiktok kuaishou kwai bytedanceZynn is part of Bytedance rival Kuaishou's efforts to challenge Tiktok in overseas markets, but it has been met with setbacks since its May debut.]]> Zynn tiktok kuaishou kwai bytedance

Chinese short video app Zynn on Monday halted its practice of paying users to watch videos and invite friends to use the app, just days after it was removed from both Google’s Play store and the Apple App Store.

Why it matters: Zynn, developed by Chinese tech company Kuaishou, is part of the company’s efforts to challenge Bytedance’s Tiktok in overseas markets. However, Zynn has experienced a series of setbacks after launching in May.

  • The pay-to-watch approach quickly sent Zynn to the top of download charts in the US earlier this month. New users earned $1 for signing up and more for watching videos. They also could earn up to $20 for every five friends who downloaded the app and watched, according to the Financial Times.
  • Kuaishou, with 300 million daily active users (DAU), is China’s second-largest short video app behind Douyin, the domestic version of Tiktok, which has 400 million DAU.

Details: Zynn has replaced the payment feature with a new rewards system called Zynncheers, which gives users points, instead of cash, for signing up and watching videos, according to The Verge.

  • Zynn says users will get “benefits and rewards” for collecting those points, but it didn’t offer details. 
  • The changes came days after the app was taken down by both the Google Play Store and Apple’s App Store.

Context: Launched in May, Zynn became the most downloaded app on the US App Store in the first week of June, according to app data provider Sensor Tower. The app notched more than 2 million installs worldwide in May.

  • Google removed the app from its Play Store last week after finding one video was “plagiarized,” the company told the Financial Times.
  • Before that, a number of social media influencers complained to Wired that they found videos they had originally uploaded to Instagram, Youtube, and Tiktok were reposted to Zynn without their consent.
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China’s largest gay dating app Blued files for US IPO https://technode.com/2020/06/17/chinas-largest-gay-dating-app-blued-files-for-us-ipo/ Wed, 17 Jun 2020 05:48:01 +0000 https://technode.com/?p=147209 Blued Grindr gay dating appBlue City Holdings Ltd., the company behind China’s gay dating app Blued, filed its application on Tuesday to offer shares on the Nasdaq exchange. Why it matters: Blued, which boasts 49 million users, is the largest social dating app for China’s LGBTQ (lesbian, gay, bisexual, transgender, and queer) community, according to a report by consultancy Frost […]]]> Blued Grindr gay dating app

Blue City Holdings Ltd., the company behind China’s gay dating app Blued, filed its application on Tuesday to offer shares on the Nasdaq exchange.

Why it matters: Blued, which boasts 49 million users, is the largest social dating app for China’s LGBTQ (lesbian, gay, bisexual, transgender, and queer) community, according to a report by consultancy Frost & Sullivan.

  • The company’s application to list on a US exchange bucks the current trend of Chinese tech companies showing increased interest in Hong Kong listings.
  • US government agencies are pushing for more stringent rules on foreign companies including those from China, following a string of accounting scandals led by Luckin.
  • Still, a listing in the US may garner more interest than one on its home turf, which holds less progressive views on LGBTQ communities.
  • Blued’s global expansion may challenge US counterparts Grindr and Hornet.

Details: The company used a placeholder amount of $50 million as a fundraising target, according to the filing. A September Bloomberg report cited a source that said the IPO was expected to raise around $200 million at a $1 billion valuation.

  • China, where the LGBTQ population is still a controversial and highly regulated group, remains the Beijing-based company’s primary market.
  • But the app is also building a global presence with nearly half of the company’s 6 million monthly active users from outside of China including India, South Korea, and Thailand as of March 2020, the company said.
  • Blued is still loss-making, but its net loss attributable to shareholders has narrowed to RMB 27.9 million ($3.9 million) in Q1 2020 from 195.9 million from the same period a year earlier, according to the filing.
  • Besides its core dating feature, the app also runs livestream content and surrogacy matchmaking service Bluedbaby, as well as healthcare service He Health.
  • Livestreaming is the company’s primary revenue source, generating RMB 670 million or 88.5% of the company’s revenue in 2019. The company earns its remaining portion of its revenue from membership services, advertising, and others.
  • The founding team holds 37% of the company through Blue City Media. Shunwei Ventures, the venture capital firm started by Xiaomi founder Lei Jun, owns 12.3% of the firm, and is the largest institutional investor. Other shareholders include CDH entities, Liberty Hero, and Crystal Stream Fund.
  • AMTD Global, CLSA Limited, Loop Capital Markets, and Tiger Brokers are joint bookrunners on the deal.

Context: Launched in 2012, Blued has received a total of RMB 130 million of venture capital in seven financing rounds.

  • Beijing Kunlun Tech, the Chinese owner of Grindr, in March sold 99% of its stake in the US gay dating app, a year after US regulators pressed for disposal over national security concerns.

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Bytedance thins overseas apps further with closure of video app Vigo https://technode.com/2020/06/15/bytedance-thins-overseas-apps-further-with-closure-of-video-app-vigo/ Mon, 15 Jun 2020 06:37:32 +0000 https://technode.com/?p=147128 Shanghai ByteDance Douyin TikTok Tiger Global short videoBytedance is shuttering its moderately successful Vigo app in India as it slashes underperforming apps to focus on its flagship Tiktok.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Bytedance is taking down its video-sharing app Vigo in India, the Tiktok owner said Monday, the second overseas app the company has closed in a month.

Why it matters: With Vigo’s closure just a few days after the company announced that it is phasing out news aggregator Topbuzz, Bytedance is actively narrowing its product line overseas to focus on hugely successful short video app Tiktok.

  • Vigo is a video-sharing app that allows users to create lip-syncing clips and interact with other video makers. The app had around 5.5 million monthly active users in India, their biggest market, as of May, according to Techcrunch.
  • Meanwhile, Tiktok, the company’s flagship video app, has around 200 million monthly active users in India.

Details: Vigo has already ceased operations in Brazil and the Middle East and will shut down in India by October 31, according to a company statement on Monday.

  • A Bytedance spokesperson said the app will eventually stop operations in all countries.
  • Current users of Vigo can export their content to Tiktok, which the company said will provide “a seamless experience.” Users can also choose to download their personal data or delete their accounts permanently, said the statement.
  • The company said it is shutting down Vigo in order to “focus energy and resources on other businesses.”
  • The app was still available on Google’s Play Store and Apple’s App Store as of Monday.

Context: Vigo was rebranded from Flipagram, a US video-sharing app Bytedance acquired in early 2017.

  • Bytedance rolled out a China version of Vigo, called Huoshan, shortly after acquiring Flipagram. It remains one of the most popular video apps in China.
  • Bytedance is known for a shotgun approach to product development. It’s comfortable with experiments, and unsentimental about trimming underperforming apps.
  • On June 5, Bytedance said it is halting updates to news aggregator app Topbuzz and will gradually stop operations of the app.

READ MORE: INSIGHTS | Bytedance gaming play doesn’t threaten Tencent—yet

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INSIDER | Livestreaming in China: only for sales or is there brand value? https://technode.com/2020/06/12/livestreaming-in-china-only-for-sales-or-is-there-brand-value/ Fri, 12 Jun 2020 04:57:32 +0000 https://technode.com/?p=147052 Taobao livestreamingTechNode Insider Ashley Galina Dudarenok looks at the future of Chinese livestreaming. The question isn't whether brands need to get into the game—it's how.]]> Taobao livestreaming

In 2020, livestreaming has shown unprecedented vitality. Various livestreaming platforms are maturing, becoming more mainstream and the epidemic has led to the growth of online work, entertainment, and consumption.

Livestreaming e-commerce is growing every day. There’s a current trend for sales livestreams by top brass at big companies. Luo Yonghao, one of China’s most famous tech entrepreneurs, has entered the fray with sales during his first livestream in April 2020 exceeding RMB 110 million (about $15 million). Dong Mingzhu, president of China’s largest household appliance maker, Gree Electric, sold more than RMB 300 million of products on Kuaishou and more than RMB 700 million products on JD.com doing livestreams.

Insider

Ashley Galina Dudarenok is the founder of Alarice and a renowned China marketing expert.

TechNode Insider is an open platform for subject experts to discuss China tech with TechNode’s audience.

Brick and mortar shopping malls, along with other sectors, are being rescued by livestreaming e-commerce and everyone is trying to be the next Li Jiaqi or Viya. 

Huge market potential

During the epidemic, with 5G developing, livestreaming has shown even more possibilities. 5G capabilities have made a big difference, as signals are more stable and pictures are clearer. In addition to retail, livestreaming has really stood out in education, entertainment, and tourism.

1. Livestreaming e-commerce has taken the lead

iResearch predicts that by the end of 2020, China will have 524 million online livestreaming users. This means 40% of Chinese people and 62% of the country’s internet users will be livestreamers. The total scale of China’s live streaming e-commerce industry reached RMB 433.8 billion in 2019 and is expected to double by the end of 2020.

Given that in 2019, livestreaming e-commerce only accounted for 4.1% of the online retail market and it accounted for 1.1% of overall e-commerce, it still has plenty of room for growth.

During the epidemic, more and more industries turned to livestreaming e-commerce and it moved beyond the standard products. People were even selling houses. On April 24, Evergrande Group, one of China’s biggest real estate companies, had over 3.8 million viewers for its livestream and it racked up 7.12 million likes. During the broadcast, 38 discounted apartments sold out in one second.

2. The education sector has been using livestreaming much more during the epidemic

Social distancing and school closures have made effective teacher-student interactions difficult. Hasty programs set up for teachers, as well as limitations due to internet access and bandwidth, meant that traffic demands often outweighed the abilities of some programs to deliver. 

This is where livestreaming and video apps filled in the gaps. On Douyin (TikTok), for example, users could search for “Take a class at home” to use livestreaming course services for free. In addition to courses from educational institutions, Douyin cooperated with well known model teachers from schools around the country to livestream courses.

(Screenshot from Douyin)

3. Offline entertainment and tourism have been some of the most seriously disrupted industries

A lot of entertainment businesses in China have stated that their cash reserves can only last three months. The global film industry is facing US$ 5 billion in losses amid the Covid-19 outbreak. In response, not only have movies gone online, but also nightclubs and bars. TV shows have also explored new formats for livestreaming. 

Museums have expanded their online and livestreaming offerings. In March, Potala Palace conducted a livestreaming tour. Taobao’s livestreaming data showed that there were more than 800,000 people watching. In addition to an interpreter, six cultural experts gave explanations and insights that aren’t usually available during daily visits.

Things are looking up for livestreaming, but there are challenges ahead

Livestreaming’s popularity isn’t necessarily good for brands entering the market. As the scale of livestreaming e-commerce grows, problems are also emerging. Here are two of the biggest: 

1. A large number of multi-channel networks (MCNs), which are like incubators for new KOLs and online personalities, have appeared and the competition is fierce.

There were around 14,500 MCNs in China in 2019. It’s estimated that by the end of 2020, there will be more than 20,000 and might be as many as 28,000. 

The MCN market is saturated and it’s becoming less and less cost-effective for the MCNs to create popular KOLs. Beauty ONE’s “BA Celebrity” plan selected 200 amateurs and spent two years developing only one top celebrity—Li Jiaqi. A report from online news site Xinkuaibao claimed that labor costs for training a celebrity are at least RMB 1 million a year.

When market competition is so fierce, a variety of problems occur. 

The incentive is strong for KOLs to use fake followers (shuijun) and fake data to improve the appearance of their follower base and sales. Sometimes, after signing a deal, small scale live steamers end up with a 40% return rate on items that were purchased by their customers. This is the maximum return guaranteed in their contract. The rate is 50% for bigger livestreamers.

Many top KOLs have their own Taobao stores, so they focus on promoting their own products instead of promoting other brands. They’re effectively in competition with the brands they cooperate with. 

Sadly, some KOLs, especially those still trying to make a name for themselves, have experienced such strong pressure to produce results, criticism from the public and punishing working hours that it has led to mental health issues and depression.

2. Customer retention is a big problem

In terms of the disadvantages of livestreaming, customer retention is a key issue. This is because too many brands are focussed on using livestreaming for sales. KOLs like Viya and Li Jiaqi excel in this area and gains can be large, but also short term. Brands forget that big live stream sales are usually one offs that involve big KOLs who take their followers with them when they go away

Livestreaming can also improve brand image and brand awareness. This can yield long-term results for brands, increase customer loyalty, improve brand image, lead to better WOM marketing and increase the number of repeat purchases. Brands are better off using livestreaming for brand building. They can control this more easily and improve customer retention.

What should brands do?

Should brands livestream? The answer is YES.

Although there are challenges and we can’t predict when the trend will eventually lose steam, brands need to get on board or they’ll be left out in the cold. 

Leverage livestreaming to foster brand communication and PR. One brand that did this well recently was Xiaomi. It was the first to do a livestreamed press conference after the epidemic, when it released the Xiaomi 10. This is likely to become mainstream in the future. One that didn’t use livestreaming well was LV. Their e-commerce livestream’s low-fi, DIY style was widely criticized online as being incompatible with the brand’s high-end sensibilities and luxury positioning. This was a big setback and left a bad impression with consumers.

(Photo – reference only – from Digitaling )

Livestreaming sales are common on Taobao for all kinds of brands. If you go to a well-known flagship store on Taobao, you’ll see “The shopkeeper is livestreaming” in the upper right corner. Clicking on it will take you to the shopkeeper’s stream as they show and talk about products. It’s more interactive and immediate, but the products aren’t cheaper.

This kind of livestreaming isn’t to promote products. It’s to do branding. The goal is to help consumers get to know the brand’s products, see them in action and become more familiar with the brand. If viewers like a product and buy it, that’s an added bonus. This isn’t promoting sales through one off events. It’s marketing to build consumer confidence and influence consumers’ consumption decisions in the long term and this is a strategy that belongs in every brand’s arsenal. 

(Photo – reference only – from Digitaling )

Livestreaming technology keeps advancing

Because of the epidemic, livestreaming ended up being used in all kinds of ways that it hadn’t been before. Expect that trend to continue as people keep experimenting with new uses and technologies for live broadcasts. In the future, it will be used for medical purposes, aviation, the blockchain, AI, and more. It will also evolve with 5G developments and as technologies like VR and AR change.

For example, Li Jiaqi managed to cooperate with a virtual KOL called Luo Tianyi during a livestream for L’Occitane. Tech magic allowed him to appear right alongside the virtual character during the livestream. 

(Photo – reference only – from Digitaling )

Five years ago, livestreaming emerged from the gaming world to become a huge e-commerce asset. 

Where will livestreaming be five years from now?

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Tencent moves to integrate movie and fan fiction platforms https://technode.com/2020/06/11/tencent-moves-to-integrate-movie-and-fan-fiction-platforms/ Thu, 11 Jun 2020 10:47:33 +0000 https://technode.com/?p=147049 tencent antitrust techwar gaming streaming WeChatTencent ups its bet on pan-entertainment market with appointment of fan fiction-like platform chief to movie ticketing board.]]> tencent antitrust techwar gaming streaming WeChat

Tencent-backed movie-ticketing platform Maoyan Entertainment appointed China Literature CEO Cheng Wu a non-executive director Tuesday. In addition to running China’s largest fan fiction-style literature platform, Cheng is also a vice president at Tencent and Tencent Pictures’ CEO.

Why it matters: Cheng’s new role signals further integration of Tencent’s entertainment holdings, and a continued effort to yoke internet literature to the TV and movie cart.

  • Tencent is building a digital empire that covers every facet of entertainment: online literature, video, music streaming, movie and TV production, and gaming.
  • “Internet literature”—similar in tone to fan fiction, but often based on history or original characters rather than existing IP—is a major source of stories and characters for television, making it strategically important across mediums.
  • Appointing executives to two entertainment-related companies within a short period of time marks a turn in Tencent’s hands-off investment style, underlining the company’s commitment to the pan-entertainment market.

Details: Cheng’s new role comes shortly after he took the reins of China Literature, China’s top online publisher, in April 2020.

  • In addition to his other roles, Cheng is the vice-chairman and executive director of Huayi Tencent Entertainment Company, a Hong Kong-listed joint venture between Tencent and the entertainment company Huayi Brothers.
  • Liu Lin, another Tencent executive and former senior vice president of Maoyan parent Meituan Dianping, was also named to Maoyan’s board as independent non-executive director.

Context: Maoyan, a ticketing platform that spun off from Meituan in 2015, is expanding into the broader entertainment industry as China’s box office revenue is experiencing a downturn. Meanwhile, China Literature is shifting toward licensing deals for tv and movies, a shift that has alienated some authors and fans.

READ MORE: China’s largest e-book seller faces writer backlash

  • Maoyan and Tencent Video reached a partnership in 2019 to integrate their ecosystems by converging traffic, promoting a joint membership program, and sharing data.
  • China Literature’s original business model focused on charging readers for access to self-published fiction, but as licensing deals became profitable it has shifted focus.
  • Cheng’s appointment also saw the final exit of China Literature’s founding management.
  • Meanwhile, Alibaba is building a rival pan-entertainment giant with a set of services ranging from online reading app Shuqi, to video streaming Youku, to music streaming unit Xiami.
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Bytedance abandons news aggregator app Topbuzz https://technode.com/2020/06/05/bytedance-abandons-news-aggregator-app-topbuzz/ Fri, 05 Jun 2020 05:58:17 +0000 https://technode.com/?p=139686 bytedance jinri toutiao tiktok topbuzzTopbuzz is part of Bytedance’s attempt to replicate the success of Jinri Toutiao, but its reception in overseas markets has been lukewarm.]]> bytedance jinri toutiao tiktok topbuzz

Tiktok owner Bytedance has halted updates for Topbuzz, its news aggregator app for overseas markets, the company confirmed on Friday.

Why it matters: Topbuzz is part of Bytedance’s attempt to replicate the success of Jinri Toutiao, the company’s popular news aggregator for Chinese users. However, the app, which amasses news stories from publications such as British newspaper the Daily Mail and American news website The Daily Beast, has seen a lukewarm reception from overseas users.

  • The app was downloaded around 20,000 times globally in April, according to app intelligence firm Sensor Tower. By comparison, Jinri Toutiao notched 800,000 downloads worldwide in May.
  • Bytedance is known as an “app factory,” meaning that it maintains a wide range of product lines, from video-sharing apps to mobile games and productivity tools. While products that prove to be popular get more resources from the company, underperforming apps are quickly deserted.
  • The move follows a reshuffle in March of Bytedance’s leadership team with company founder and CEO Zhang Yiming shifting to take charge of the company’s overseas business.

Details: Topbuzz has been taken down from Apple’s App Store and Google’s Play store as of Thursday afternoon. A company spokesperson said the company is no longer providing new versions of the app and will gradually reduce article updates to existing users.

  • “We are proud of the work that we accomplished with Topbuzz, but have determined that other areas of the business should be our priority going forward,” the company said in a statement sent to TechNode.

Context: In September, The Information reported that Bytedance was in talks with potential buyers for the news aggregator including US-based media companies.

  • Launched in 2015, Topbuzz has 36 million monthly active users (MAU) worldwide, according to its website. The app says its content comes from more than 200,000 publishers and creators around the world.
  • Media partners listed on its website include the Associated Press, Vice, and Huffpost. Users can also submit articles to the platform.
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Tiktok apologizes for ‘glitch’ that blocked Black Lives Matter hashtag https://technode.com/2020/06/02/tiktok-apologizes-for-glitch-that-blocked-black-lives-matter-hashtag/ Tue, 02 Jun 2020 10:45:44 +0000 https://technode.com/?p=139486 tiktok national security US app bansTiktok was accused of censoring hashtags #BlackLivesMatter and #GeorgeFloyd amid nationwide protests in the US against the death of George Floyd.]]> tiktok national security US app bans

Tiktok apologized Thursday to users after many accused the popular short video app of censoring certain hashtags related to the current protests that were upload by black creators.

Why it matters: Tiktok, owned by Beijing-based startup Bytedance, faces increasing scrutiny in the US over alleged content censorship. It was previously reported that the app censors specific topics that were deemed politically sensitive to the Chinese government.

  • Tiktok has recently stepped up efforts in an attempt to address concerns over its content moderation policies and its tie with Beijing. The company hired a former Disney executive as its CEO last month and planned to set up a content moderation transparency center in its US office.

Details: Tiktok users accused the platform last week of censoring hashtags #BlackLivesMatter and #GeorgeFloyd amid nationwide protests in the US against the death of George Floyd, a 46-year-old black man who was killed during a police arrest on May 25.

  • Before the platform made adjustments, Tiktok users found the search results of the two hashtags showed they had “zero views.” 
  • In a company statement signed by its US General Manager Vanessa Pappas and Director of Creator Community Kudzi Chikumbu, Tiktok attributed the alleged censorship of #BlackLivesMatter and #GeorgeFloyd to “a technical glitch.”
  • The company said users can still see videos with the two hashtags and that videos with the #BlackLivesMatter hashtag had generated more than 2 billion views on the platform.
  • “We understand that many assumed this bug to be an intentional act to suppress the experiences and invalidate the emotions felt by the Black community. And we know we have work to do to regain and repair that trust,” said the statement.
  • Tiktok said it would increase investment in its technology and moderation strategy and establish a creator diversity council to amplify diverse voices. The company would donate $3 million to non-profits that help the black community, said the statement, though it didn’t name any specific organizations.

Cotext: Before this, many Tiktok users launched a campaign by changing their profile pictures to a black power symbol after accusations that the app censored content uploaded by black creators, according to CNN.

  • In December, the app was accused of censoring content by creators it deemed to be “vulnerable to cyberbullying.” Users that were considered vulnerable included those with facial disfigurements, autism, and Down syndrome, as well as LGBT and overweight individuals.
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Bytedance SVP Liu Zhen resigns as company shifts power out of China https://technode.com/2020/05/29/bytedance-svp-liu-zhen-resigns-as-company-shifts-power-out-of-china/ Fri, 29 May 2020 05:47:39 +0000 https://technode.com/?p=139372 Douyin Shanghai short video ByteDanceA series of organizational changes are taking place in Bytedance as the company is moving its decision-making and research capabilities of its international businesses out of China.]]> Douyin Shanghai short video ByteDance

Liu Zhen, senior vice president of Bytedance, has resigned, the Tiktok owner confirmed to TechNode on Friday. Liu’s departure comes amid reports that the Chinese internet giant is shifting its center of power away from its home country to focus on global expansion.

Why it matters: A series of organizational changes are taking place in Bytedance as the company moves the decision-making and engineering capabilities of its international businesses out of China, according to a Reuters report published Friday. 

  • The changes sparked concerns from some Bytedance staff that they may become irrelevant in the company’s next phase of expansion and some have started to look for other jobs, Reuters cited three anonymous sources as saying.
  • Bytedance’s organizational changes come as some of its overseas products, especially the popular video-sharing app Tiktok, are facing increasing scrutiny in the west over their Chinese ownership.

READ MORE: Kevin Mayer might be exactly what Bytedance needs right now

Details: Liu resigned from the company because of “personal reasons,” Bytedance said Friday.

  • Liu was in charge of Bytedance’s overseas investment, public relations, and legal affairs, according to Chinese media reports.
    • Liu, who used to handle Uber’s China strategy, joined Bytedance in October 2016.
    • She later moved to focus on Bytedance’s overseas businesses.
  • Bytedance has hired Michelle Huang, a former investor at Softbank’s Vision Fund, as its New York-based investor relations director to communicate with major backers such as General Atlantic and KKR.
    • The relationships were previously managed through Beijing, two sources told Reuters.
  • The company has expanded Tiktok’s research and development team in Mountain View, California to more than 150 engineers, a source confirmed to TechNode.
  • Bytedance declined to comment on the reported organizational changes and overseas engineering team expansions.

Context: TikTok has been under increasing scrutiny in the United States over its Chinese ownership. The company has recently stepped up efforts to comfort US regulators by improving its operation transparency and hiring executives locally, including naming former Disney streaming head Kevin Mayer as TikTok’s CEO last week.

  • However, Bytedance is aiming at moving its entire operations of overseas businesses away from China.
  • LA-based Mayer was simultaneously appointed as Bytedance’s chief operating officer.
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How e-commerce and livestreaming became frenemies https://technode.com/2020/05/27/how-e-commerce-and-livestreaming-became-frenemies/ Wed, 27 May 2020 13:15:39 +0000 https://technode.com/?p=139282 Taobao livestreamingLivestreaming e-commerce is very, very big. But who will win a fight for eyeballs between shopping and video platforms? Can anyone take on Taobao Live?]]> Taobao livestreaming

Baidu’s billionaire founder Robin Li. “Home appliance queen” Dong Mingzhu, of electronics maker Gree. Luo Yonghao, the indebted online celebrity founder of smartphone maker Smartisan. China’s livestreaming industry has welcomed a flurry of high-profile figures over the past few months.

Our new in-focus series will feature in-depth reporting on the latest developments in key areas:

  • VC activities and outlook 
  • A changing landscape in China’s auto industry 
  • Chinese tech giants’ overseas expansion
  • Innovations in e-commerce

Find out more about the in-focus series.

This week, we offer you The Big Sell.

Livestreaming is really, really big. From its low-budget, grassroots origins, it has become a mainstream habit and an essential part of marketing in post-Covid-19 China.

Livestreaming is closely intertwined with e-commerce, short videos, and gaming. China’s livestreaming-derived market grew to RMB 61 billion (about $8.6 billion) in 2019, and is projected by research firm Equalocean to achieve a 12% compound annual growth rate to reach RMB 100 billion by 2023.

“As e-commerce and content blend together, shopping and video platforms have become frenemies”

Among various segments under the umbrella concept, livestreaming e-commerce has emerged as a key monetization model for players in the field—and a key marketing tool for businesses trying to reach China’s digital audiences. China’s livestreaming e-commerce market is expected to reach RMB 23.6 billion, on a 520 million live-show app user scale in 2020, the Equalocean report says.

Spokesperson or salesperson?

The most famous streams are hosted by celebrity KOLs, who build up loyal audiences with QVC-style online shows. The most famous, like “lipstick king” Li Jiaqi, are household names and fodder for memes far beyond e-commerce platforms.

But thousands of humbler streamers act as virtual salespeople, explaining products to potential customers. Lu Lu, who runs a virtual vegetable shop on Taobao Live, is a good example. When an order comes in, the stream (requires app download) shows her weighing out produce and preparing it for shipment.

Many e-commerce livestreamers come across more like a virtual salesperson than celebrity endorser, patiently explaining products on camera and fielding questions from live viewers. While browsing the product page for, say, an electronic toy or a brand of face cream, shoppers will often see a link to either a livestream or a recorded stream in which one of these streamers demonstrates the product.

Turbocharged growth comes with some serious growth pains, and the industry may have to contend with more regulation soon. Users have complained about false advertising, vulgar content, and misleading exaggerations. Currently, rules on false advertising are not applied to KOLs’ “product reviews,” but this loophole could be closed.

The Covid boom

Covid-19 was an unexpected boon for livestreaming e-commerce in China. Many brands and retailers have turned to livestreaming to help reduce the impact and losses from the epidemic. It has prompted businesses closely tied to offline showrooms to try online events—even electric carmakers Nio and Tesla.

According to China’s Ministry of Commerce, more than 4 million e-commerce live broadcasts were hosted in the first quarter of 2020, the key period when China was under countrywide lockdown due to the outbreak.

Compared to entertainment livestreaming, livestreaming e-commerce has a better chance of turning windfall users into recurring users by building up new marketing options for brands and an enriched shopping experience for consumers.

Read more: INSIGHTS | Brands turn to livestreaming as China stays home

The livestreaming players

Pretty much every company with a stake in either e-commerce or livestreaming has tried to combine the two. E-commerce platforms, like Alibaba, Pinduoduo, and JD, as well as short-video platforms such as Douyin and Kuaishou have all jumped on the bandwagon.

With a significant head start and a massive user base, Taobao is the elephant in the room, the one everyone else is responding to with varying success. In an increasingly crowded field, the challenge now for each of these platforms is how to differentiate itself from its peers and stand out by targeting different groups of buyers and brands.

It’s hard to compare exactly how the players stack up—as data on this phenomenon is still limited—but here’s a rough guide:

Taobao Live

  • As one of the earliest pioneers of the “livestream + e-commerce” model, Alibaba’s Taobao Live is the clear heavyweight champion, with estimated 2019 GMV between RMB 200 billion and 250 billion.
  • It’s one of the largest livestreaming platforms, whether in terms of the merchant size, user base, or sales achieved. 
  • The platform accounted for nearly 60% of e-commerce streaming transactions in 2019. 
  • It generated sales of RMB 20 billion during Alibaba’s November 11 Singles’ Day 2019 shopping holiday, or 7.5% of the total RMB 268.4 billion sales.
  • Taobao Live is available both as an in-app feature on its parent marketplace Taobao, and as a standalone app.
  • Just like Taobao, Taobao Live’s most popular product categories are women’s garments, skincare, food, and jewelry. 
  • The platform is introducing big-ticket items such as cars and real estate, as well as consumer electronics.
  • These popular categories reflect the fact that the platform is dominated by women and younger users. 
  • Nearly 70% of Taobao Live’s audience are women, while most of the consumers belong to the post-’80s and post-’90s generation, says a Taobao report (in Chinese).
  • Sales on the platform are driven heavily by top-tier KOLs, like Viya and “lipstick king” Li Jiaqi, who have highly sophisticated MCNs (multi-channel networks) behind them. 
  • These professional content production agencies, now numbering more than 6,500, are a major force driving China’s livestream boom.
  • An overall 20% (around 140) top MCN institutions on the platform contributed almost 75% of Taobao Live’s traffic and 80% of its GMV, according to the 2020 White Paper on Taobao Vendors.
  • However, Taobao’s dependence on professional MCNs is highly costly to vendors. 
  • Everbright estimates that marketing costs on Taobao Live eat up about 20% of GMV, with 70% of the spend going to MCNs, while Alibaba marketing platforms Alimama and Taobao Live take 10% and 20% respectively.

Social media: The most serious challengers to Taobao Live come not from e-commerce, but rather livestreaming. As livestream e-commerce matures, social media players Kuaishou and Douyin have made plays that leverage their traffic and KOL resources. 

These forays began as partnerships with e-commerce platforms to pilot livestreaming e-commerce features, but the companies gradually built up their own e-commerce capacities and ended the partnerships as trials developed into full-fledged services that keep users in the app when they buy.

Kuaishou

  • Kuaishou launched livestreaming in 2017 to a relatively gender-balanced user base with a typical user in a third- or fourth-tier city..
  • Kuaishou reportedly achieved an estimated GMV of about RMB 35 billion in 2019, and aims to multiply that to RMB 250 billion in 2020.
  • Livestream e-commerce accounted for 19% of Kuaishou’s RMB 55 billion revenue in 2019, although 60% of the revenue still came from virtual gifts associated with traditional entertainment livestreaming. 
  • These figures reflect the platform’s KOL-centered online culture, where users address each other as laotie (“old chap”), a colloquial term used in northeast China to refer to unbreakable brotherhood.
  • Thanks to strong connections with users, Kuaishou’s e-commerce conversion is five to ten times higher compared to its peer Douyin, according to a report by Frees Fund. 
  • But the products are mainly low-margin and low-price, with sales under RMB 50 accounting for 63.3% of total sales, compared with Douyin’s 41.5%.
  • The most popular categories are personal care, cosmetics, clothing, local specialty foods, and alcohol.

“Power seems to be shifting toward video platforms”

Douyin

  • Douyin did not emphasize livestreaming until 2019. Since then, the business has grown very quickly by encouraging KOLs to transfer their accumulated fans from short-video to livestreaming and online consumption.
  • Douyin predicts RMB 200 billion in GMV on the platform in 2020.
  • Unlike Kuaishou, Douyin relies on short-video quality and attractive products to make sales, rather than relationships between fans and content providers.
  • Douyin users are largely concentrated in higher-tier cities, with purchasing power that results in larger ticket orders.

Read more: Why Kuaishou beats Douyin for e-commerce

Other e-commerce players: Taobao’s e-commerce peers are stuck in the lightweight division for livestreaming, with substantially smaller user bases and sales than Taobao and the video platforms, handicapped by business models that emphasize value for money over fashion-driven impulse buys. Nonetheless, Pinduoduo and JD have built real, if smaller, user bases around livestreaming.

Duoduo Live:

  • As a marketplace, Pinduoduo has enjoyed robust growth since its establishment with a unique model that encourages users to get together with friends to buy in bulk.
  • But livestream e-commerce didn’t win attention from Pinduoduo until recently, when growth slowed down.
  • The Shanghai-based firm officially rolled out Duoduo Live as an add-on within the app in January 2019—after testing the livestream feature the previous November—making it a relative latecomer to the field.
  • Over 1 million, or 20-30% of Pinduoduo’s 5.1 million active merchants have opened livestream sessions, according to data from the company.
  • Users aged between 20 to 35 years old contribute the most to GMV.
  • Pinduoduo’s approach to livestreaming is drastically different from Alibaba’s. With its distinctive consumer-to-manufacturer model, it has leaned heavily on the virtual salesperson model. 
  • Duoduo live audiences likely have a potential buy in mind before loading a stream (e.g. drawn in by a discount or social referral), and will use the stream to gain more information before making a decision.
  • Duoduo Live’s livestream sessions are centered around products, meaning they’re cheaper for merchants than Taobao Live’s slicker MNC-driven streams. 
  • The anchors, often amateur KOLs, are mostly people with a stake in the product—CEOs of manufacturers, government officials for promoting agriculture products from their towns, or even the sellers themselves. 

JD Live

  • Livestreaming is a poor fit for JD’s brand, which is built on keeping things simple for users. 
  • JD Live is still playing catch-up to Taobao Live, following a similar high-production value approach. Many streams use an “expert + celebrity + host” format, which combines rich content with expert knowledge and a link to purchase. 
  • It also serves as a medium to educate users and build brand awareness. 
  • Like Taobao, this model means high costs for merchants.
  • JD Live has partnered with both Douyin and Kuaishou to leverage their traffic and KOL network, in addition to building up super KOL celebrities to promote premium products. 
  • On Wednesday, JD announced a new deal with Kuaishou which will allow Kuaishou viewers to make purchases from JD without changing the app.
  • Like Taobao Live, JD Live is also diversifying product categories from consumer electronics, beauty, and food to big-ticket items like real estate. 

Who owns livestreaming eyeballs?

As e-commerce and content blend together, shopping and video platforms are becoming frenemies. On the one hand, they rely on each other: Video apps boast traffic and content, while e-commerce sites have brands and supply chains. On the other hand, they are competing to be the central platform for the new model.

Alibaba has the best of both worlds, with its Taobao Live emerging as a major content platform in its own right.

But the rival e-commerce sites do not have the same traction with in-house content, creating a dilemma. For JD and Pinduoduo, integrating with video apps means handing over some of their crown jewels—control of advertising, product search, and customer data. It’s no wonder that these partnerships can fall apart.

Power seems to be shifting toward video platforms. In the previous partnership model, video apps usually directed users to e-commerce apps such as Taobao and JD to finalize the purchase.  

However, as a new deal between Kuaishou and JD allows users to purchase JD products without leaving the app, JD is giving up its users’ eyeballs to drive sales.

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Note-taking app Notion is no longer accessible from China https://technode.com/2020/05/25/note-taking-app-notion-is-no-longer-accessible-from-china/ Mon, 25 May 2020 06:35:11 +0000 https://technode.com/?p=139123 Notion says its service is blocked in China. The blockage came weeks after a Chinese company launched a Notion clone, Hanzhou.]]>

Productivity tool Notion said Monday its service is no longer accessible from within China, weeks after a Chinese company launched a similar app that has been accused of copying the US startup.

Why it matters: Sites inaccessible from within China are usually services that provide information or methods of communication. It is rare that productivity tools like Notion are restricted from offering services in the country.

  • The San Francisco-based startup announced last week it was lifting limits on its primary note-creation feature for users on its free plan, boosting the popularity of the collaboration software with individual users alongside rivals such as Airtable and Evernote.
  • The app allows users to publish their notes for public view, making it essentially a content management system. Some have speculated that Notion’s publishing function is one of the reasons it is restricted in China.

Details: Notion’s status Twitter account tweeted Monday its service had been “blocked by a firewall in China” and that the company is “monitoring the situation.”

  • The site is not accessible from any of the provinces or municipalities in mainland China, according to Chinaz (in Chinese), a website performance tool.
  • The blockage has sparked an outcry on Chinese social media platform Weibo with many users complaining that they have been barred overnight from accessing their notes stored on Notion.
A screenshot of Hanzhou’s user interface. (Image credit: Hanzhou)

Context: Just weeks before Notion was blocked in China, a Chinese company launched a Notion clone called Hanzhou.

  • An anonymous user of V2ex, a Chinese online developers forum, accused Hanzhou of plagiarizing Notion’s user interface, functions, and even its code in an article published on Saturday.
  • Hanzhou was launched in April by a startup based in Wuhan in central Hubei province, according to the website’s registration information on a database maintained by China’s Ministry of Industry and Information Technology. The company could not be reached for comment.
  • Founded in 2013, Notion hit a $2 billion valuation in April after raising $50 million from Index Ventures and other investors.
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INSIGHTS | Kevin Mayer might be exactly what Bytedance needs right now https://technode.com/2020/05/25/insights-kevin-mayer-might-be-exactly-what-bytedance-needs-right-now/ Mon, 25 May 2020 03:25:32 +0000 https://technode.com/?p=139112 Shanghai ByteDance Douyin TikTok Tiger Global short videoGiven his track record and ambition, the move is significant, Kevin Mayer may be exactly what Bytedance needs to fuel its next stage of growth. ]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Tiktok has got a new chief—and he’s American. On Tuesday, Disney and Bytedance announced, in synchronized press releases, that Kevin Mayer, the man behind Disney+ and baby Yoda, was leaving Disney and joining Bytedance as CEO of Tiktok and global COO of Bytedance (which is much more than Tiktok). He is set to start on June 1 as Tiktok CEO and Bytedance’s global COO and will be based in LA.

Many are skeptical about the new hire. Tiktok is under a lot of pressure to prove it doesn’t answer to Beijing, thus making the move perhaps more about optics than operations. And Chinese companies don’t have a great track record with Western transplants. From Alibaba to Maotai, from Xiaomi to Baidu, there seems to be a serious mismatch between expectation and reality that forces high-profile hires to reconsider their decision. 

But Bytedance is not like other Chinese tech majors: Tiktok is China tech’s first true global hit in consumer-facing software. Neither Alibaba, Tencent, nor Baidu has anything like it. The only Chinese brands that have done well in the West are hardware-focused companies like Huawei and Xiaomi. An America CEO could be the right kind of localization that China’s most international tech major needs.

Bottom line: The jury’s out on how long Kevin Mayer will last and how much impact he will have, but given his track record and ambition, the move is significant. Mayer may be exactly what the company needs to fuel its next stage of growth. 
 
I used to be quite bearish on Bytedance, but after learning more about them, my opinion has changed significantly. They are one of the only true tech companies in China. Alibaba and Tencent translated an offline business model into the online space. Bytedance, on the other hand, has built its entire company on the back of a robust and extensible recommendation AI system. The company is almost indistinguishable, in its culture, products, and technology, from its Silicon Valley counterparts. Like those counterparts, it has proven that scalable technology can bring great success in new markets even if you don’t understand those markets very well.

A gaping hole: If politics weren’t an issue, it wouldn’t matter at all that it’s based in China and not the Valley.  Butpolitics do matter. When it comes to China, they matter even more. What Bytedance has in product development, they have lacked in global compliance, communication, and transparency and could derail its explosive growth.
 
After Bytedance lost a lot of momentum (and users!) in India last year, I wrote:

Unlike other Chinese companies that have enjoyed success abroad, such as smartphone makers, Bytedance creates products that have the potential—if not managed well—to create considerable social harm. . . Given the mounting pressure on Chinese companies as they seek new markets abroad, Bytedance cannot afford to trip over their own feet as they continue their meteoric growth.

Since then, they’ve come under increasing scrutiny for their content moderation policies, including discrimination against the disabled and the ugly, as well as what they do with the data of international users.
 
Michael Norris, a regular contributor to TechNode, wrote in an open letter to Tiktok in December:

Jingoistic politicians  aren’t your fault, but you’ll have to go all-out to add substance to your claims that TikTok’s management, operations, apps, markets, users, content, teams, and policies are separated from Chinese government interference. 

That’ll be made difficult by your connections to the Chinese Communist Party. These connections spur Bytedance to censor  sensitive videoscollaborate with party-related organizationspromote videos praising China’s armed forces, and de-tag videos which contain particular political figures.

Short detour: It’s not a Chinese company? According to a New York Times report, Tiktok claims it isn’t Chinese:

A TikTok spokesman on Monday stressed that TikTok was not owned by a Beijing-based company. Instead, its parent company, ByteDance Ltd., is incorporated in the Cayman Islands, though he could not say how many people are based there. That entity owns TikTok and all of the businesses in China, he said.

If you buy that Tiktok is from the Caribbean, perhaps I can interest you in some tickets to the next Fyre Festival?

Filling the gaps: Kevin Mayer isn’t Tiktok’s first international senior hire. Since 2018, they’ve regularly brought in non-Chinese executives to beef up compliance, communication, and product:

  • Nov 2018: Mike Rodriguez, former Community Specialist at Youtube, joins Tiktok as head Content Strategy and Programming.
  • Feb 2019: Tiktok hires Vanessa Pappas, former Youtube Global Head of Creative Insights
  • April 2019: Digiday reports that Tiktok had poached up to 14 people from Snap.
  • Oct 2019: Nikhil Gandhi joins Tiktok as its India head.
  • Dec 2019: Richard Waterworth, former head of EMEA marketing at Youtube,  becomes GM for Tiktok in UK and EU.
  • Jan 2020: Tiktok announces it has hired Microsoft IP chief, Erich Andersen, as general counsel.
  • Mar 12 2020: The company announces the opening of a content moderation transparency center in the US.
  • Mar 19 2020: Tiktok says it has formed an external content moderation advisory board made up of mostly American experts.
  • As of May 22, most/all of these hires are still at Tiktok. 

An American in Bytedance: Chinese companies aren’t known for their ability to assimilate Western executives. But given Bytedance’s global hiring history, and how well it has retained American hires, I would not be surprised if Mayer, and Bytedance, prove to be a very visible exception to the historical pattern.

With his background in acquisitions, [Mayer] could build this into a colossus internationally, if internal company politics and resentment toward a foreign boss doesn’t get in the way.

Jim McGregor, Chairman, Greater China, APCO Worldwide

Who is Kevin Mayer? Mayer is most known for his efforts to build Disney’s streaming service. Judging by his CV, he is capable and ambitious:

  • 1993: He joins Disney’s Interactive/Internet and television businesses, working on strategy and business development.
  • Feb 2000: Kevin Mayer takes over as CEO of Playboy.com Inc.
  • Sep 2000: He takes over as chairman and chief executive officer of the Clear Channel Internet Group.
  • Feb 2002: Mayer joins L.E.K. Consulting LLC as a partner and head of the global media and entertainment practice.
  • 2005: He is appointed as executive vice president of Disney’s new Corporate Strategy, Business Development and Technology Group. In this role, he was involved in the purchases of Pixar, Marvel, Lucasfilm, and 21st Century Fox.
  • 2019: He is rumored in Bloomberg as possible next CEO of Disney
  • Feb 25 2020: Mayer loses the fight to become CEO of Disney to Bob Chapek.
  • May 19 2020: Bytedance announces that Mayer will join on June 1.

What he brings to the table:

  • He’s not Asian: When talking with regulators or testifying to Congress, Tiktok will no longer have a face, literally, that reminds everyone of its origins.
  • And handsome: He might be pushing 60, but he’s still got that all-American, just-stepped-off-the-football-field-look. Just sayin’.

Both points above seem superficial, but in the time of the “China virus,” it would be foolish for Bytedance to not take this into consideration.

  • His experience with content: Given his experience with buying and selling content powerhouses, many are expecting him to go on an acquisition spree.
  • His experience managing a global operation: Right now, everyone at Bytedance still reports to Beijing. Now, as head of Tiktok and COO of Bytedance’s global operations, all country GM’s will report to LA instead.

Short video decoupling? Douyin, under Zhang Nan, and Tiktok, under Alex Zhu, were already following different development trajectories. While Douyin carries its share of political content, Tiktok has done its best to be the exact opposite of Twitter and Reddit: a place where people can forget about the political debates of the day and relax with cute pet videos or maybe even pick up a new skill.
 
However, that’s just the frontend. The backend, the most valuable IP the company owns, is all created and maintained in China. Almost all of Tiktok’s engineers and product managers are still in Beijing and that doesn’t seem likely to change in the near future. But, having a clear delineation between Beijing and the rest of the world, or at least the appearance of one, could help Bytedance get out of the mire it’s found itself in.

Go further:

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Bytedance hires Disney streaming chief as Tiktok CEO https://technode.com/2020/05/19/bytedance-hires-disney-streaming-chief-as-tiktok-ceo/ Tue, 19 May 2020 05:17:27 +0000 https://technode.com/?p=138843 tiktok national security US app bansBytedance has appointed former Disney streaming executive Kevin Mayer as its chief operating officer and the chief executive officer of TikTok.]]> tiktok national security US app bans

Tiktok announced Tuesday it has hired Kevin Mayer, formerly The Walt Disney Company’s top streaming executive, as the chief executive officer of the popular short video app.

Why it matters: The company is intensifying its efforts to address concerns around its Chinese ownership. Tiktok’s Chinese parent, Beijing-based Bytedance, has stepped up efforts to separate the app from its Chinese operations by hiring executives in the US, including cybersecurity veteran Roland Cloutier, the chief information security officer who began in April, and former Youtube executive Vanessa Pappas, who began running its US operations last year.

  • Mayer was also given a high-level position at Bytedance, indicating that the Chinese headquarters retains tight control over the app.

Details: Bytedance appointed Mayer as its chief operating officer and Tiktok’s chief executive officer, the company said in a statement Monday.

  • Mayer will report to Bytedance founder and CEO Zhang Yiming and will lead the company’s global expansion. He will also be responsible for Bytedance’s corporate development, sales, marketing, public affairs, security, content moderation, and legal, the company said.
  • Mayer resigned from Disney on Monday and his new roles at Bytedance will begin June 1.
  • Alex Zhu, the founder of Tiktok’s predecessor Musical.ly and current president of the app, will become Bytedance’s vice president of product and strategy, according to the statement.

“Kevin’s wealth of experience building successful global businesses makes him an outstanding fit for our mission of inspiring creativity for users globally. As one of the world’s most accomplished entertainment executives, Kevin is incredibly well placed to take Bytedance’s portfolio of products to the next level.”

Zhang Yiming, Bytedance founder and CEO

Context: Mayer served as the chairman of Disney’s Direct-to-Consumer & International subsidiary that includes several streaming businesses. He led the global launch in November of its Disney+ streaming service, which amassed more than 50 million subscribers in five months.

  • Bytedance, one of the world’s most valuable startups with a market cap estimated at around $100 billion, is vigorously expanding its presence in markets outside of China. Zhang, the company founder, took over overseas operations in March.
  • Tiktok has faced increasing scrutiny in the US over its Chinese ties. Several US lawmakers have questioned whether the app, which has reached 172 million downloads in the country according to research firm Sensor Tower, poses potential national security risks.
  • Tiktok said March it would set up a content moderation transparency center in its US office to address concerns over its security and privacy.
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INSIGHTS | No country for console gamers https://technode.com/2020/05/18/consoles-in-china-a-grey-market-cat-and-mouse-game/ Mon, 18 May 2020 03:59:56 +0000 https://technode.com/?p=138707 console gaming consoles Playstation China Nintendo Switch XboxIt's a cat and mouse game for consoles in China between demand and regulators in China: Gamers want to play and companies want to sell, but China wants to limit access.]]> console gaming consoles Playstation China Nintendo Switch Xbox

Long-suffering Chinese console gamers were disappointed yet again when the global hit game Animal Crossing vanished from Taobao a month ago.

With only three Nintendo Switch games licensed for sale in China, gamers have long relied on the grey market for imported consoles and game cartridges. 

Using sales volume data from market analyst firm Niko partners and public price information, TechNode estimates that Nintendo sold $32 million worth of the Switch console in 2019. We estimate that sales of consoles in China on the grey market amounted to $183 million.

For all consoles, the grey market is also believed to be much larger than the legal one. Niko Partners estimates that 60% more consoles were sold illegally in China in 2018 compared to legal ones. Based on TechNode’s observations, imported consoles sell for 1.5 times the price of domestic ones. Multiply this out and you get a grey market 240% the size of the licensed one.

consoles in china
(Image credit: TechNode/Eliza Gkritsi)

Bottom line: Much like news and films, Chinese authorities are keen to regulate imported console games. The approach is very similar: A frugal licensing regime approves very few games. But content controls haven’t stopped fans from tracking down the latest Japanese releases. Chinese developers are facing an uphill battle to compete with billion-dollar incumbents that have nursed the console industry. So far, they haven’t come up with a game or console to compete with blockbusters by Sony and Nintendo. With tacit support from Japanese console makers, it’s unlikely that the grey market will ever die out.

Banned but tolerated: Owning a forbidden title won’t get you in trouble, but selling them might land you in jail. 

  • In 2000, Chinese authorities banned foreign consoles, citing potential harm to users’ physical and mental health.
  • To get around these restrictions, thousands of consoles and discs were imported in people’s suitcases. They were traded online and in electronics shops around the country.
  • The government didn’t pay too much attention to this relatively small market. 
  • In 2014, the government allowed Microsoft to release the Xbox One and created a pilot free trade zone in Shanghai for foreign console makers and game developers. 
  • In 2015, the ban was lifted and stringent licensing requirements took its place. 
  • Brick-and-mortar shops often carry unlicensed imported consoles under the counter—try asking.
  • Authorities appear to tolerate this grey market trade.

“If the door’s locked, isn’t there a window? And if the window’s shut, isn’t there a doggie door?”

A Weibo user commenting about attempts to restrict gamers’ options (our translation).

Playstation: Sony’s digital store is divided into regions, but it’s easy to jump regions.

  • Sony’s massively successful Playstation console is regionalized, much like smartphone app stores. Users have to log into a country-specific store through which they can only download games approved for this region.
  • Playstations sold outside China allow you to log into any country’s store. But those sold in the China market only allow the China store—unless you know the (semi) secret code.
  • Mainland Playstation owners have found a code that allows them to switch stores, breaking out of the China silo. The particular combination of button presses doesn’t work for consoles sold in other countries, TechNode has confirmed. 
  • Many Chinese Playstation owners choose to create accounts in the Hong Kong store, where 4,633 titles were available as of Monday compared to 124 in China. Playstation’s Hong Kong store offers a version in simplified Chinese and accepts Aipay payments. 
  • This week, the Chinese Playstation Store was suspended for ambiguous reasons. The button hack still works. 
  • Other than this digital means of directly accessing another country’s store, gamers can head to Taobao to buy imported or pirated discs of unapproved games. 

Switch: Nintendo has tried harder to comply with regulations, driving fans away from China market consoles

  • Nintendo has worked with Tencent to release a China-only model of the Switch console that complies with local regulations in December 2019. 
  • The rest of the Switch network is not regionalised, meaning that non-China console owners can download games regardless of their location. 
  • When the $300 Switch was released in China, there was only one game for download: New Super Mario Bros U Deluxe, released globally in November 2019. In March, Super Mario Odyssey, and Mario Kart 8 Deluxe, both of which were available around the world since 2017, were added to the list. You’d better really like Mario.
  • The Switch does not have a digital backdoor, but imported Switch cartridges work fine. Online and offline, there are plenty of imported consoles and cartridges that grant access to unapproved games, primarily sourced from Japan, South Korea, and Hong Kong.
  • Despite a brief purge, these are mostly tolerated.
  • The Switch has found great success in China due to its portability, social nature, high quality of games and language localization. Niko Partners expects official sales to match Playstation by 2023.
consoles in china Playstation China Nintendo Switch Xbox consoles in china
An electronic store selling consoles in Shanghai. (Image credit: TechNode/David Cohen)

Weak local competition: China doesn’t have competitors to Japan’s titans. Independent Chinese studios have released a few well-liked console games, but no blockbusters, while attempts at a Chinese console have gone nowhere. Titles in series like Call of Duty, Tomb Raider, or Grand Theft Auto cost tens, often hundreds, of millions of dollars to make. 

Other priorities: China has a world-class games industry, but consoles are not its priority.

  • Tencent, one of the world’s biggest game companies, is just starting to pay attention to consoles. Next Studios, a Tencent-backed original game developer known for its indie PC games, has released just two titles on Playstation: Death Coming in 2019 and Biped in April 2020.  
  • This is in part because it’s a smaller market than mobile and PC gaming—where all the domestic industry’s money is going.
  • With little investment, Chinese developers have not managed to escape the indie category and break into blockbusters.

Tough crowd: Gamers tend to demand the biggest, latest thing, and Chinese gamers want the same titles as their peers in Seoul and Cincinnati. It’s hard to get between them and a popular title. Restrictions on popular titles are met with staunch resistance. 

  • Perhaps it’s something about the nature of gaming. It’s an identity, not merely an activity. People call themselves “gamers” but not “news readers.” 
  • One Weibo user said the people who reported Playstation to the authorities should seek police protection, implying that gamers could try to physically hurt them.
consoles in china Playstation China Nintendo Switch Xbox
Animal Crossing bundles sold on Taobao after the listings were taken down. (Image credit: TechNode/Eliza Gkritsi)

Shocked, shocked! Ultimately, censoring the market would require console makers’ cooperation. With not much legal market to lose and big money in grey market sales, they don’t seem to care.

  • The grey market consoles sold in China are legally bought elsewhere. Sony and Nintendo get their share of their pie.
  • Sony complies with Chinese regulations on paper, but have kept the China-specific backdoor that enables users to bypass censorship by switching countries, based on our observations.
  • Sony recently took down the China Playstation Store, but the backdoor still works. This won’t stop most users from buying games, but it signals increasing attention from authorities.
  • Nintendo tends to be more cooperative. There’s no button cheat codes that circumvent country restrictions, and they have developed a China-only model of the Switch. The only option is to acquire physical cartridges via the grey market.  
  • In 2003, Nintendo even released a line of consoles limited to China to get around censorship restrictions.
  • But Switch cartridges are widely available on Taobao—and most of these are originally bought from Nintendo.

Admitting defeat? Authorities may be coming around to a more lenient stance on console releases. The Nintendo Switch Lite, PlayStation 5 and Xbox Series X are expected to see legal releases in China in 2020. With a lighter hand, regulators could finally get control over the market.

  • Official console releases seem to quench gamers’ demand, at least in part. In 2019, when the Nintendo Switch was released in China, two years after the worldwide release, the illegal/legal sales ratio was cut in half. 
  • With more legal consoles flooding the market, popular titles are facing increasing scrutiny, as is the case of Animal Crossing
  • With more launches of official consoles and games in the mainland, as well as a growing supply of domestically-developed high-quality console games, perhaps the government stands a chance against the Lernean Hydra that is China’s illegal games market. 
  • Niko, the research firm, predicts that by 2023 the grey market for consoles will shrink by 50%. 

Censors and console makers are in an intricate negotiation process. As consoles are rising in popularity among Chinese gamers, this is a story to watch. 

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Tencent gets boost in Q1 as China turns to gaming during outbreak https://technode.com/2020/05/14/tencent-gets-boost-in-q1-as-china-turns-to-gaming-during-outbreak/ Thu, 14 May 2020 02:07:54 +0000 https://technode.com/?p=138522 tencent gaming wechat mobile payment cloudThe Covid-19 outbreak gave a boost to Tencent gaming revenue. However, the company has said the boost could be temporary.]]> tencent gaming wechat mobile payment cloud

Tencent reported Wednesday better-than-expected revenue for the first quarter thanks to a surge in gaming incomes.

Why it matters: The Covid-19 outbreak gave a boost to the company’s gaming revenue as people turned to online entertainment while stuck at home.

By the numbers: The company booked RMB 108 billion (around $15.2 billion) in total revenue in the quarter ended March 31, an increase of 26% compared with the same period of time last year, the company said Wednesday.

  • Revenue from Tencent’s gaming business rose 31% to RMB 37.3 billion in the quarter, which the company attributed to a surge of daily active users (DAUs) of its flagship games PlayerUnknown’s Battlegrounds Mobile (branded as Peace Elite in China) and Honor of Kings during China’s stay-at-home period in February and March.
  • The company’s ad revenue grew 32% year on year in the March quarter to reach RMB 17.7 billion despite a broader slowdown in China’s ad market.
  • The company said its revenue from media ads fell 10% from a year ago due to “weak macro-economic conditions and suspension of sports events.”
  • Tencent’s fintech and business services segment, which includes products such as Wechat Pay, consumer loan services, and cloud computing, grew to RMB 26.5 billion in the quarter, up 22% from the same quarter a year ago, but decreased 12% from the previous quarter.
  • Monthly active users of Wechat, Tencent’s popular instant messaging app, reach 1.2 billion as of the end of March, up 8.2% from a year ago.

Headwinds: However, Tencent has also warned the upsurge could be temporary.

“We expect in-game consumption activities to largely normalize as people return to work, and we see some headwinds for the online advertising industry.”

Context: Shares of Hong Kong-listed Tencent have climbed by 14.4% since the beginning of this year, compared to a 15% decline in the Hong Kong exchange’s Hang Seng index.

  • The company is also facing fierce competition from rising star Bytedance. The TikTok-owner is continuing to take ad revenue share from Tencent and has recently made a foray into Tencent’s home turf, the mobile gaming market.
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Sony’s Playstation Store suspends services in China https://technode.com/2020/05/11/sonys-playstation-store-suspends-services-in-china/ Mon, 11 May 2020 06:28:35 +0000 https://technode.com/?p=138291 playstation China cloud gaming video streamingThe Playstation Store suspension comes as China cracks down on foreign games, which include Animal Crossing and Plague Inc.]]> playstation China cloud gaming video streaming

Japanese gaming giant Sony suspended services for its Chinese Playstation Store on Sunday for “system security reasons.”

Why it matters: China is stepping up regulations on foreign games. The suspension follows orders from authorities to remove listings for physical copies of a popular Nintendo game from e-commerce platform Taobao, and to close an Apple App Store “loophole” that allowed foreign game developers to bypass China’s gaming license system.

  • Users with a Chinese version of the Sony Playstation consoles can only use the Chinese store to download and update games by default. However, some users have found ways to circumvent the restrictions and log in to the Hong Kong store.
  • The Chinese Playstation Store had only 124 games listed as of Sunday because the government requires developers to obtain a gaming license before they add titles to the mainland Chinese store. By comparison, the Hong Kong store had 4,633 titles as of Monday and provides an interface in simplified Chinese characters, mainland China’s official written language.

Details: Sony said in a statement on Chinese social media platform Weibo that the suspension would start at 7 a.m. on Sunday and that it doesn’t have a timeline for resumption of service.

  • The post sparked an outcry on Weibo with many users complaining about China’s strict restrictions on gaming. 
  • A report from Chinese gaming news outlet 3DM Game implied (in Chinese) that the suspension of Playstation’s Chinese store could be the result of a spate of reports to the authorities from Chinese netizens saying that Sony Playstation “allows Chinese players to download games uncensored by Chinese culture authorities by letting them switch to the Hong Kong Playstation Store.”
  • “Some games contain content that promotes violence, pornography, and incest, which does great harm to teenage mental health. I hope the culture authorities block them completely,” (our translation) one user said in a report filed with a tip-off website (in Chinese) maintained by China’s Ministry of Culture and Tourism, according to 3DM Game. 
  • It is unknown whether the ministry, which regulates industries related to publications, movies, and culture, made the decision to shut down the Chinese Playstation Store. The ministry did not reply to an email sent Monday requesting a comment.

Context: Sony introduced the Playstation console to the Chinese market in 2014 after the country lifted a ban on the sale of foreign-made gaming consoles.

  • Alibaba’s online market place Taobao last month removed listings for physical copies of Japanese game maker Nintendo’s widely popular video game, “Animal Crossing.” Sales of the game were not allowed on Nintendo’s Chinese game store for regulatory reasons. 
  • A few days before the removal, Bloomberg reported that pro-democracy activists in Hong Kong have started to post anti-government messages on the island life simulation game.
  • In February, popular infection simulation game Plague Inc. was removed from Chinese app stores as the Covid-19 outbreak intensified in the country.
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INSIGHTS | Short seller huffs and puffs, but it doesn’t blow Iqiyi down https://technode.com/2020/05/11/short-seller-huffs-and-puffs-but-it-doesnt-blow-iqiyi-down/ Mon, 11 May 2020 05:09:38 +0000 https://technode.com/?p=138264 Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=JarreteraIqiyi is no Luckin. While the company has problems, a short report from Wolfpack Research accusing it of overstating users and revenue is not convincing.]]> Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=Jarretera

It has been one month since short seller Wolfpack Research accused Chinese video-streaming platform Iqiyi of inflating 2019 revenue by up to 40%. Iqiyi has provided no solid evidence to defend itself besides an indignant statement denying all the accusations, but neither has it made a sudden confession like fellow short-seller prey Luckin Coffee.

Investors still seem optimistic about the company, and shares are around where they were before the report. Is this a case of “fool me twice”? Or is there a better case for Iqiyi than there was for the hot drink humbugs?

Bottom line: Iqiyi is not Luckin. Three-year-old Luckin is a failed attempt to blitz-scale a coffee chain that never proved its model. Iqiyi, founded 10 years ago, is one of the few survivors of the ruthless competition in China’s video-streaming market and it has a mature business model. The company has its problems, but the short report seems to have missed its mark.

It’s short season for China tech stocks after Luckin Coffee (as the Bard writes) “exits, pursued by a bear.” Can you trust people who win when companies lose? Who’s going to be next? Check out the highlights of TechNode’s recent webinar on Luckin and short sellers (free to members) for an expert take.

A glancing blow: The share price of Iqiyi dropped only briefly by up to 11.2% when Wolfpack dropped the report on April 7 morning, and ended the day up 3.2%. In the following month, shares of the company fluctuated within a normal range, and now are at about the same level as before the report was released.

Like Luckin? Shares of Luckin Coffee behaved similarly after the first accusations surfaced in a report made public by short seller Muddy Waters in early February, wobbling without a sharp move. The nosedive came after the company made a surprise confession on April 2 that several employees, including its COO, had fabricated transactions for much of 2019, amounting to an estimated RMB 2.2 billion (around $311 million) in falsified sales. Shares of the company were wiped out by nearly 80% the same day.

What did the short report say? In a report published April 7 and tweeted by Muddy Waters, Wolfpack claims that Iqiyi had inflated its 2019 revenue by between approximately RMB 8 billion to RMB 13 billion, or 27% to 44%.

  • The report argues that Iqiyi overstated its user numbers by around 42% to 60% to justify inflated revenue.
  • It also claims that Iqiyi has exaggerated its expenses, including prices it pays for content, other assets, and acquisitions “in order to burn off fake cash to hide the fraud from its auditor and investors.”
  • The report cited a handful of sources of its own, including a former Iqiyi employee and two Chinese advertising companies. By comparison, the report against Luckin claimed that it had mobilized 92 full-time and 1,418 part-time staff “on the ground” to run surveillance of 620 Luckin stores across the country.
  • Wolfpack’s 37-page report, however, often bases its conclusions on hasty generalizations, and sometimes, on flimsy sources and comparisons of apples and oranges.

What did Iqiyi say? Iqiyi said in a statement on April 8 that the report “contains numerous errors, unsubstantiated statements and misleading conclusions and interpretations.” But the company didn’t provide any details to back up its claims.

  • One month on, Iqiyi has yet to provide an update on its claims. The company told TechNode Friday it doesn’t have further comment on the report.
  • The investor community has expressed their disappointment with the company’s lofty disdain. “If they [the management of Iqiyi] don’t step it up and respond and take things seriously, you kind of wonder, should investors trust them? Why should investors trust them?” said James Hull, analyst and portfolio manager at Hullx Capital, at a TechNode webinar on April 23. 
  • “I think they should come back with a very detailed response, and hopefully they are working on that right now,” said Hull.

Problems with the Wolfpack report: Iqiyi may have a reason for its faint response: Wolfpack’s report has serious flaws in evidence and reasoning. It’s sloppy, too, about details, wrongly listing the cities of Guangzhou and Shenzhen among China’s four provincial-level metropolises. Guangzhou and Shenzhen are both in the province of Guangdong.

Over-generalization: In places, Wolfpack goes out on a limb to find figures to debunk. I’m not entirely convinced that Iqiyi ever really made some of the claims Wolfpack tries to disprove.

  • Data provided by the two ad companies showed that the Iqiyi’s average mobile daily active users (DAUs) was 24.7 million in China’s 19 tier-1 cities in four days in September 2019. 
  • Wolfpack then quoted two promotional reports by the company and a keynote speech by a company executive, extrapolating from them to produce an estimate that Iqiyi has “62.29 million DAUs in China’s tier 1 cities.”
  • Wolfpack’s argument that Iqiyi inflated user numbers by 60% is an extrapolation from a single four-day period.
  • The two promotional reports are not official filings to the US Securities and Exchange Commission; they’re just Iqiyi’s reports on China’s online movie industry in 2018 and 2019.

Comparison of apples and oranges: 

  • Wolfpack quoted a report by market research firm QuestMobile in February as saying that Iqiyi’s average mobile DAUs were 126.2 million during the first 10 days of the 2020 Chinese Lunar New Year, comparing it to an Iqiyi claim of 180 million average DAUs in 2019.
  • Wolfpack drew the conclusion that the company “overstates its DAU numbers by at least 42%.”
  • But the 180 million figure is for all DAU across platforms, not mobile DAU. Iqiyi only said its average mobile DAUs were 139.9 million in its 2019 annual report, a difference of just under 10%.
  • DAUs of video platforms vary from time to time. Video platforms usually saw their DAUs surge when a popular show was on. 

Problems with Iqiyi: Iqiyi certainly has real problems. It is often called China’s Netflix, and to some extent, it is. The company earns more than half of its revenue from paid membership services in the fourth quarter of 2019. However, memberships are not a profitable business yet, while other sources of revenue are in decline.

  • Iqiyi said in its 2019 annual report that the company’s average mobile monthly active users (MAUs) were 476 million in the year. The company also said it has around 106 million paying subscribing members as of the end of last year, meaning only 22.3% of its MAUs were paying for its content.
  • Revenue brought by the small proportion of paying users is not enough to cover its content expenses. The company earned RMB 3.9 billion from membership services in the fourth quarter. Nonetheless, it spent RMB 5.7 billion on content costs in the same period.
  • “Content production in China is kind of a cash incinerator,” said Hull at the Webinar. “I don’t see any significant franchises that Iqiyi can create like Disney can create.”
  • The losses from the gap between content cost and subscription revenue are partially made up by advertising revenue—thanks to its large proportion of free users—which accounted for 25% of Iqiyi’s Q4 revenue. 
  • The company said its ad revenue was down 15% year on year in the quarter and attributed the drop to a “challenging macroeconomic environment in China.” What the company hasn’t mentioned here is rivalries from short video platforms such as Douyin and Kuaishou. Bytedance, the owner of Douyin, overtook Iqiyi-parent Baidu in 2019 to hold the second-largest share of China’s digital ad market, according to Totem Media.

Conclusion: Iqiyi is not Luckin, but neither is it Netflix. There’s no solid evidence of fraud, and there’s clearly a real business there. But by ordinary business metrics, it could well be overvalued. Iqiyi is not going to zero, but it could be headed for a drop.

Correction: An earlier version of this article, which appeared in TechNode’s Distilled newsletter on May 9, incorrectly stated Iqiyi’s content expenses as RMB 5.7 in the fourth quarter of 2019. The company’s content costs for the quarter were RMB 5.7 billion.

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China’s largest e-book seller faces writer backlash https://technode.com/2020/05/06/tencent-owned-e-book-seller-faces-writer-backlash-for-controversial-contract/ Wed, 06 May 2020 07:28:35 +0000 https://technode.com/?p=138016 Online reading tencent ebook china literatureThe uproar over China's largest e-book platform, owned by Tencent, is the latest dispute against Chinese tech giants accused of exploiting partners.]]> Online reading tencent ebook china literature

The online publishing arm of Chinese internet giant Tencent is facing backlash from its author community over controversial contract revisions which grant the platform unfettered rights to the content it distributes.  

Why it matters: The uproar over e-book publisher China Literature is the latest dispute against Chinese tech giants facing increasing accusations of forcing exploitative rules on its partners by leveraging market monopolies. 

  • The controversy comes on the heels of a major leadership change at China Literature announced on April 27 when the company’s senior founding management team was replaced by executives from Tencent, its largest shareholder.
  • China Literature is the largest player in China’s RMB 20.48 billion (around $2.89 billion) digital reading market with a 25.2% market share in 2019, according to a report from the research institute BigData Research. Second-ranked Ireader holds 20.6% and Alibaba-backed Shuqi followed with 20.4% market share.

Details: Writers contracted to China Literature began to voice their discontent beginning on April 28 about a new contract that began circulating first among writers and then on various Chinese social media platforms.

  • The potential contract included several clauses that were deemed unfavorable or unfair to writers. The most controversial point is the removal of the platform’s paywall for all content on the site in favor of a free content business model that relies on advertisements as its primary revenue source, according to local media reports. The potential move will lower writers’ income, which primarily comes from subscription fees and tips from their readers.
  • Under the revised contract, the authors are required to unconditionally hand over the copyright for all content to the platform, which in turn can license copyright without the authors’ consent.
  • The company confirmed on May 3 that the proposed contract was in fact sent to writers in September, and pledged (in Chinese) to revise the clauses based on user feedback.
  • In the May 3 statement, the company said that paid content is still the foundation of the company, adding that a completely free model is “impossible and unrealistic.”
  • China Literature did not respond to TechNode’s attempts to reach the company for comment.

Context: China Literature, which holds contracts with more than 8 million writers, was founded in 2015 through a merger between Tencent Literature and Cloudary, which Tencent acquired from Shanda.

  • China Literature raised $1.1 billion in a 2017 Hong Kong IPO.
  • In China, an industry chain surrounding online literature intellectual property is taking form. Chinese tech giants Tencent and Alibaba each own their own entertainment ecosystems spanning music, games, TV dramas, and movie production. 
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Bytedance has launched its video-editing app Viamaker overseas https://technode.com/2020/04/29/bytedance-has-launched-its-video-editing-app-viamaker-overseas/ Wed, 29 Apr 2020 05:47:41 +0000 https://technode.com/?p=137777 Bytedance Tiktok Singapore InvestmentThe Chinese version of Viamaker, known as Jianying, has been among the top 10 most-downloaded free apps in China for more than 90 days.]]> Bytedance Tiktok Singapore Investment

TikTok owner Bytedance has quietly launched in overseas markets the video-editing app hugely popular in its home territory under the moniker, Viamaker.

Why it matters: The Chinese version of Viamaker, or Jianying, has been among the top 10 most-downloaded free apps on Apple’s App Store in China for more than 90 days, according to data from app store intelligence firm Sensor Tower.

  • The app notched 5 million downloads in March, according to Sensor Tower.
  • The app’s popularity may give a boost to Bytedance’s other video-streaming offerings, short video apps including the Chinese version of TikTok, known as Douyin, and Xigua, another popular offering. 

Details: Bytedance initially launched Viamaker on April 24, according to the app’s page on Google’s Play store, which showed that its downloads exceeded 100,000 as of Wednesday afternoon.

  • The overseas version of the app is now available for four languages, including English, Japanese, Korean, and Portuguese, according to its website.
  • The Chinese version was launched around a year ago. Users can log in to the app using their Douyin account and post their video clips to Douyin from the app. Users can also share their videos on the app with other users.
  • Viamaker’s video-editing interface is the same as Jianying’s, but it lacks a user account system and the video-sharing function.

Context: The app was developed by Shenzhen Lianmeng Technology, a startup Bytedance acquired in 2018 for $300 million.

  • Shenzhen Lianmeng Technology was first famous for its beauty selfie camera app Faceu, which topped the China App Store’s free app chart at the beginning of 2016 and 2017, according to app store tracker Qimai (in Chinese).
  • Bytedance has recently announced a major leadership reshuffle with company founder and CEO Zhang Yiming shifting to take charge of the company’s overseas business.
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Bytedance is pushing further into search with wiki rebrand https://technode.com/2020/04/20/bytedance-is-pushing-further-into-search-with-wiki-rebrand/ Mon, 20 Apr 2020 06:43:33 +0000 https://technode.com/?p=137123 Bytedance rebranded baike.com, a Chinese online encyclopedia, to Toutiao Baike, as it pushes to challenge Baidu in China's internet searching landscape.]]>

Bytedance has revamped a 15-year-old online encyclopedia site under its own brand, expanding the functionalities of its new search engine as it pushes further into the search market.

Why it matters: Bytedance’s launch of its own answer to Baidu’s online encyclopedia, Baidu Baike, escalates the rivalry between the rising star and the established search engine giant.

  • Baidu Baike and Hudong Baike, or Baike.com, are the two most popular online encyclopedia services in China. Baidu’s offering attracts around 130 million page views per day, and the smaller Baike.com notches around 8.6 million daily page views, according to domain analytics website Alexa.cn.

Details: Bytedance has rebranded Baike.com into a site named Toutiao Baike, the online encyclopedia arm of Toutiao Search, the search engine it rolled out in August.

  • Toutiao Baike shows on Baike.com’s mobile version, but the desktop version remains the Hudong Baike interface.
  • Toutiao Search is a mobile search engine that used to serve as the in-app search function of Bytedance’s news aggregator Jinri Toutiao.

Context: Founded in 2005, Hudong Baike is a for-profit online encyclopedia that focuses on Chinese content.

  • The company was listed on China’s National Equities Exchange and Quotations OTC market in February 2016 but soon had to pause transactions in March 2017 due to low quality and even fake entries. The company eventually decided to delist in August 2018.
  • The company submitted a complaint to China’s State Administration for Industry and Commerce against Baidu in 2011, accusing it of manipulating search results and hiding entries on Baike.com.
  • Bytedance owns 22.2% of Baike.com after an RMB 8.1 million (around $1.1 million) investment into the company in August. The company launched Toutiao Search in the same month.
  • All non-Chinese versions of Wikipedia have been blocked in China since April 2019, and the Chinese language edition has been blocked since 2016.
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Bytedance is hiring 10,000 workers as global tech firms slash jobs https://technode.com/2020/04/15/bytedance-is-hiring-10000-workers-as-global-tech-firms-slash-jobs/ Wed, 15 Apr 2020 06:23:41 +0000 https://technode.com/?p=136877 Bytedance Tiktok Singapore InvestmentBytedance is planning to hire a total of 40,000 new workers this year, which will put it on par with Alibaba and a lot bigger than Tencent.]]> Bytedance Tiktok Singapore Investment

TikTok owner Bytedance has started a new round of hiring, looking to add around 10,000 employees to its global ranks, according to a Bloomberg report on Wednesday.

Why it matters: The Beijing-based internet giant is moving towards a target of creating 40,000 new jobs this year to reach a goal of 100,000 employees globally. Once it achieves that goal, the startup’s headcount will be on par with e-commerce behemoth Alibaba’s, and exceed WeChat owner Tencent’s by around 58%.

  • The job openings also provide a picture of the secretive app factory’s plans for growth. For example, it is hiring more than 400 people to fill positions related to games after building a gaming division numbering more than 1,000 employees as of late January.

Details: Bytedance has launched a recruiting campaign and asked employees to provide candidate referrals for 10,000 open positions, according to Bloomberg, citing information from an internal website.

  • Around one-third of the open positions are high-level research or software coding jobs, according to the report.
  • Some 7,662 open positions are listed on Bytedance’s publicly accessible career website as of Wednesday, according to TechNode’s observations. While most of the openings are located in Chinese cities such as Beijing and Shanghai, the rest are scattered between Bytedance’s major offices overseas including Singapore, London, and New York.
  • Of the 10,000 vacancies, 9,900 are located in China, according to Bloomberg.

Context: Bytedance’s global headcount has exceeded 60,000 and the number is expected to reach 100,000 by the end of the year, Zhang Yiming, company founder and CEO, said in an internal letter in March.

  • The company said in July that its apps, including short video app TikTok and domestic version Douyin, as well as news aggregator Jinri Toutiao, had 1.5 billion monthly active users globally as of end-June.
  • Bytedance’s new massive hiring program comes as global tech companies, including hotel chain Oyo and co-working space WeWork, are cutting staff or freezing hiring as a result of the global Covid-19 outbreak. 
  • Meanwhile, Tencent has some 5,531 job openings on its career website and Alibaba has around 7,700 as of Wednesday.
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Short seller accuses Iqiyi of revenue fraud https://technode.com/2020/04/08/iqiyi-says-short-seller-fraud-claims-are-misleading-and-wrong/ Wed, 08 Apr 2020 05:38:54 +0000 https://technode.com/?p=136409 iqiyi fraud user number luckin short seller muddy watersIqiyi, often called the Netflix of China, is another short seller target following beverage chain Luckin Coffee's spectacular downfall.]]> iqiyi fraud user number luckin short seller muddy waters

A short seller firm has accused Chinese video-streaming platform Iqiyi of reporting inflated revenue figures and user numbers in 2019, following just days after US-listed Luckin Coffee’s explosive revenue fraud disclosure on Thursday.

Why it matters: The Beijing-based company often referred to as the “Netflix of China” is another high-profile target for short sellers following beverage chain Luckin Coffee’s spectacular downfall, as US-listed Chinese companies find themselves under increasing scrutiny.

Details: Muddy Waters Research tweeted a link to a Wolfpack Research report on Tuesday, alleging that Iqiyi had inflated its 2019 revenue by 27% to 44% and overstated user numbers by 42% to 60%.

  • The Wolfpack report claimed Iqiyi had also blown up its expenses, the prices it pays for content, other assets, and acquisitions “in order to burn off fake cash to hide the fraud from its auditor and investors.”
  • The research, which Muddy Waters assisted with, included a survey of 1,563 people in Iqiyi’s target demographic which found that VIP users of the video streaming site often scored free memberships through package deals with its partners, including Xiaomi TV and JD.com.
  • The company records the membership revenue in full and lists its partner’s share as expenses, inflating both revenue and expenditures, according to the report.
  • Iqiyi said in a statement Wednesday that a report by short seller Wolfpack Research “contains numerous errors, unsubstantiated statements and misleading conclusions and interpretations.”
  • Nasdaq-listed Iqiyi did not provide details backing its claims about the report, but said that it has always been committed to maintaining “high standards of corporate governance and internal control” in compliance with US securities regulations.
  • Iqiyi could not be immediately reached for comment.

What’s next: Dan David, the founder of Wolfpack Research, said in an interview with Bloomberg TV Wednesday that the downside of the report to Iqiyi would be “unlimited” if there was a “truly independent investigation” into the company’s alleged fraud.

  • Meanwhile, Holzer & Holzer, a US-based law firm, announced Wednesday it is investigating whether Iqiyi violated federal securities laws.

“In the last 10 years, we’ve been responsible for delisting over a dozen China-based companies for fraud, [but] nobody has gone to jail, nobody has paid a fine. It is not illegal in China to steal from US investors.”

— Dan David, the founder of Wolfpack Research, on Bloomberg TV

Context: Iqiyi’s share prices fell 11.2% Tuesday morning before bouncing back to gain 3.2% by market close. 

  • Shares of Chinese search engine Baidu, Iqiyi’s parent company, also tumbled nearly 5% Tuesday morning on the allegations.
  • Luckin Coffee has seen its shares plunge nearly 80% in the past days after it announced last week one of its top executives and several employees fabricated transactions in 2019 totaling around RMB 2.2 billion (around $310 million). 
  • The announcement came two months after short seller Muddy Waters Research publicized on social media an anonymous report which claimed the company had been inflating operational, sales, and revenue numbers.

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Douyin is suspending Cantonese speakers on its livestreaming app https://technode.com/2020/04/02/douyin-is-suspending-cantonese-speakers-on-its-livestreaming-app/ Thu, 02 Apr 2020 08:48:44 +0000 https://technode.com/?p=136106 short video Douyin TikTok Bytedance short video livestream social mediaBy suspending Cantonese speakers, Douyin is showing how far it is willing to go comply with China's strict online content regulations.]]> short video Douyin TikTok Bytedance short video livestream social media

Douyin, the Chinese version of TikTok, is suspending users who speak Cantonese on its livestreaming platform, according to a Guangzhou-based livestreamer. The company attributes the suspensions to issues with their content safety mechanisms.

Why it matters: This shows the measures Bytedance has to take to comply with China’s strict online content regulations.

  • China’s internet watchdogs accused Bytedance in 2018 of hosting “vulgar” content on its popular news aggregator Jinri Toutiao and the company has since stepped up efforts to moderate content on its platforms.

Details: Bing Cong, a liverstreamer based in Guangzhou, told TechNode on Thursday that his livestreams on Douyin have received three 10-minute suspensions over the past three weeks. Along with references to livestreaming rules, the app also prompted him to speak Mandarin “as much as possible,” Bing added.

  • Douyin cited the app’s “livestreamers’ conduct code” as a reason for the punishments on March 18 and March 25, according to screenshots provided by Bing.
  • The code bans bare skin, smoking, and violent content. It doesn’t include rules on the use of dialects or languages other than Mandarin, according to TechNode’s review.
  • Bing’s livestream was suspended for 10 minutes again on Wednesday. The app’s reason for that suspension was “using language that cannot be recognized.”
  • In a statement to TechNode on Thursday, Bytedance said Douyin is “building out content safety capabilities” and that Cantonese is currently not “fully supported.” 
  • A Bytedance spokesperson did not explain what the company’s “content safety capabilities” are and why they don’t yet support Cantonese.
  • The Cantonese ban on Douyin’s livestreaming platform was first reported by Guangzhou-based news site Yangcheng Net on Monday. A Twitter thread about the Cantonese ban on Douyin posted on Wednesday has been retweeted more than 1,000 times on the social media site as of Thursday.
  • Bing operates a Douyin account with more than 120,000 followers that promotes Cantonese culture. “Dialects are part of the Chinese culture and there is no law banning the use of dialects,” he told TechNode.
  • “Content moderation is the platform’s job, they can’t just deal with [dialect streaming] in a one-size-fits-all way,” Bing said.
  • He said many other Cantonese speaking bloggers he knows are also having the same problem when livestreaming on Douyin.

Context: Cantonese is a Chinese dialect spoken by more than 60 million people around the world, including in financial hub Hong Kong. However, the Chinese government is pushing the nation to speak the country’s only official language, Mandarin. Bytedance is facing increasing attention for its content moderation policies as well.

  • The authorities’ attempts to restrain the use of Cantonese have sparked wide resistance in Guangdong province, where it originates. In 2010 there was a 1,000-person protest against a proposal to force a local television network to abandon Cantonese.
  • Bytedance has engaged in a protracted battle for its image overseas for Douyin’s overseas version TikTok, facing scrutiny outside China for its content moderation practices. US lawmakers are accusing the popular short video app of censoring content to please the Chinese government and say that it poses a threat to national security.
  • It was reported in December TikTok has curbed the number of times short videos featuring disabled, overweight, or LGBT individuals—those deemed “highly vulnerable to cyberbullying”—could be viewed.
  • The Intercept reported last month TikTok has instructed moderators to suppress content created by users deemed “too ugly, poor, or disabled” for the platform, citing internal documents. The company also told content moderators to censor content that harmed “national honor” or about “state organs such as police.”
  • The Guardian reported in September that TikTok instructed its moderators to censor videos that are deemed politically sensitive by Beijing, citing leaked documents detailing the platform’s guidelines. The company said in November that the guidelines were retired in May.
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Bytedance may now be worth $100 billion https://technode.com/2020/03/31/bytedance-may-now-be-worth-100-billion/ Tue, 31 Mar 2020 06:16:38 +0000 https://technode.com/?p=135838 Shanghai ByteDance Douyin TikTok Tiger Global short videoTikTok owner Bytedance could now be worth up to $100 billion based on recent prices for the Chinese company’s shares on secondary markets, according to the Financial Times. Why it matters: The new price tag for the Beijing-based tech startup is around one-third higher than its latest known valuation of $75 billion from 2018. Details: Investors have given […]]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

TikTok owner Bytedance could now be worth up to $100 billion based on recent prices for the Chinese company’s shares on secondary markets, according to the Financial Times.

Why it matters: The new price tag for the Beijing-based tech startup is around one-third higher than its latest known valuation of $75 billion from 2018.

Details: Investors have given Bytedance an implied valuation of between $90 billion to $100 billion after the company’s shares were sold recently on secondary markets, the Financial Times reported Monday, citing several people familiar with the transactions.

  • The investors include New York-based investment firm Tiger Global which has purchased shares of Bytedance over the past 21 months “at a low multiple of future free cash flow,” said the report, citing a letter to investors.
  • Bytedance was valued at $75 billion in 2018 when investors including Softbank and General Atlantic injected around $3 billion into the company, according to Bloomberg.
  • The Financial Times report said Tiger Global started to buy Bytedance shares when the company was at about half that value and has added to the position through purchases in secondary markets.
  • Bytedance declined to comment on the transactions. The company has not confirmed this nor previous valuations.
  • Tiger Global said in the letter that it estimated Bytedance would grab 19% of China’s online advertising market this year and that the company captured about 4% of the market in 2017. Total digital ad spending in China is expected to reach $81 billion this year, according to market research firm eMarketer.

Context: The Financial Times reported in October that Bytedance was eyeing an initial public offering in Hong Kong in the first quarter of this year. The company denied the report at the time and said it had no immediate plans to go public.

  • Tiger Global’s investment portfolio in China includes online service platform Meituan-Dianping, e-commerce behemoth Alibaba, and ride-hailing platform Didi Chuxing.

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Tencent, Huawei are partnering on a cloud gaming platform https://technode.com/2020/03/27/tencent-huawei-are-partnering-on-a-cloud-gaming-platform/ Fri, 27 Mar 2020 07:09:52 +0000 https://technode.com/?p=135658 playstation China cloud gaming video streamingTencent has signed a deal with Huawei to set up a laboratory to develop a cloud gaming platform, the Chinese gaming giant said in a statement Friday. Why it matters: Tencent is the world’s largest gaming company and it is actively building up cloud gaming services, a function that runs games on remote servers and […]]]> playstation China cloud gaming video streaming

Tencent has signed a deal with Huawei to set up a laboratory to develop a cloud gaming platform, the Chinese gaming giant said in a statement Friday.

Why it matters: Tencent is the world’s largest gaming company and it is actively building up cloud gaming services, a function that runs games on remote servers and streams them directly to a user’s device.

  • While cloud gaming can significantly lower players’ hardware requirements, it needs a high-speed internet connection to reduce latency and powerful streaming enterprise game servers like 1g serverhost to boost experience.
  • Shenzhen-based Huawei is the world’s largest telecommunications equipment maker and its products have been widely used in China’s 5G rollout. The company is also a major server manufacturer with a 5.1% share of the global server market in the fourth quarter, according to market research firm IDC.

Details: The collaboration will leverage the computing power of Huawei’s Kunpen processor to build Tencent’s cloud gaming platform, GameMatrix, the company said in a statement (in Chinese).

  • The two companies will explore more possibilities in areas such as artificial intelligence, augmented reality, and virtual reality based on the platform, Tencent said.

Context: Tencent launched its cloud gaming service, Start, in March 2019. The company started to beta test popular video game “Fortnite” on the platform in December.

  • Huawei launched in June its cloud gaming management platform featuring 5G integration.
  • Netease, another Chinese gaming giant, started in December beta testing its cloud gaming service, which is currently limited to mobile titles and runs on 4G networks.

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TikTok promises to let US experts guide its content moderation https://technode.com/2020/03/19/tiktok-promises-to-let-us-experts-guide-its-content-moderation/ Thu, 19 Mar 2020 06:01:14 +0000 https://technode.com/?p=134943 tiktok national security US app bansContent moderation has become growing problem for social media platforms and that's just the tip of the iceburg for Chinese-owned TikTok.]]> tiktok national security US app bans

Short video app TikTok has formed a group of outside experts to advise on its content-moderation policies, it said on Wednesday, the latest in a series of steps it has taken to address data security and content censorship concerns in the US.

Why it matters: Content moderation has become an increasingly pressing problem for social media platforms including Twitter, Facebook, and Google’s YouTube. Coronavirus-related misinformation is rampant on the internet, meanwhile a US presidential election—perhaps ground zero for the phenomenon—approaches.

  • TikTok, owned by Beijing-based startup Bytedance, is drawing particular scrutiny from US lawmakers concerned that the company may transfer personal data belonging to its US users to the Chinese government and censor content on the platform to please Beijing.

Details: The group, which the company calls a content advisory council, will provide “unvarnished views” and advice around its content-moderation policies and practices, TikTok said in a statement on Wednesday.

  • The council chair is Dawn Nunziato, a professor at George Washington University Law School who specializes in the areas of internet law, free speech, and digital copyright.
  • Other members include renowned “deep fake” expert, Hany Farid; Dan Schnur, a political strategist; a social worker who specializes in social media and mental health in youth; and a head of a technology think tank.
  • “I am working with TikTok because they’ve shown that they take content moderation seriously, are open to feedback, and understand the importance of this area both for their community and for the future of healthy public discourse,” Nunziato said in the statement.
  • The seven-member committee will meet at the end of March to discuss topics around platform integrity, including policies against misinformation and election interference, the company said.

“It’s clear that the social media sector has attracted a great deal of interest and potential regulatory oversight in recent years from a number of US government entities. I have been impressed by TikTok’s efforts to voluntarily address these types of concerns, not for the purpose of avoiding such scrutiny but in order to establish itself as a cooperative partner in an effort to achieve these goals for the benefit of consumers and society.”

—Dan Schnur in an email to TechNode

Context: TikTok announced last week it plans to open a content moderation transparency center in its US office to show outside experts how the app moderates content on the platform.

  • The Guardian reported in September that TikTok instructs its moderators to censor videos that are deemed politically sensitive by the Chinese government, citing leaked documents detailing the platform’s guidelines. The company said in November that the guidelines were retired in May.
  • A US national security panel launched in November a review of Bytedance’s $1 billion acquisition Musical.ly, the predecessor of TikTok, in 2017. Experts say the review may force Bytedance to sell TikTok back to a US company.

Updated to include comments from Dan Schnur.

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Tencent targets Bytedance as Q4 profits miss the mark https://technode.com/2020/03/19/tencent-targets-bytedance-as-q4-profits-miss-the-mark/ Thu, 19 Mar 2020 03:58:38 +0000 https://technode.com/?p=134903 tencent voov video conferencingwechat weixin video games online streamingTencent warns about the hit to payment business from Covid-19 and said that it will ramp up short-video and digital lifestyle offerings.]]> tencent voov video conferencingwechat weixin video games online streaming

Chinese gaming and entertainment giant Tencent reported fourth quarter revenues which exceeded expectations though profits fell short, and it categorized the hit that Covid-19 has dealt to its businesses as “short-term.”

Why it matters: Tencent renewed its commitment to broadening revenue streams beyond gaming and content to cloud services, digital lifestyle, remote work, and online healthcare in the report.

  • It promised “a multi-year investment into short form video,” a territory dominated by Kuaishou and Bytedance’s Douyin.
  • A strong performance in mini programs shows it will continue to compete with Alibaba and Meituan on digital lifestyle services.

Details: Tencent reported on Wednesday net income during the fourth quarter of RMB 21.6 billion ($3.1 billion) on revenue of RMB 105.8 billion, which rose 25% year on year. Profits, however, fell below consensus estimates. Cost of revenues increased by 23% compared with the same period a year earlier, a jump which Tencent attributes to higher content, fintech, and channel costs.

  • Online game business grew 25% year on year to RMB 30.29 billion, driven by revenue growth in mobile games including “Peacekeeper Elite” and its overseas version, “PUBG Mobile.”
  • International gaming revenue more than doubled on an annual basis, accounting for 23% of total gaming revenue. 
  • Tencent is gaining traction in enterprise services. Fintech and Business Services revenues jumped 39% year on year to RMB 29.92 billion in Q4.
  • Tencent Meeting, a video conferencing tool, exceeded 10 million DAUs within two months of its launch in December. James Mitchell, Tencent’s chief strategic officer said in an earnings call, “we’re very focused on market coverage and we’re not worried about the monetization yet.”
  • Mini programs generated more than RMB 800 billion in transaction volume during 2019. Fresh fruit and vegetable providers saw a steep uptake in users. 
  • Covid-19 has given Tencent an opportunity to burnish its corporate social responsibility credentials. It touted its health codes as the most used during the period, with 8 billion visits.
  • During the outbreak, WeChat Pay’s revenue has taken a hit with Chinese consumers remaining at home and the shuttering of brick-and-mortar business. 

Context: Tencent took part in 108 deals last year, and its president Martin Lau said to a gathering of more than 500 Tencent-backed companies that the company would step up investment overseas and into smart retail and payment platforms.

  • The company acknowledged that it faces a tougher macro environment amid uncertainties caused by the trade war between Beijing and Washington.
  • During Q4, Bytedance and the NBA spat cut into its advertising revenue.
  • Covid-19 has brought many businesses to a halt, but Tencent’s online offerings help it weather the fallout.
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Tencent Music Q4 revenue beats expectations, warns of soft Q1 https://technode.com/2020/03/17/tencent-music-q4-revenue-beats-expectations-warns-of-soft-q1/ Tue, 17 Mar 2020 08:39:34 +0000 https://technode.com/?p=134558 Tencent Music TME quarterly earnings revenueStrong earnings sent Tencent Music shares up 3% in after-hour trading, defying losses seen by many Chinese tech firms.]]> Tencent Music TME quarterly earnings revenue

Tencent Music Entertainment (TME) announced better-than-expected fourth quarter results on Monday, showing solid growth in paid user subscriptions across its apps.

Why it matters: Tencent Music is one of the few Chinese music-streaming services that have made progress in converting the country’s massive number of online music listeners into paying users.

  • There were around 750 million online music users in China in 2019, but those who pay to listen only accounted for an estimated 6.3%, according to a report (in Chinese) by market research firm Iresearch.
  • The strong earnings sent Tencent Music’s shares up 3% in US extended trading on Monday. The gain came as many US-listed Chinese tech companies saw their share prices plunge during market open, with e-commerce giant Alibaba down 7.8% and search engine Baidu down 10.6%.

Details: Paid subscribers jumped 47.8% year on year to 39.9 million in the fourth quarter, the company said in a statement on Monday.

  • The company booked RMB 7.3 billion (around $1.05 billion) in revenue in the quarter, the company said, beating analyst estimates of $1.01 billion.
  • Gross profit increased by 35.5% to RMB 2.49 billion compared with the fourth quarter of 2018.
  • Despite the growth in paid subscribers for music streaming, the company’s biggest revenue drivers are social entertainment services, which include livestreams and online karaoke. The segment contributed 70.7% of the company’s Q4 revenue.
  • Chief Strategy Officer Tony Yip told analysts during a call on Tuesday morning that the company expects Q1 year-on-year revenue growth from online music services to be lower than the fourth quarter, citing the impact from the Covid-19 outbreak on ad revenue. However, he said that subscription revenue will “accelerate in Q1” on an annual basis.

Context: Tencent Music has stepped up efforts to license music to boost paid subscription users. In December, a consortium led by TME and its parent Tencent Holdings bought 10% of Universal Music Group, the world’s biggest music label.

  • It is also facing challenges from emerging social media giant Bytedance, which poached a former TME executive to lead its music-related operations for its short video app Douyin.
  • Earlier this month, Bytedance launched a music-streaming app in India and Indonesia.
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INSIGHTS | Bytedance gaming play doesn’t threaten Tencent—yet https://technode.com/2020/03/16/bytedance-gaming-play-doesnt-threaten-tencent-yet/ https://technode.com/2020/03/16/bytedance-gaming-play-doesnt-threaten-tencent-yet/#respond Mon, 16 Mar 2020 04:05:13 +0000 https://technode-live.newspackstaging.com/?p=128714 Bytedance Tiktok Singapore InvestmentBytedance is moving into gaming, but it's not trying to overthrow Tencent yet. It's a low stakes bet that will get big only if it succeeds early.]]> Bytedance Tiktok Singapore Investment
game, bytedance
ByteDance’s ‘Combat of Hero,’ seen here in a screenshot taken March 16, led games downloads in Japan for four days in March, suggesting the arrival of a new power in gaming. (Image credit: ByteDance)

Bytedance, the owner of TikTok, keeps butting up against Tencent, one of China’s biggest tech companies. Bytedance started as a news aggregator but has quickly moved into social media. Now, with their new gaming division, they’re moving into Tencent’s home turf. Tencent, meanwhile, has done its utmost to block competitors from piggybacking growth off their social network—most recently by blocking links to Bytedance’s enterprise productivity platform.

Bottom line: Bytedance isn’t going after just Tencent—it’s trying to grow in every direction all at once. Its gaming play doesn’t look like a serious threat to the king of gaming. For now, keep an eye on it but don’t sell your Tencent stock.

A gaming play: Last week, the Beijing-based startup obtained its first license for one of its mobile games from Chinese regulators. It is now able to legally publish it to China’s multi-billion-dollar gaming market. Bloomberg reported in January that the company is also building a gaming division that will hire more than 1,000 employees and there are already two games on the team’s launching pipeline. The company’s casual mobile game Combat of Hero became the most downloaded free iOS title in Japan for four consecutive days since March 7, South China Morning Post reported.

Try everything once: To understand what Bytedance is doing in gaming, you have to understand its unique approach to corporate strategy. In an internal letter (in Chinese) sent to employees Thursday, CEO Zhang Yiming reminded the company about their motto: “Develop a company as a product.” 

The basis of the company’s products is a recommendation algorithm with a particular approach: it’s willing to make a low stake bet on anything. The algorithm takes every post a user makes on, say, Douyin, and shows it to around 100 people. If those 100 people like it, it shows it to a few more, and a little more, until the post stops getting likes or it’s been seen by every person on earth (and the three on the international space station). Zhang is likewise willing to countenance any harebrained business idea for a little bit, and then add resources if they work out.

No planning: For Zhang, business strategy is a numbers game: the more apps they launch, the more chances they have for lightning to strike. Chinese media calls the approach an “A/B testing” model. The company has a unique flat-corporate structure, according to a report by The Information. It enables its many product managers to report directly to Zhang, and positions such as chief marketing or chief technology officer are absent from the company.

Under that structure, project managers have a high degree of discretion. They are encouraged to try new projects without weighing the pros and cons ahead of launch. The apps are then judged on their market performance. High-performing apps receive more resources from the company while poor performers are quickly discarded.

Plenty of failures: You’ve heard of Bytedance’s successes. But it’s put people on dozens of projects you’ve never heard of. As a former Bytedance employee told Chinese media, the apps people know are just “the tip of the iceberg”—“You see a few tens of apps being released, but in the meanwhile, there are probably a few hundred being developed.” Most never see the light of day.

Bytedance has tried to get the data itself. In 2019, Bytedance launched two messaging apps—Feiliao, or Flipchat in English; and Duoshan, a Snapchat clone. Neither got a foothold against WeChat. Feiliao, an app that combines instant message and forum functionalities, was downloaded around 10,000 times worldwide in February, while Duoshan was 400,000 times, according to data from Sensor Tower. WeChat, by comparison, saw around 3 million downloads in that month.

Beyond Bytedance’s well-known apps, it’s also made little-known plays such as Gogokid, an online education platform; Everphoto, a cloud storage service; and the Smartisan e-commerce platform.

Gaming is an experiment: The 1,000-employee gaming division looks like an army, but compared to Tencent’s five divisions it looks like an indie studio. The promised 1,000 employees would make up just 1.7% of Bytedance’s global headcount. If its games get traction, that number will go up—but it could just as easily go down if they bounce off the market. Tencent is clearly watching Bytedance closely and sees a threat, but it’s not that scared yet. 

But some experiments pay off: Bytedance’s approach can pay off big—sometimes. Baidu’s learned this the hard way with search and advertising. Xiaomi, the country’s fourth-largest smartphone vendor, has altered (in Chinese) its handsets’ default search engine with Toutiao Search. The eight-year-old company has already become the second-biggest single destination for Chinese users’ attention and it overtook Baidu in 2019 to grab the third spot in China’s advertising market.

Tencent’s barrier: Tencent has one huge thing Bytedance needs: social network data. With the recommendation system, which the company says is powered by artificial intelligence and deep-learning algorithms, Bytedance has got a lot of insight into what people like, but not who they know.

WeChat, China’s biggest social network, contains immense amounts of data about how people are connected. So it’s the natural way to get people to import social connections to Lark or Duoshan. But Tencent has moved to lock this data down from Bytedance.

Recently, WeChat blocked links to Bytedance’s Lark after more users of the enterprise messaging app started to invite their WeChat connections to join their workspace on Lark as remote work becomes common in China.

Last March, a local court in the eastern city of Tianjin ruled to bar Bytedance from using handles and profile pictures that originate from Tencent’s WeChat and QQ when recommending new friends to users on Douyin and Duoshan. 

How far can it go? : Bytedance isn’t a competitor—it’s an invasive species. It’ll spread everywhere it finds a niche—including overseas. But you shouldn’t take every move that seriously. Much like Google, Bytedance is happy to kill products that don’t meet its goals. However, if it finds an opening it’ll threaten not only the BATs but every big tech company in the world. Just ask Mark Zuckerberg—Tiktok is the first real threat to Facebook he hasn’t been able to buy or clone.

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Bytedance reshuffles executives to focus on overseas https://technode.com/2020/03/13/bytedance-reshuffles-executives-to-focus-on-overseas/ https://technode.com/2020/03/13/bytedance-reshuffles-executives-to-focus-on-overseas/#respond Fri, 13 Mar 2020 08:04:09 +0000 https://technode-live.newspackstaging.com/?p=128700 bytedance jinri toutiao tiktok topbuzzBytedance founder Zhang Yiming is taking the helm of the company's overseas businesses, particularly in Europe and the US.]]> bytedance jinri toutiao tiktok topbuzz

TikTok owner Bytedance announced Thursday a major leadership reshuffle with company founder and CEO Zhang Yiming shifting to take charge of the company’s overseas business.

Why it matters: Zhang’s direct takeover of Bytedance’s overseas operations indicates that the Beijing-based company is still vigorously expanding its presence in markets outside of China at an accelerating pace despite the increasing scrutiny its flagship TikTok app faces in the US.

Details: Zhang assumed the role of Bytedance’s global CEO and will focus on overseas markets, particularly in Europe and the US, he said in an internal letter sent to employees on Thursday as the company celebrates its eight-year anniversary.

  • The company has appointed senior vice president Zhang Lidong as chairman for China. Kelly Zhang, former chief executive of Douyin, the Chinese version of TikTok, will take over as CEO for China. The two will be in charge of the company’s Chinese business, according to the letter.
  • Zhang Yiming, the company founder, also revealed in the letter that the company’s global headcount now exceeds 60,000 and the number is expected to reach 100,000.
  • Changes to some of the company’s product lines accompanied the reshuffle, Chinese business news outlet Latepost reported Friday.
  • Zhang Nan, formerly the product manager of video-sharing app Xigua, will take over Feishu, the domestic version of Bytedance’s enterprise messaging app Lark, and report to Xie Xin, head of the company’s enterprise services division.
  • Ren Lifeng, Douyin’s former operations manager, will take over Xigua, said the report, which added that the company is hiring a new operations manager for Douyin.

Context: Bytedance was founded in 2012 and was initially known as Jinri Toutiao, a popular news aggregator app. The company now has a lineup of popular products including TikTok, Douyin, and Lark, and has become the world’s most valuable startup with a valuation of $78 billion.

  • In July, the company said its apps had 1.5 billion monthly active users globally as of end-June.
  • Earlier this month, the company launched Resso, a music-streaming app, in India and Indonesia, making its maiden foray into the online music sector.
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TikTok to open ‘transparency center’ in US amid lawmaker scrutiny https://technode.com/2020/03/12/tiktok-to-open-transparency-center-in-us-amid-lawmaker-scrutiny/ https://technode.com/2020/03/12/tiktok-to-open-transparency-center-in-us-amid-lawmaker-scrutiny/#respond Thu, 12 Mar 2020 05:18:27 +0000 https://technode-live.newspackstaging.com/?p=128613 tiktok national security US app bansExperts will be able to observe how content moderators review videos uploaded to TikTok and identify potential violations.]]> tiktok national security US app bans

TikTok said Wednesday it plans to open a content moderation transparency center in its US office to address concerns over the security and privacy of its short video platform.

Why it matters: The Chinese-owned app faces increasing scrutiny from US lawmakers concerned about content censorship and the potential that personal information from its American users may be shared with the Chinese government.

  • TikTok has seen massive growth and has become particularly popular among teens. The app, together with its Chinese version Douyin, was downloaded more than 738 million times in 2019, making it the second most-downloaded app in the world.
  • The scrutiny it faces in the US bears similarities to what social app Grindr faced prior to its sale to US investors. Splitting TikTok off would deal a significant blow to parent company Bytedance’s valuation, the world’s most valuable startup, last valued at $78 billion in late 2018 according to marketing intelligence firm CB Insights.

Details: TikTok plans to set up a content moderation center in its Los Angeles office to show outside experts how the app moderates content on the platform, the company said in a statement Wednesday.

  • Experts will be able to observe how the company’s content moderators review videos uploaded to the platforms and identify potential violations, as well as see how user complaints are handled, according to the statement.
  • The center will open in early May. It will focus on TikTok’s content moderation in the initial phase and will be expanded to include insight into its source code, as well as efforts around data privacy and security, the company said.
  • The company also announced that it has hired cybersecurity veteran Roland Cloutier as its chief information security officer who will join the company in April. Cloutier was the chief security officer at payroll-services firm ADP, according to his Linkedin profile.
  • “Our landscape and industry is rapidly evolving, and we are aware that our systems, policies and practices are not flawless, which is why we are committed to constant improvement,” TikTok US General Manager Vanessa Pappas said in the statement.

Context: TikTok has stepped up efforts in recent months to address concerns over its alleged content censorship in the US and its ties to the Chinese government.

  • The company released in December its first-ever transparency report, saying that it did not receive any requests in the first half of 2019 for user information from the Chinese government including law enforcement agencies.
  • The Guardian reported in September that TikTok instructs its moderators to censor videos that are deemed politically sensitive by the Chinese government, citing leaked documents detailing the platform’s guidelines. The company said in November that the guidelines were retired in May.
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Livestream selling a boon during outbreak: report https://technode.com/2020/03/11/livestream-selling-a-boon-during-outbreak-report/ https://technode.com/2020/03/11/livestream-selling-a-boon-during-outbreak-report/#respond Wed, 11 Mar 2020 07:42:45 +0000 https://technode-live.newspackstaging.com/?p=128509 e-commerce laws livestream taobao alibaba jd.com pinduoduoShoppers who purchased during livestream sessions spent more per order and were more likely to buy than conventional e-commerce consumers.]]> e-commerce laws livestream taobao alibaba jd.com pinduoduo

Chinese online shoppers watching livestream e-commerce sessions purchased more expensive items compared with conventional e-commerce buyers, according to a recent report which assessed data during the Covid-19 outbreak. 

Why it matters: Livestream online buying is becoming an obsession for the quarantined millions in China, where sellers are finding real-time engagement an efficient, effective tool to push products.

  • China’s online live-streaming industry boasted a user base of 504 million in 2019, a 10.6% year-on-year increase from a year earlier. It is estimated that the figure will reach 526 million in 2020, data (in Chinese) from Iimedia Research showed.
  • For big-ticket purchases like real estate and cars, the offline experience is still essential. However, livestreams may prove useful as a channel to maintain ties with potential buyers.
Taobao user spending in RMB through livestream (yellow) and conventional (gray) e-commerce. (Image credit: Quest Mobile)

Details: Buyers who purchase via livestreams on online marketplaces like Taobao and video platforms like Douyin are more likely to purchase higher-ticket items, particularly those priced higher than RMB 1,000, according to a Quest Mobile report published on Tuesday.

  • A substantial 60% to 80% of the purchases made through livestreams on video platforms Douyin, Kuaishou, and Bilibili exceeded RMB 200 ($28) during the week of Feb. 17 to 23. More than 40% of these orders fell between RMB 200 to RMB 1,000 and an average between platforms of more than 20% exceeded RMB 1,000 in the same period, the report showed.
  • Nearly 50% of orders through Alibaba’s livestreaming unit Taobao Live during the same time period fell between RMB 200 to RMB 1,000, while 37% of the orders exceeded RMB 1,000.
  • The conversion rate for Taobao Live users was around 56% during the same week, higher than the 50% seen with regular buyers.
  • Livestream business accounted for 28% of Douyin’s total traffic during the same week, up from 24% during the week of Jan. 6 to 12. Meanwhile, the proportion of livestream traffic on Kuaishou has remained stable at around 50% since the beginning of this year.
  • Livestream user time spent on major platforms Douyin, Kuaishou, and Bilibili ranged from 120 to 190 minutes per day during the week of Feb. 17 to 23, far longer than 52 to 109 minutes for viewers of other video content.
  • Unsurprisingly, Chinese netizens spent far more time in cyberspace while sequestered indoors. The average time spend online per day surged to 446 minutes during the week of Feb 17 to 23 from 367 minutes during Jan. 6 to 12, a 21.5% jump.

Context: Driven by the outbreak, livestreaming is rapidly expanding from standard categories such as cosmetics to new areas like cars, real estate, and more.

  • Alibaba doubled down on livestream e-commerce in 2019 when it launched support plans for merchants and livestreamers.

Updated: added chart.

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Bytedance scores its first video game license https://technode.com/2020/03/10/bytedance-scores-its-first-video-game-license/ https://technode.com/2020/03/10/bytedance-scores-its-first-video-game-license/#respond Tue, 10 Mar 2020 08:57:47 +0000 https://technode-live.newspackstaging.com/?p=128424 bytedance jinri toutiao tiktok topbuzzThe company's first-ever gaming license clears the way for Bytedance to earn revenue from China's multi-billion-dollar mobile gaming market.]]> bytedance jinri toutiao tiktok topbuzz

TikTok owner Bytedance was on Friday granted its first mobile game license from Chinese regulators, according to records from an official database.

Why it matters: The license, issued by the Chinese National Radio and Television Administration (CNRTA), allows Bytedance to earn revenue from mobile games.

  • A regulation issued in 2016 requires gaming companies to obtain approval from CNRTA for each paid mobile game or game with in-app purchases before publishing to China’s multi-billion-dollar gaming market.
  • After taking a large share of the social media and online advertising markets dominated by Tencent, Bytedance is now ready to compete with the established Chinese internet giant in the gaming sector.

Details: A Bytedance subsidiary was granted on Friday a game license for a mobile game named “Fighting Girl Run” (our translation), according to the NRTA’s license database (in Chinese).

  • The game is currently not available on major mobile app stores including Apple’s App Store, Xiaomi’s Mi Store, or Huawei’s App Gallery, as of Tuesday afternoon.
  • The license is the first game license that the company or its subsidiaries have been granted.

Context: Bytedance tapped the mobile game market with the release of its in-app mini-game feature on its short video app Douyin last year.

  • Bloomberg reported in January that Bytedance is building a gaming division of more than 1,000 employees.
  • The report also said Bytedance’s first two games were set to be released this spring in both Chinese and overseas markets.
  • The company appointed Yan Shou, an executive overseeing Bytedance’s strategy and investment unit, to lead its gaming business.
  • Last month, Apple asked game makers worldwide to submit their game license numbers if they want to monetize their products in China.
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WeChat adding dark mode to iOS https://technode.com/2020/03/10/wechat-adding-dark-mode-to-ios/ https://technode.com/2020/03/10/wechat-adding-dark-mode-to-ios/#respond Tue, 10 Mar 2020 06:48:49 +0000 https://technode-live.newspackstaging.com/?p=128389 Wechat ban apps facebook wechat yoNews that the mega app is finally adding dark mode on iOS spurred discussion among netizens, many of whom saw the move as relenting to Apple's pressure.]]> Wechat ban apps facebook wechat yo

Chinese super app WeChat is adding a dark mode option to its iOS version, finally bringing the the long-anticipated feature to iPhone users. 

Why it matters: The news drew widespread public attention online in China with many social media users speculating that the App Store’s importance to the mega chatting app pushed its decision to acquiesce on a feature it had avoided in the past.

Details: The development of dark mode on WeChat is complete and will launch in the next update, the company said in a post on its Weibo account on Monday, but did not specify a date.

  • “In order to optimize the user experience, WeChat has reached a cooperation with Apple to jointly explore the dark mode experience of WeChat in the iOS system,” the company said in the post.
  • Apple recently updated the App Store’s review regulations, asking all developers to use the iOS 13 SDK to fully adapt to the iOS 13 system before April 30. The update requires a series of changes including support for dark mode, sign in with Apple, and other features. Apps which fail to comply with the rules will be removed from the store.
  • Public discussion (in Chinese) about a possible removal from the App Store for Tencent’s WeChat, which boasts more than 1.15 billion monthly active users, began to catch on as netizens noticed the app’s lack of dark mode on iOS.
  • A Weibo user using the handle “Yelaiyuesezhanyi” commented on the announcement post that Tencent “wussed out” under pressure from the App Store. The WeChat responded that they indeed “wussed out” but to user demands.
  • WeChat’s pledge to add the new feature was reported by Chinese media as a sign that Tencent succumbed to App Store’s regulations.
  • Tencent spokesman Zhang Jun responded in a Weibo post, saying that Apple’s policy addressed all app developers and was not specifically calling WeChat out.

“My eyes are saved.”

— Weibo user “Its2h0u” commented under WeChat’s announcement

Context: WeChat rolled out dark mode for Android version in a December beta update.

  • Apple has been ceding ground to Chinese competitors including Huawei, Oppo, Vivo, and Xiaomi.
  • The US company shipped 27.5 million smartphones in China in 2019, accounting for 7.5% of the market in 2019 compared with 8.7% market share in 2018, according to research agency Canalys.
  • WeChat has also been losing its share of user attention to intense competition from short video platforms, particularly Bytedance’s Douyin and Tencent-invested Kuaishou.

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Bytedance launches Resso music app in India and Indonesia https://technode.com/2020/03/06/bytedance-launches-resso-music-app-in-india-and-indonesia/ https://technode.com/2020/03/06/bytedance-launches-resso-music-app-in-india-and-indonesia/#respond Fri, 06 Mar 2020 09:40:33 +0000 https://technode-live.newspackstaging.com/?p=128231 bytedance jinri toutiao tiktok topbuzzA first music-streaming app for Bytedance is launched in emerging markets and positions the company in competition with Spotify and Apple Music.]]> bytedance jinri toutiao tiktok topbuzz
Shanghai, ByteDance, Douyin
Staff working at the reception desk of Bytedance’s Shanghai headquarters. (Image credit: TechNode/Emma Lee)

TikTok owner Bytedance has released a music-streaming app in India and Indonesia, offering what the company calls a “social music streaming” service.

Why it matters: The move is the Chinese internet giant’s first push into the music-streaming sector, putting it in competition with Spotify and Apple Music.

  • The music newcomer, however, has ongoing copyright issues with the world’s biggest labels including Universal Music, Sony Music Entertainment, and Warner Music Group over tracks used on TikTok.
  • Bytedance is focusing on high-growth markets outside of its home turf. Yinyuebang, a music app developed for China, appears to have made little progress and is not yet available for download on Apple’s China App Store.
  • India is the biggest market for Bytedance’s crown jewel, short video platform TikTok known as Douyin within China.

Details: The music app, named Resso, is now available on Apple’s App Store and for Android devices in India and Indonesia.

  • The app allows users to create playlists and post comments on the page of each track. Users can also share lyrics to social media.
  • The app has secured deals with Sony Music Entertainment, Warner Music Group, Merlin and Beggars Group, as well as Indian publishers such as T-Series, Saregama, Zee Music, YRF Music, according to TechCrunch.
  • The music service operates on a “freemium” model, providing free account options where users are limited to 128 kilobits per second (kbps) streaming quality with ads, while the ad-free premium accounts, which start at INR 99 (around $1.30) per month, provides 256 kbps quality and allows users to download tracks.

Context: The global music-streaming market is dominated by Spotify, which held 35% of the market, and Apple Music with 20% share in the first half of 2019, according to market research firm Counterpoint.

  • India’s music-streaming industry has a user base of 200 million as of February but the market is dominated by local player Gaana with 150 million monthly active users, according to The Next Web.
  • Indonesia, meanwhile, had only 0.2% of the world’s music market in 2018 with a $41.2 million market cap, but both Spotify and Tencent’s QQ Music already have presence in the country. The country is the world’s fourth most populated country and has an internet penetration rate of 64.8% and rising.
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Bytedance is taking over the attention economy https://technode.com/2020/03/04/bytedance-is-taking-over-the-attention-economy/ https://technode.com/2020/03/04/bytedance-is-taking-over-the-attention-economy/#respond Wed, 04 Mar 2020 05:06:47 +0000 https://technode-live.newspackstaging.com/?p=128034 Bytedance Tiktok Singapore InvestmentBytedance is set to shove Baidu aside as the B in BATs, and is taking a bite out of Tencent's ad revenue. Why? Its ads are just more effective. ]]> Bytedance Tiktok Singapore Investment

Bytedance, the world’s most valuable startup, is making its presence felt on China’s digital landscape. It is ascendant, and as I’ll argue below, it has all the momentum.

First, let’s look at the lay of the land.

Bytedance’s core platforms, Jinri Toutiao and Douyin, are digital heavyweights, wrestling time and advertising dollars away from existing players, as illustrated below.

Michael Norris is Research and Strategy lead at AgencyChina. He focuses on how culture, technology, and digital trends affect industry and business. He has no position on the stocks mentioned in this article.

Based on a chart previously published by WalktheChat.
(Image credit: TechNode)

The result? Bytedance is making money hand over fist. Based on a combination of corporate updates and internal leaks, it’s already estimated to have made large inroads on Baidu’s ad revenue, as illustrated below, well and truly staking its claim to be the BAT’s new “B.” This year, Bytedance is expected to bank $25 billion in revenue. If the company achieves this, it will have broken the $25 billion-dollar threshold three years faster than Facebook did.

(Image credit: TechNode)

The coronavirus outbreak has wiped billions in market capitalization from China’s digital giants. Those plugged into China’s physical economy, like Alibaba and Meituan, have been hit hard. Alibaba, for instance, shed $26 billion in market capitalization from Jan. 21 to Feb. 24.

Yet for social media and entertainment headline acts, like Tencent and Bilibili, the momentum’s gone the other way. Since the outbreak, Tencent’s added $18 billion in market capitalization, fueled by news of eye-popping gaming expenditure and overwhelmed servers (in Chinese).

Bytedance, as a strict digital economy player with little exposure to physical goods and services, is riding the same wave.

This flurry of activity has made a few players very, very uncomfortable.

Six of the company’s apps made it onto App Annie’s most downloaded in January. And, since the coronavirus outbreak, Bytedance has:

Sources tell me this flurry of activity has made a few players very, very uncomfortable. In particular, the folks responsible for ad revenue at Baidu and Tencent are shitting kittens.

Here’s why.

First, the obvious. Bytedance is capturing eyeballs. Douyin’s latest daily active user figures suggest that a tick under half of China’s internet users open the app each day. And, as early as June last year, Bytedance’s news and boredom-busting entertainment properties commanded a total 1.5 billion monthly active users. That scale has Baidu eating Bytedance’s dust.

Second, something less obvious: Bytedance is nabbing chunks of the digital advertising pie under adverse conditions. China’s digital advertising industry is essentially a zero-sum game, where the top four players command 85% of the money pile.

While the pie’s slowly growing, economic headwinds are making brands look for efficiencies. The net effect is a slowdown in advertising revenue growth across the back end of last year, which bruised Baidu and Tencent.

As ad growth gets harder, Bytedance is one of the few digital advertisers that’s growing advertising revenue at scale and speed. It more than doubled its advertising revenue in the past year. That means price and result-conscious advertisers are reallocating their spend, taking dollars away from other platforms and handing them over to Bytedance.

Why are they doing that? This brings us to the least obvious but most important point—at present, Bytedance’s advertising platform is probably better than Baidu’s or Tencent’s.

Much about Bytedance’s recommendation algorithm is unknown. However, its ability to capture, parse, and stitch together data about news articles, short videos, and games users are interested in is incredibly valuable. This creates all sorts of targeting and retargeting potential for savvy advertisers. Industry chatter (in Chinese) and interviews with a handful of local companies suggest that advertisers believe Bytedance is more cost-effective than Baidu or Tencent.

As Bytedance itself has shown, there’s huge upside running advertising campaigns across its ecosystem. One of the company’s secrets in quickly making inroads into hyper-casual games is how it used Jinri Toutiao and Douyin to run hype-building ads and drive game downloads (in Chinese). Those are the kind of results advertisers are looking for as brands navigate China’s economic contraction.

All this is giving ad teams at Baidu and Tencent cold sweats. Economic contraction and coronavirus dislocated digital advertising growth, yet Bytedance is still hoovering up advertising dollars. If it wasn’t apparent before, it should be now: Bytedance is eating incumbents’ lunch.

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CHINA VOICES | A good new year for mini-app games https://technode.com/2020/03/03/china-voices-a-good-new-year-for-mini-app-games/ https://technode.com/2020/03/03/china-voices-a-good-new-year-for-mini-app-games/#respond Tue, 03 Mar 2020 02:27:10 +0000 https://technode-live.newspackstaging.com/?p=127940 I'm not a pigs head wechat mini-app gameWhat do you do when you’re stuck at home with family for a month? Lots and lots of mini-app games, as we see in this week's translation column.]]> I'm not a pigs head wechat mini-app game

What do you do when you’re stuck at home with family for a month? Lots and lots of games. This year, writes Zhao Lei at Ran Caijing, users are turning to WeChat’s mini-app platform for simple, easy-access games. Here’s the key points of the article:

Mini-app madness

“Zeng Xue was never a big mahjong player. She only really played with her family during the Chinese New Year. But this year is special: everyone is locked at home.”

TechNode’s translation column looks at the mini-app games that have won big from a captive audience. TechNode has not independently verified the claims made in this article.

Every year during the Spring Festival, online board games experience a brief wave of interest, quickly falling off after the holiday. In normal times, the user base of these games is relatively fixed. The only way to get users is to win them away from other games.

The Covid-19 epidemic has brought a large wave of new traffic to chess and card games. This year, the normal habits of visiting relatives and friends, gathering for dinners, and playing real cards have significantly reduced. Brick and mortar chess, card, and mahjong rooms have also been closed. 

So, the games have gone online. In WeChat mini games, chess and card games have seen eye-catching growth. Daily active users (DAU), spent time per user, retention, and other metrics are far higher than usual.

Brain teasers

In addition to chess and card games, all-ages and casual-oriented mini games also exploded during the epidemic. According to Aladdin Index statistics, over the Spring Festival holiday the mini games ranked No. 1 on the daily list have consistently been brain-teasers: 

  • “I’m Not a Pig’s Head” (Wo bushi zhutou). 
  • “Rescue Little Treasure” (Jieqiu xiaobao).
  • “Brain Hole 2020” (Nao Dong 2020).

Surprise!

The epidemic has taken everyone unprepared. A high number of small game companies couldn’t respond the increase in demand. However, the operation and distribution level of some companies has been enough to enact effective measures (that encompass servers load, distribution channels and customer service capabilities) that have made sure to seize opportunities and achieve short-term growth. 

Covid-19 will pass. Thus, in the long run, good creativity and quality are the foundation of small game companies.

State of boredom

In this long holiday, boredom has become a common problem for people of all ages in China. Today, the Internet provides people online entertainment methods: videos, singing, games, online social networking, online reading.

The epidemic has given birth to one of the longest holidays in the history of the Chinese Spring Festival. A QuestMobile report shows that the number of daily active Internet users and the average length of daily user use reached a record high in each segment: short videos, games, online social network, with news and information services benefiting the most, due to the public’s attention to the epidemic information and the health of relatives and friends. WeChat, QQ, Weibo, Jinri Toutiao, Tencent News, and Douyin have funneled most of the traffic.

Are you a pig head?

The brain-burning puzzle game “I’m Not a Pig’s Head” is a great example. The core gameplay promises to improve your intelligence level by solving puzzles, while the monetization strategy relies on users watching in-app advertisements to get tips for solving the levels. 

During the Spring Festival, it constantly dominated the Aladdin mini games list, even surpassing longtime champions such as “Happy Poker.” The producer of “I’m Not a Pig’s Head” said that this product peaked at 13 million daily active users, far exceeding usage during the same period last year.

Eyeballs up, ads down

On the one hand, due to the epidemic, the overall macro economy has slowed down threating small games that rely on advertising to generate revenues. As a result, even though many products have increased data such as DAU, stickiness and retention, they have struggled to bring about the corresponding revenue growth.

On the other hand, the income of online board games during the Spring Festival holiday has grown consistently. According to a person in the industry who spoke with Ran Caijing, during this period the number of users has skyrocketed. Many users came spontaneously more than doubling from the best time in the past year in just the Spring Festival single month.

Keep the ball rolling

The question for the industry is how to keep the snowball rolling after short-term dividends from the epidemic have passed.

The producer of “I’m Not a Pig’s Head” believes that the Spring Festival was a flash in the pan for the gaming industry. Although the epidemic caused extended holidays, the overall market still has limited users, and users’ time is limited. 

For small game companies, the longest holiday only slightly extended their window period to become a hit. To seize this opportunity, it was necessary to accumulate product and operating capabilities overnight, which include server power, customer service etc.

When “I’m Not a Pig’s Head” appeared on the market, there were several competitors but, with good game quality, comprehensive data collection, and all-round promotion preparations in the early stages, including private domain traffic, cross-platform promotion, etc., “I’m Not a Pig’s Head” reached tens of  millions DAU at its peak.

This was way beyond anything company CEO Huang Jialong expected. He projected peak of 4-5 million DAUs, but in a few days the game reached more than 10 million, forcing the team to upgrade their servers in a matter of hours. However, it was still not enough, and excessive server load cramped the growth of the product, and a large number of data statistics were left behind, non-computed. 

Be ready

The creation of new games is a good thing, but the decisive factor for success is their own quality and iteration. This requires strong support from technical and operations teams. In other words, it requires accumulation and preparation on ordinary workdays, to be able to seize opportunity when it strikes.

Springboard mini-app games

The essence of most mini games is to become a springboard—to guide users to more targeted games, e-commerce platforms, etc., and encourage them to consume, thereby generating value.

Under this logic, the core of a good mini-app game is very simple: 

  • Simple and easy-to-use game design, allowing more people to quickly enter the game, stickiness in game design, and then diverting them out.

This is also the reason for the success of popular puzzle games. The main reason for the popularity mini games is the fact that most are universal, easy to play, and easy to operate, and it’s easy to get a certain sense of achievement through them. Such simple games can achieve a very large number of users.

Between the lines

The covid-19 epidemic may convert some non-game users into game users. 

But this substantial increase in users is offset by the problems in the macro economy, with the biggest uncertainty at present being the change in the advertising market in 2020. This will have a huge impact on all casual games. 

As long as the products metrics are good, traffic is high and purchase prices low, there are still opportunities for these companies to seize the last wave of dividends. Although they may earn slightly less, the number of users will skyrocket, thus strengthening future monetization capabilities.

Watch out though: this opportunity is reserved for games that are ready to respond when lightning strikes.

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WeChat now blocking links to Bytedance’s Feishu app https://technode.com/2020/03/02/wechat-now-blocking-links-to-bytedances-feishu-app/ https://technode.com/2020/03/02/wechat-now-blocking-links-to-bytedances-feishu-app/#respond Mon, 02 Mar 2020 05:36:16 +0000 https://technode-live.newspackstaging.com/?p=127866 Bytedance Tiktok Singapore InvestmentWeChat began blocking links to Bytedance's enterprise messaging app Feishu starting Feb. 28 to "maintain a safe internet environment."]]> Bytedance Tiktok Singapore Investment
A webpage that warns users of "malicious links" on WeChat.
Screenshot of a webpage that warns users of “malicious links” on WeChat. (Image credit: TechNode)

TikTok owner Bytedance said Saturday that Tencent’s popular instant messaging platform WeChat has started blocking links to its enterprise messaging app and productivity tool Feishu.

Why it matters: The dispute signals intensifying competition between the two companies as Bytedance expands its businesses to instant messaging and gaming, segments that Tencent has dominated for years.

  • WeChat has a history of blocking links inside its app that belong to its competitors including Alibaba’s e-commerce platforms Taobao and Tmall, Bytedance’s short video apps Douyin and Huoshan, and Baidu’s short video offering Haokan.
  • Feishu, known in overseas markets as Lark, was officially launched in April and is a rival to WeChat’s enterprise productivity app, WeChat Work.

Details: WeChat began to block links from Feishu on Friday afternoon, making links to the app’s website and online conferencing tool inaccessible when linking from within the messaging app, Bytedance said in a statement sent to TechNode on Sunday. The company first aired its grievances on its popular news aggregator platform, Jinri Toutiao, on Saturday.

  • The warning webpage which originally displayed in WeChat when users try to access Feishu links said that “many users complained” about the links because they contained “content that lures users into sharing and following,” and thus “access has been blocked to maintain a safe internet environment,” according to the statement.
  • “WeChat’s behavior has severely impacted on our users’ work efficiency and experience at a critical time as enterprises resume operations,” Bytedance said.
  • WeChat told TechNode that the warning page had been updated. The new message now reads much more neutrally: “If you want to browse this page, please copy the following url and use your browser to access it,” followed with the relative link for users to click.
  • The blocking of Feishu links is related to a WeChat external link management rule (in Chinese) the platform last modified in October, according to WeChat. The rule bans webpages that incent users to share on WeChat by providing awards, or that obtain users’ personal information without consent.

Behind the scenes: The blocked links were first reported by Chinese tech news outlet 36Kr on Saturday. However, the article has now been taken down from 36Kr’s website.

  • WeChat threatened to ban 36Kr’s official account on the platform after the tech media outlet published the report, according to a statement signed by Yang Jibin, a senior director at Bytedance, the company confirmed.
  • A WeChat spokesperson told TechNode that Yang’s claims were “not true” and that 36Kr’s official account was suspended because it had “repeatedly violated the platform’s rules.”

Context: WeChat has a history of aggressively defending its interests, and has engaged in a number of legal battles with rivals.

  • On Friday, WeChat also permanently banned the official account belonging to News Lab, a popular blog, maintained by Fang Kecheng, an assistant professor of journalism and communications at the Chinese University of Hong Kong and a veteran journalist.
  • In April, a Chinese lawyer sued Tencent under the Anti-Monopoly Law of China over WeChat’s practice of blocking links from other apps, according to Abacus.
  • The lawyer said that by blocking those links, Tencent is “effectively turning down his transaction request” and therefore infringing on his communication rights.
  • Tencent argued in a December hearing at the Beijing Intellectual Property Court that the terms and conditions in its user agreements allow it to decide which kind of links can be presented in the app.

Updated: The story has been updated with comments from WeChat in the “Details” section.

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INSIGHTS | Time’s up for entertainment windfall https://technode.com/2020/03/02/insights-times-up-for-entertainment-windfall/ https://technode.com/2020/03/02/insights-times-up-for-entertainment-windfall/#respond Mon, 02 Mar 2020 03:17:31 +0000 https://technode-live.newspackstaging.com/?p=127847 Cloud clubbing, Douyin, covid-19Digital entertainment has seen the spike you'd expect with consumers stuck at home. But it will be hard for companies to bank lasting gains.]]> Cloud clubbing, Douyin, covid-19

From short video to live streaming and gaming, the coronavirus outbreak in China has driven people confined at home to spend their time consuming online content. Products such as short video app Douyin and Kuaishou and mobile games have seen a surge in downloads and active users. These are good times to be in the online entertainment business—but we still don’t know if platforms can bank lasting gains. 

Bottom line: Online content platforms provide a replacement for people to kill their time when they are not able to dine out or go shopping, but they will not be indispensable when things go back to normal. Companies still need to address quite a few challenges before they can turn new users into regulars. In a protracted downturn, entertainment can be a resilient sector, but reliance on ads for monetization could mean unprofitable eyeballs.

Windfall users: The Covid-19 outbreak in China which has led to more than 2,700 deaths is pushing the country’s already tech-savvy population further online for entertainment, groceries, and healthcare, wrote TechNode reporter Emma Lee.

  • Short video apps added nearly 150 million new daily active users (DAU) during the extended Spring Festival holiday compared with a year ago, according to a Quest Mobile report published on Feb. 12.
  • DAU for short video apps combined reached 574 million during the 10-day holiday which ran from Jan. 24 to Feb. 2. The number was 426 million during last year’s week-long holiday.
  • Douyin, known as TikTok internationally, saw its DAU surged 39% year on year to 318 million during the period. Its main rival Kuaishou amassed 227 million DAU, up 35% year on year.
  • The percentage of total time users spent online jumped to 17.3% for short video apps during the 2020 holiday from 11.8% during the holiday last year, a 47% increase.
  • Users spent 139 minutes on social media apps during the 2020 holiday period compared with 121 minutes in the holiday period a year earlier, growing 14.9%. Users spent 105 minutes on short video apps during the 2020 holiday compared with 78 minutes during the 2019 holiday period, a 34.6% surge.
  • The gaming sector has seen a surge of engagement with the average time spent on mobile games increasing to 159 minutes during this year’s holiday from 113 minutes during the Spring Festival 2019.
  • Taobao Live, the live streaming unit of e-commerce behemoth Alibaba, said last week that the number of live broadcast rooms on the platform had doubled and livestream events surged 110% year on year during the month as of Feb. 18.
  • The overall mobile app market is also booming. Smartphone users in China made more than 222 million downloads through Apple’s App Store in the week starting Feb. 2, and average weekly downloads of apps during the first two weeks of February jumped 40% compared with the average for the whole of 2019, according to the Financial Times.

Challenges: One of the biggest challenges for online content platforms is how to turn new users seeking novelty into recurring users. 

  • Gong Yu, founder and CEO of video streaming site iQiyi, said in an earnings call with analysts Friday that the company had seen a “more-than-expected” increase in paid subscribers in the past month. However, he warned that momentum won’t last in the remainder of the year.
  • “As people start to go back to work [after the Spring Festival Holiday], the growth of news paid members began to slow down,” said Gong.
  • Some worried that people would spend more time and money consuming offline when things go back to normal. “After the crisis, cultural consumption will come back with a vengeance, and most of which will happen in the offline world,” Liu Jingjing, deputy director of the College of Cultural Industries Management of the Communication University of China, told Chinese media.

An inferior good? Belt tightening potentially cuts both ways for online platforms. Economics suggests that digital entertainment may be an “inferior good”—i.e., consumers will pay for more of it as overall budgets decrease. A month of premium Bilibili costs less than a night out at the cinema or drinking with friends. 

But most of the money in online entertainment isn’t subscriptions. Rather, platforms sell ads—or, in the case of e-commerce live streaming, sell luxury goods directly. If consumers aren’t willing to buy stuff sold on these platforms, more eyeballs could still mean less revenue.

  • Companies may struggle to monetize new users amid the virus-hit economy. 
  • Most digital content companies depend on online advertisements to earn money. Bytedance, the company that owns TikTok, Douyin, and news aggregator Jinri Toutiao, earned RMB 50 billion (around $7.2 billion) from digital ads in the first half of 2019, accounting for 86% of its first-half revenue.
  • A subscriptions up, ads down scenario could be better for subscription-based video-streaming platforms such as IQiyi, which is known as China’s Netflix, generated RMB 29 billion in revenue in 2019 with earnings from subscriptions accounting for 39.3%.
  • According to an online survey conducted by Beijing-based fintech company Rong360.com, 31.4% of respondents said they would not increase consumer spending in the short term after the outbreak is brought under control.
  • In the long term, 64.4% said they would be more “restrained” in spending, and 12.6% said they would cut spending.

Slow growth ahead: The surge of new users for online content platforms is caused by a “black swan”—the coronavirus—not the improvement of their content quality or increased marketing budget. Once the crisis is under control, companies will inevitably see growth slow down and face an uncertain future as the country’s economy recovers from the impact of the virus.

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Bytedance ups Baidu rivalry with new search app https://technode.com/2020/02/28/bytedance-ups-baidu-rivalry-with-new-search-app/ https://technode.com/2020/02/28/bytedance-ups-baidu-rivalry-with-new-search-app/#respond Fri, 28 Feb 2020 06:52:47 +0000 https://technode-live.newspackstaging.com/?p=127785 Bytedance is expanding beyond its core businesses in news aggregation and short video into e-commerce, gaming, and search.]]>

Bytedance has launched a standalone search engine app, further challenging Baidu’s dominance in China’s online search market.

Why it matters: Bytedance, which owns video-sharing apps TikTok and Douyin, is increasingly positioning itself as a direct rival to Baidu.

  • Beijing-based Bytedance is expanding beyond its core businesses in news aggregation and short video into e-commerce, gaming, and search.
  • Toutiao Search, previously just the search function contained within Bytedance’s news aggregator Jinri Toutiao, is now a standalone app which yields results from the company’s short video apps Douyin and Xigua, as well as general content from around the internet.
  • China’s internet users are becoming increasingly accustomed to in-app search engines. Tencent launched a search function for its mega instant messaging app WeChat, allowing users to search for official account articles and content from the wider internet.

Details: Bytedance has released the Toutiao Search app on major Chinese Android app stores including Wandoujia, the Xiaomi App Store, and Huawei’s App Gallery.

  • The app is not presently available on Apple’s App Store in China.
  • The product was first released on Feb. 20, based on information from the Android app stores.
  • Users can search for items in categories such as articles, news, short videos, and pictures. Its results include mini programs that address simple user inquiries such as trash-sorting guidance and currency exchange calculations.

Context: Bytedance in August introduced the in-app search function for Jinri Toutiao. The product was not seen at the time as a direct rival to Baidu’s offering because it was not a dedicated search engine.

  • The company has been using the in-app search as a shortcut to building a Baidu rival as its apps have already amassed 1.5 billion monthly active users as of July.
  • The eight-year-old company is reported to have been taking increasing ad revenue share from China’s top tech firms including Baidu, Tencent, and Alibaba.
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Plague Inc. removed from Chinese app stores amid outbreak https://technode.com/2020/02/27/plague-inc-removed-from-chinese-app-stores-amid-outbreak/ https://technode.com/2020/02/27/plague-inc-removed-from-chinese-app-stores-amid-outbreak/#respond Thu, 27 Feb 2020 07:53:31 +0000 https://technode-live.newspackstaging.com/?p=127725 virus simulation video game plague inc. UK developers development censorship China coronavirus Covid-19 WuhanInfection simulation game Plague Inc. beat out Minecraft as the top paid app on Apple's US store the day Wuhan was cut off from the rest of the world.]]> virus simulation video game plague inc. UK developers development censorship China coronavirus Covid-19 Wuhan

Popular infection simulation game Plague Inc. has been removed from Chinese app stores, Apple and Xiaomi users noticed today, after enjoying renewed popularity during the Covid-19 outbreak.

Why it matters: The removal shows just how serious the country’s authorities are in managing the public perception of the virus.

  • Chinese authorities have been known to ban adult content and games with politically sensitive hidden messages. Plague Inc. has been praised for its educational value and scientific approach.

Details: TechNode has confirmed that Plague Inc. is not available on the Chinese versions of the Apple and Xiaomi app stores as of Thursday.

  • The game is still available on Steam, a video game download platform that is not blocked in China, though this loophole may be short-lived.
  • The internet regulator informed Ndemic Creations that the game was removed from app stores for “illegal” content, the developers said in a statement released on their website on Thursday evening.
  • Plague Inc. is a strategy simulation game that invites users to create and evolve a pathogen to take over the human population, before humans come up with a cure. It was was developed by UK-based Ndemic Creations in 2011.
  • The developer was not immediately available for comment when contacted by TechNode on Thursday.

Context: In January, the eight-year-old game beat Minecraft in Apple’s US App Store’s paid games popularity rankings, according to market intelligence firm Apptica. This happened on the day that Wuhan, the central Chinese city considered the epicenter of the outbreak, was cut off from the world.

  • At the time, Plague Inc.’s UK-based developers responded to the news with a statement asking players to remain grounded in reality.
  • “Please remember that Plague Inc. is a game, not a scientific model and that the current coronavirus outbreak is a very real situation which is impacting a huge number of people,” Ndemic Creations said.
  • The game was recognized by the US Centers for Disease Control and Prevention back in 2013 for creating a “compelling world” which “engages the public on serious public health topics.”
  • It has found enduring popularity since its creation and has been downloaded by 130 million people, according to the developer’s website.
  • The coronavirus has sparked heated discussion on Chinese social media about the government’s emergency response, as well as alleged acts of censorship.
  • The virus has spread to more than 78,000 and killed over 2,700 people in China as of Feb. 27, 2020, according to official data.

Update: added a statement from the game developer in the Details section.

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Regulators unveil rules for TV shows, aiming to lift industry https://technode.com/2020/02/21/regulators-unveil-rules-for-tv-shows-aiming-to-lift-industry/ https://technode.com/2020/02/21/regulators-unveil-rules-for-tv-shows-aiming-to-lift-industry/#respond Fri, 21 Feb 2020 10:43:33 +0000 https://technode-live.newspackstaging.com/?p=127390 To improve the quality of TV shows rather than boost profits, regulators set a limit of 40 episodes, though the benefit to video platforms is unclear.]]>

China’s media regulator moved to increase its oversight on TV shows, placing limits on the number of episodes per drama and calling for quality improvements, which could drive significant shifts in the industry.

Why it matters: Video platforms run by tech majors purchase streaming rights for TV shows per episode, which, as a result, have elongated story lines in pursuit of bigger payouts. As a result of the new rules, “Producers will make less money, and will need to improve story lines; audience will see better content, and platforms will need to buy more shows for their audiences,” an entertainment industry insider at Harper’s Bazaar China told TechNode.

  • Many of China’s hit shows, which users watch avidly on platforms like Baidu’s iQiyi, Alibaba’s Youku, and Tencent Video, play out over 60 episodes, with some going over 90. Celebrities net sky-high fees for appearing in dramas which adds to pressure on budgets. 
  • While China’s entertainment industry is both large and profitable, President Xi Jinping has emphasized the need to increase cultural soft power.
  • Those working in the arts, he said, should put social (rather than economic) benefits first, and resist the “vulgar and kitsch.”

Details:  The National Radio and Television Administration set hard limits for length and more rules for how producers spend budgets. The notice publicized Thursday is critical of producers that “rush to shoot without sufficient preparation” and turn out low-quality shows.

  • To promote a “serious and rigorous creative style,” regulators set a limit of 40 episodes for show length, though producers are encouraged to keep within 30 episodes.
  • Producers must submit costs for review, in which actors’ salaries must not exceed 40% of total production cost, and the lead actor’s pay cannot total more than 70% of actors’ salaries.
  • The notice comes into effect from Feb. 6.

Context: Since the outbreak of Covid-19, viewing of online dramas quadrupled compared with the last Spring Festival holiday, with medical dramas becoming more popular.

  • iQiyi reported a user growth rate of 21.4% during the month and Youku announced that daily active user count set historical records.
  • Once streaming platforms began competing for hit shows, copyright fees exploded, said a media commentator on QQ.com. Hit palace drama “Ruyizhuan,” for instance, netted RMB 15 million from online platforms. Pay structures, where TV stations pay per episode, motivated producers to draw out shows.
  • The media regulator had announced in September that it was investigating whether a limit on show length could stop the “drama deluge.”
  • The Xi leadership marks a return to a primacy on politics and ideology, in which media is expected to play its part.
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E-commerce livestreams see outbreak-driven boost https://technode.com/2020/02/20/e-commerce-livestreams-see-outbreak-driven-boost/ https://technode.com/2020/02/20/e-commerce-livestreams-see-outbreak-driven-boost/#respond Thu, 20 Feb 2020 04:53:23 +0000 https://technode-live.newspackstaging.com/?p=127319 Taobao LiveThe epidemic has accelerated livestreams on Taobao Live and other platforms from standard categories to include cars, real estate, and more.]]> Taobao Live

E-commerce behemoth Alibaba’s livestreaming unit, Taobao Live, has seen rapid growth in February as offline businesses increasingly seek out online marketing and sales channels during the Covid-19 epidemic, which has forced much of China to a standstill.

Why it matters: Livestreams, grocery delivery, and online healthcare are surging in popularity, some of the few bright spots in the digital economy during a health crisis which has immobilized the country.

  • Livestreamed e-commerce has been gaining momentum since last year thanks to the rise of content-driven e-commerce. The epidemic has further accelerated its expansion from standard categories such as cosmetics and apparel to cars, real estate, and more.
  • Livestreams spiked for short video apps like Douyin and Kuaishou.

Details: As of Feb. 18, the number of live broadcast rooms on Taobao Live has doubled and livestream events surged 110% year on year during the month, according to data from the company. Hosts from more than 100 different occupations and sectors livestreamed on the platform in February, the company said.

  • A total of 31 well-known food and beverage companies including northwest Chinese restaurant chain Xibei and hotpot chain Xiaolongkan signed up for livestreaming on Feb. 10, the day Taobao Live removed prerequisites for offline store operators to join and began offering operational tools free of charge.
  •  Taobao Live has attracted more than 5,000 real estate agents from over 500 brokers from nearly 100 cities in China, data from the company showed. From Feb. 12 to 17, there were some 2 million users watching livestreamed real estate events on Taobao Live. Beijing, and Jiangsu and Shandong provinces were the top three areas in terms of the number of livestream hosts in this sector.
  • More than 20 global car brands including BMW and Audi are also leveraging livestreaming to sell cars. Taobao Live currently hosts around 100 livestreamed auto events every day. It is unclear how many brands and events were newly added during the virus lockdown period.
  • The entertainment sector is also tapping livestreams to engage audience and fans. “Cloud clubbing,” live streaming sessions launched by music labels and clubs on video platforms like Douyin, Kuaishou and Bilibili, went viral over the past week. Meanwhile, 21 celebrities and singers held an online concert on Taobao Live from their homes on Valentine’s Day, attracting around 4 million fans.
  • Museums and bookstore chains are using livesteams to attract audiences now that visitors have dropped significantly.
  • Tens of millions of people around China watched the livestreamed construction of two specialized hospitals built to battle Covid-19 in Wuhan, the epicenter of the outbreak.

Context: First gaining popularity with gaming and entertainment content, China’s livestreaming boom is extending into the e-commerce industry.

  • Alibaba’s Taobao generated more than RMB 100 billion in gross merchandise volume from livestreaming sessions throughout 2018, an increase of nearly 400% year on year.
  • Taobao Live recorded sales of RMB 20 billion ($2.85 billion) during the Singles Day shopping event held on Nov. 11, accounting for around 7.5% of the group’s overall RMB 268.4 billion in sales.
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Bytedance appoints dedicated head of gaming: report https://technode.com/2020/02/18/bytedance-appoints-dedicated-head-of-gaming-report/ https://technode.com/2020/02/18/bytedance-appoints-dedicated-head-of-gaming-report/#respond Tue, 18 Feb 2020 07:05:20 +0000 https://technode-live.newspackstaging.com/?p=127170 Bytedance Tiktok Singapore InvestmentThe Bytedance executive currently heading its strategy and investment unit will lead the company's gaming business as it looks to drive growth.]]> Bytedance Tiktok Singapore Investment

TikTok owner ByteDance will appoint an executive to exclusively lead its fledgling gaming business, Reuters reported on Friday, signaling its ambitions to take a larger share of the lucrative mobile gaming market dominated by Tencent and Netease.

Why it matters: The company has been eyeing the mobile games market for a year as it seeks new avenues of growth to diversify its business.

  • The company is focusing on developing its own games. In January, media reported that the company is planning to launch its first non-casual games this spring, targeting both the domestic and overseas markets.
  • The Chinese unicorn is going head to head with Tencent, which accounted for 55.8% of the country’s overall mobile game revenue in the third quarter of 2019, as well as Netease, which earned 17.3%.

Details: Yan Shou, an executive who currently oversees Bytedance’s strategy and investment unit, will focus exclusively on the company’s gaming business as it becomes an increasingly important source of growth, Reuters reported citing anonymous sources.

  • The company is hoping to push out a game like “Honor of Kings,” a popular game developed by Tencent. The team is said to be developing several games simultaneously.
  • Prior to joining Bytedance, Yan was a strategy manager at Tencent.
  • The leadership change means there is an opening for the new head of strategy and investment unit. Currently, the team is temporarily run by two directors, according to a source.

Context: ByteDance’s foray into games started when it rolled out in-app mini-games, popularized by Tencent, for short video app Douyin in February 2019.

  • The company’s gaming business as well as video game livestreaming unit is threatening Tencent’s dominance. Tencent has been trying to strip Bytedance platform’s rights to stream its games and retain them for the several live-streaming platforms it has invested in, including Douyu and Huya.
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Chinese social media struggle to contain rumors https://technode.com/2020/02/18/chinese-social-media-struggle-to-contain-rumors/ https://technode.com/2020/02/18/chinese-social-media-struggle-to-contain-rumors/#respond Tue, 18 Feb 2020 04:12:22 +0000 https://technode-live.newspackstaging.com/?p=127138 Weibo sina twitterOnline platforms are trying to stop rumors and fake news. But there is also concern about how accurate information being deleted.]]> Weibo sina twitter

As the Covid-19 epidemic that has killed over 1,500 people spreads across China, so do rumors.

Ever since Chinese officials confirmed human-to-human transmission of the novel coronavirus late last month, rumors about it have appeared on China’s social media and gained circulation. They include bogus suggestions that smoking or drinking alcohol can help to kill the virus, some Chinese medicines could cure the illness, or cats and dogs can be infected by the virus, which leads to massive abandonment of pets in some cities.

These rumors are spread via online groups on WeChat or posted by bloggers on Weibo or as videos on Douyin, as well as other online platforms. 

While the central government has called for “full transparency” about the epidemic that has sicked 72,528 and killed 1,870 as of Tuesday, online platforms have been struggling to balance between containing rumors and giving the public the right to know.

Online platforms such as microblogging site Weibo, instant messaging app WeChat, and short video app Douyin have stepped up efforts to contain misinformation and fake news. But there is also growing concern that they may have silenced people who tried to spread the truth.

Getting the facts straight

Some online platforms, such as Dingxiang Doctor, a popular health information exchange app, have been trying to set the facts straight as rumors become rampant.

Dingxiang Doctor has published over 100 articles fact-checking statements related to the outbreak.

One article examined claims that taking antibiotics can prevent people from being infected by the virus. Dingxiang Doctor deemed it to be false and said that the medications are designed to destroy or slow down the growth of bacteria and that it has no therapeutic effect on Covid-19 infections.

The app also publishes numbers of confirmed cases, the death toll, and their trends on a daily basis. The database and the column have been viewed more than 2 billion times as of Tuesday.

To refute rumors circulating on the app, WeChat has launched a mini program that collects that clarifies false statements. The mini program cites sources from professional institutes such as the China Academy of Sciences and official agencies such as cyber police departments in different cities.

Weibo has been using a feature since 2012 to label unconfirmed information on the platform. Questionable posts will be marked below it by labels such as “controversial” or “false.” The social media site said (in Chinese) on Feb. 10 that it had labeled 6,123 untrue posts related to the Covid-19 outbreak.

By comparison, the platform marked only 1,811 posts in 2018, according to its disclosure documents (in Chinese).

Accounts banned

The Cyberspace Administration of China (CAC), the country’s internet content watchdog, said in a notice (in Chinese) published on Feb. 5 that it had ordered short video app Pipi Gaoxiao pulled from app stores because it had published videos that “spread panic” related to the outbreak. The department didn’t say whether the removal is permanent or temporary, but in previous cases, removed apps have been able to return to the app store after completing “rectification” plans.

The CAC said it had also launched a campaign to directly supervise companies including Weibo, WeChat parent Tencent, and Douyin owner Bytedance.

WeChat, the most popular social media app in China, said on Jan. 25 that it would suspend or permanently ban (in Chinese) accounts that spread rumors about the epidemic.

Douyin, which has 400 million daily active users, said in late January that it had removed (in Chinese) some 24,922 videos from the platform that spread fake information on the disease outbreak and that the app had deleted or suspended accounts that posted those videos.

The true ‘rumors’

However, the content affected goes beyond rumors about home remedies.

Li Wenliang, the whistleblower doctor who died earlier this month because of the virus, warned fellow medics on Dec. 30 about the spread of a “SARS-like disease” in Wuhan, when local authorities were trying to downplay the seriousness of the disease.

Four days later he was summoned to the local police station where he was told to sign a letter, admitting that he had “posted false remarks” online and that they had “severely disturbed the social order.” 

Li’s death sparked outrage on China’s internet, with many users believing that local officials’ efforts to cover up the public health crisis in the initial stage had let the best opportunity to halt the spread of the disease slip.

Politically incorrect information is often deleted under the rubric of “rumor,” said Jo O’Reilly, a data privacy expert at digital privacy advocacy group ProPrivacy.

A report suggesting a higher death toll published by Caijing Magazine on WeChat’s Official Accounts Platform, a blog-like feature, was deleted within one day after publication. 

The story, which amassed more than 100,000 views on the platform before it was taken down, claimed that some people in Wuhan died after showing symptoms of Covid-19 but were not included in the official death toll because they passed away before their infection of the virus was finally confirmed.

WeChat said on the webpage that hosted the article that it had “violated the Management Regulations on Online Public Accounts,” a rule issued by the CAC in 2017 that demands bloggers regulate their content. The app, however, didn’t give details about which clause of the rule the article had violated.

“There definitely appears to be a concerted effort underway to restrict the spread of genuine information for the purposes of deterring panic,” said O’Reilly.

However, panic is not gone. It is unclear whether the authorities have achieved its goals of containing rumors despite all the efforts. Both plausible and preposterous rumors are still circulating widely, in a sign that people are still skeptical about the government’s commitment to transparency.

On a Weibo post of a state media article that warns people spreading rumors may have their accounts banned, one user commented: “If the rumors were finally proven true, can we seek compensation from the state?”

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Coronavirus: what tech companies are winning? https://technode.com/2020/02/11/what-tech-companies-win-from-coronavirus/ https://technode.com/2020/02/11/what-tech-companies-win-from-coronavirus/#respond Tue, 11 Feb 2020 08:43:51 +0000 https://technode-live.newspackstaging.com/?p=126500 delivery drivers investment covid-19 meituan ecommerce, covid-19, entertainment investmentGames are winning—and Nintendo's Switch fitness ring is selling like hotcakes as coronavirus has people stuck inside. Even a gym app has moved onto Douyin.]]> delivery drivers investment covid-19 meituan ecommerce, covid-19, entertainment investment

version of this post by Thomas Graziani first appeared on WalktheChat, which specializes in helping foreign organizations access the Chinese market through WeChat, the largest social network on the mainland.

Fear over the spread of a new coronavirus has led millions of Chinese people to remain at home, shortly after the end of Chinese lunar new year.

The situation is putting a strain on most retail, restaurants, services, tourism industry, and other offline businesses. But is everyone negatively impacted by the virus outbreak?

A blessing for the gaming industry

As people in China are now confined at home, one industry has been benefiting: gaming.

The Baidu Index (reflecting search volume) for the word “gaming” (youxi) has reached an all-time high since the beginning of the crisis. Searched volume peaked 60% above the previous weekly maximum.

(Image credit: WalktheChat)

Top-grossing apps include Tencent’s “Game for Peace” and “Honor of Kings.”

(Image credit: WalktheChat)

Some games got special attention due to the recent health crisis. The game “Plague Inc.” which lets players “spread and evolve a deadly plague to bring about the end of the human race” was one of the winners. Although this game might seem morbid and insensitive in current times, it has skyrocketed to the top of the Chinese App Store, ranking as the top paid app for the last 10 days.

(Image credit: WalktheChat)

Gaming influencers also saw a big uptake in traffic. Most of them have seen exponential growth of their followers and engagement numbers over the last couple of weeks.

MaoQi, a leading gaming influencer saw an increase of almost 1 million followers over the last month (a 20% growth month-over-month). The growth clearly became exponential following the outbreak.

(Image credit: WalktheChat)

Fitness apps are booming

One of the first measures taking by local authorities in order to prevent contagion was the closure of gyms across the country. Fitness addicts are left with only one choice to keep their body moving: fitness apps.

Keep is the number one fitness app in China. Keep was ranking around the 260th position of the China iOS app store before Chinese New Year. It has now climbed all the way up to number 79, and keeps rising every day.

(Image credit: WalktheChat)

Although all of Keep’s offline gyms are closed down until further notice, Keep has used Douyin live streaming features to move classes online.

(Image credit: WalktheChat)

Keep hosts three livestreaming classes per day, first announcing them via its hundreds of WeChat groups. Although the classes are free to watch, the Keep instructor asks the audience to follow the account, comment and like the live-streaming. This engagement is picked up by Douyin’s algorithm which exposes Keep to an even larger audience.

With the live-streaming campaigns, Keep boosted its followers by 18% in the first five days of the virus outbreak to 258,000 followers.

(Image credit: WalktheChat)

The fitness ring from the Nintendo Switch is another prized item as people are getting stuck home.

(Image credit: WalktheChat)

The fitness ring sells for a price of around RMB 550. But resellers are now selling it for more than RMB 800, sometimes even more than RMB 1,500, and still collecting thousands of orders.

(Image credit: WalktheChat)

Online health services are seeing a surge of activity

Naturally, one of the positively impacted segments is online health services. WeChat recently added a new “Health” segment to its WeChat Wallet menu.

The “Health” section includes the ability to track in real-time the epidemic data of every district in every province. It also enables, among other things, to book online consultations with doctors.

(Image credit: WalktheChat)

The most in-demand doctors for online consultations are working in virology.

According to TechNode, the telemedicine services from Ping’an, JD, and Alibaba have also seen a peak in usage.

Enterprise collaboration apps are becoming essential

Fun is not all there is… the Chinese New Year holiday is drawing to an end, and some of us have to get back to work. However, most companies have set up remote work policies in order to avoid contamination of their workers.

This is an amazing opportunity for enterprise collaboration apps to facilitate remote working. Alibaba’s DingTalk skyrocketed to the very top of the App Store in a few days.

(Image credit: WalktheChat)

WeChat Work, the enterprise communication app from Tencent just released a set of new features specifically aimed at facilitating remote work during this critical period:

  1. Online meetings up to 300 people
  2. Live streaming
  3. Upgraded forms to collect information about staff during the epidemic
  4. Specific “epidemic” section in the WeChat Work third party app Store, with relevant apps and special discounts
(Image credit: WalktheChat)

A new breed of influencers

The epidemic has also created a wave of support for Wuhan and China. Some influencers who have been actively supporting the anti-virus efforts saw a boost in their engagement and follower growth.

(Image credit: WalktheChat)

Many of the top-trending influencers on Douyin are sharing news about the outbreak. The #1 trending influencer as of Feb. 3 is Tu Lei. Tu Lei has been sharing daily news, commentaries, and inspirational videos about the virus during the last couple of weeks. His growth of followers boomed as a result.

(Image credit: WalktheChat)

Tu Lei gained up to 3 million followers daily as a result of his messages related to the Wuhan epidemic.

Cross-border e-commerce peaking up

The “Shopping” category ranking of App Annie shows that two of the top-five apps are cross-border e-commerce apps (Feb. 3 data).

(Image credit: WalktheChat)

The two cross-border Apps in this list, Omall, and Haitun, have seen a clear rise in engagement and skyrocketed to the top of the App Store.

Omall jumped from #161 to #2 on the iOS China App store shopping category. It did so in less than two weeks.

(Image credit: WalktheChat)

Haitunjia saw a less explosive but still significant rise from #23 to #5 on the App Store in just 12 days.

(Image credit: WalktheChat)

One of the reasons for this boom in cross-border e-commerce is that many Chinese residents are looking for supplies such as face masks which are now unavailable in China. Such products saw hundreds of thousands of orders on these cross-border platforms over the last weeks.

(Image credit: WalktheChat)

Conclusion

The coronavirus has changed the way of life of many people in China over the last few weeks. This change in consumption patterns is also boosting some industries.

As the old Chinese saying goes, a crisis is a combination of risk and opportunity. And a lot of tech companies are seizing this opportunity for growth.

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Kuaishou earned revenue of $7.2 billion in 2019: report https://technode.com/2020/02/11/short-video-app-kuaishou-2019-revenue-said-to-reach-7-billion/ https://technode.com/2020/02/11/short-video-app-kuaishou-2019-revenue-said-to-reach-7-billion/#respond Tue, 11 Feb 2020 05:07:42 +0000 https://technode-live.newspackstaging.com/?p=126761 Chinese short video app KuaishouKuaishou has stepped up efforts to monetize services such as e-commerce and gaming as its livestream business reaches saturation.]]> Chinese short video app Kuaishou

Chinese video-sharing app Kuaishou generated RMB 50 billion (around $7.2 billion) in revenue in 2019, with live-streaming revenue accounting for the largest share, Chinese media Jiemian reported on Monday.

Why it matters: Kuaishou is one of China’s most popular short-video apps and a major rival of Bytedance’s Douyin, the domestic version of TikTok.

  • The app has more than 200 million daily active users (DAUs), dwarfed by Douyin’s 400 million users.
  • It also holds an 8% share of the live-streaming e-commerce market in China following Alibaba’s Taobao Live with 79% and Douyin with 13%.

Details: Kuaishou’s revenue from livestreaming reached RMB 30 billion in 2019 and its earnings from gaming and e-commerce were several billions of RMB, Jiemian reported on Monday, citing people familiar with the matter.

  • Revenue from online advertisements exceeded RMB 10 billion.
  • The report quoted an analyst as saying that the company’s revenue from livestreaming has little room to grow in 2020, and overall revenue growth will be powered by its advertising and e-commerce businesses.
  • Kuaishou did not respond to requests for comment on Monday.
  • Tencent News, a subsidiary of Chinese internet giant Tencent, which holds a nearly 20% stake in Kuaishou, reported on Monday that the app generated RMB 13 billion in revenue from advertisements in 2019, which the company denied that same day.

Context: Kuaishou has stepped up efforts to monetize its services such as e-commerce and gaming in recent years.

  • The company suspended in December an e-commerce referral feature for Taobao products. The feature previously allowed listings from the e-commerce marketplace to display in the short video app. The move was seen as indication that the firm is looking to expand its own e-commerce capabilities.
  • It also launched in December 2018 a “mini game” feature which allows users to play video games within its app.
  • Su Hua, the company’s co-founder and CEO, set a target of reaching 300 million DAUs in 2019 in an internal letter sent to employees in June.
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Chinese movies debut on streaming services amid outbreak https://technode.com/2020/02/03/chinese-movies-premiere-on-streaming-services-amid-virus-outbreak/ https://technode.com/2020/02/03/chinese-movies-premiere-on-streaming-services-amid-virus-outbreak/#respond Mon, 03 Feb 2020 06:13:08 +0000 https://technode-live.newspackstaging.com/?p=126406 With cinemas and other entertainment venues closed, movie premieres are moving to online streaming platforms.]]>

Two Chinese films that were set to open during the week-long Spring Festival holiday instead premiered online on streaming platforms amid an outbreak of a deadly coronavirus in the country.

Why it matters: Chinese streaming and gaming companies have received more traction as cinemas, along with other entertainment venues, were forced to close amid government calls for the public to remain sequestered indoors in an effort to contain the spread of the virus.

Details: “Enter the Fat Dragon,” a Hong Kong remake directed by Wong Jing, debuted on video streaming platforms iQiyi and Tencent Video on Saturday, two weeks ahead of its planned opening in theaters scheduled for Feb. 16.

  • Viewing the movie costs RMB 12 (around $1.70) on Tencent Video or iQiyi, or RMB 6 for Tencent Video subscribers.
  • The movie attracted a total of 61 million views on Tencent Video as of Monday including free trial views.
  • “Lost in Russia,” a Chinese movie scheduled to hit theaters on Jan. 25 also premiered online for free on the same day.
  • The movie, which is available on Bytedance platforms Xigua Video, Douyin, and Jinri Toutiao, amassed a total of 600 million views as of Jan. 27, according to the company (in Chinese).

Context: At least seven major film releases that were expected to dominate the holiday season were canceled because of a coronavirus outbreak in China which have killed more than 300 and sickened more than 17,000 as of Monday.

  • The deal to premiere Lost in Russia online has drawn ire from theater chains and studios, with some saying the decision was “trampling” and “destroying” China’s cinema industry.
  • Wuhan, the epicenter of the virus outbreak, and a dozen other cities in the central Chinese province of Hubei are under a government-mandated lockdown.
  • The government has also called for people to stay indoors with many cities ordering entertainment venues, shopping malls, and tourist sites to shut down.
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WeChat tests short-video feature in challenge to TikTok https://technode.com/2020/01/22/wechat-tests-short-video-feature-that-could-beat-tiktok/ https://technode.com/2020/01/22/wechat-tests-short-video-feature-that-could-beat-tiktok/#respond Wed, 22 Jan 2020 07:34:03 +0000 https://technode-live.newspackstaging.com/?p=126294 WeChatThe Channels feature allows certain WeChat users to post videos or photos to randomly selected audiences instead of limiting content to contacts.]]> WeChat

WeChat is testing a new feature that allows users to post videos to an audience beyond their social circles in a bid to boost user engagement as competition from rivals Douyin and Kuaishou intensifies.

Why it matters: WeChat has released a series of updates in recent months, signaling that the most popular social media app in China is stepping up efforts to lock in more users and boost growth.

  • The Channels feature, which allows selected users to post videos or photos to random audiences, resembles the app’s Moments newsfeed, where user posts are only visible to their contacts.
  • With WeChat’s more than 1 billion monthly active users, Channels could potentially lure influencers and content creators from short-video platforms such as Bytedance’s Douyin, known as TikTok internationally, and Tencent-invested Kuaishou, as well as photo-sharing apps.

Details: Channels allows users to post videos up to one minute or up to nine photos at a time plus a link, said Jiang Hongchang, an editor at Miniapp.com, a site that was allowed to participate in the beta test.

  • In a call for influencers to participate in the test published on the WeChat Team official account, the app asked applicants to provide “proof of influence,” including follower count on other social platforms.
  • “We are going to explore whether the feature could become a new means for us to obtain followers and engagement,” said Jiang.
  • WeChat said in a statement to TechNode that Channels is still under an “A/B testing” and that the feature is the company’s “ latest exploration” in “providing users with creative ways of expressing themselves.”
  • It is unknown whether WeChat will grant all users access to the feature to view and post. The company said in the statement only that it could be “available more widely.”

WeChat mini programs: the future is e-commerce

Context: WeChat’s monthly active users reached nearly 1.2 billion as of September, according to parent company Tencent’s Q3 earnings report.

  • The app last week announced a new feature that allows publishers on its Official Accounts Platform to add paywalls to their posts.
  • Earlier this month, WeChat announced several retail-friendly features for its mini programs, sparking speculation that it is trying to build a vast online marketplace to compete with rivals such as Alibaba, JD.com, and Pinduoduo.
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CHINA VOICES | Can Mafengwo turn reviews into profit? https://technode.com/2020/01/21/china-voices-can-mafengwo-turn-reviews-into-profit/ https://technode.com/2020/01/21/china-voices-can-mafengwo-turn-reviews-into-profit/#respond Tue, 21 Jan 2020 02:07:03 +0000 https://technode-live.newspackstaging.com/?p=126164 Travel review site Mafengwo is still trying to figure out how you turn popular content into profits. With an IPO promised, it had better learn fast.]]>

This week, Technode’s translation column takes on a deep dive into the content-profits disconnect, looking at travel site Mafengwo with a translation carried by courtesy of Rencaijing. This article was co-authored by Jordan Schneider.

The first time I heard about Mafengwo (literally “hornets’ nest”) was in 2013, when it was only a website for travel guides and photo essays. Over the years, it’s been trying to monetize from user-generated content, first through mobile translation apps and later adopting the TripAdvisor model, integrating hotel and tour booking features onto the platform. Unlike TripAdvisor they don’t rely on a dominant search player for traffic, but Tencent, an investor, has not yet committed to giving them the traffic they need to really take off. Ctrip accounts for 36.6 percent of the total market share, vis-a-vis Qunar’s 16.5 percent, Fliggy’s 14.3 percent, Tongcheng-Elong’s 5.3 percent, and Tuniu and Meituan-Dianping’s tied share of 3.4 percent.

Facing heavy competition, Mafengwo today only charges two percent commission. Users too frequently find destinations on its travel content and end up buying on other platforms. Now it’s planning for a public listing in the midst of restructuring and layoffs. 

Su Qi at Rancaijing outlines the hurdles Mafengwo still needs to overcome to confront juggernauts like CTrip, Qunar, and Alibaba’s Fliggy. 

On the road to IPO, who stirred up the hornets’ nest?

By Su Qi, Rancaijing Jan. 4, 2020

Edited by Wei Jia

* Zhao Ping, Xiao Ya, and Meng Fei in the article are pseudonyms.

Not long ago, Mafengwo went viral on Maimai for rumors that it was laying off up to 40 percent of its employees. This wasn’t Mafengwo’s first reported layoff—in April 2019, it already had a 10 percent layoff.

Prior to this, Mafengwo had already been under spotlight for incidents ranging from hotel booking mismanagement to data fraud to controversial World Cup advertisements. Nevertheless, Mafengwo raised $250 million in a financing round led by Tencent in May 2019 and announced a plan to IPO within the next year or two. 

Former employees told Rancaijing that the recent round of layoffs targeted content and transaction centers, while the workforce optimization in April had cut the company’s travel guide and destination departments—Mafengwo’s core teams—to the chagrin of its employees.

Whether it is for the company’s development or to meet the expectations of investors, an IPO is imminent. Mafengwo needs to come up with a clear profit model, but its large investment in commercialization has resulted in a low input-output ratio. It needs to shrink the team.

Originally a boutique-y online travel community, Mafengwo isn’t unlike other “from community to transaction” apps like Zhihu, RED, and Douban, all of which are now caught between commercialization and nostalgia, struggling to move forward. All these companies face the same problem—while users browse and read about products on their sites, transactions often take place somewhere else.

Little Red Book shows big user numbers don’t mean big profits

Changing its strategies may offend loyal, long-time users; but failing to do so would lead to stagnation. Of course, Mafengwo is now facing a new problem—under the yoke of capital, Mafengwo is running too fast. What if it trips and falls?

 An uneasy year for Mafengwo

2019 was an uneasy year for Mafengwo.

 Many employees recall a working atmosphere that had once been lively, friendly, and avant-garde—and sometimes a little lazy. But things changed at the 2018 annual meeting, when CEO Chen Yi proposed that the company should enter a combat state in 2019. The company also began to promote “wolf culture,” encouraging overtime. 

At the beginning of 2019, Mafengwo restructured the previously fragmented business units into four major “business centers”—a content center (travel guides and tips), a transaction center (e-commerce, ticketing, air travel, and hotels), a data center, and a user growth center. With a data-driven core, Mafengwo adopted the strategy of “content + transaction.”

Changes in personnel accompanied the restructuring. While the importance of content and transaction centers is self-evident, former employees told Rancaijing that these two departments were the worst-hit areas in terms of layoffs and resignations. 

According to former employee Zhao Ping, the company recruited a new head of HR in 2019. In the April optimization, some of Mafengwo’s core departments—including the entire travel guide and destination departments—were axed, along with many senior employees who had been at the company for seven or eight years.

“The whole atmosphere wasn’t right. The colleagues in the travel guide department generally produce high-quality content. Though their productivity may not be very high, they are indeed the soul of Mafengwo, and their work is important in retaining longtime fans and users,” said Zhao. “Many users now say that Mafengwo’s content update isn’t as timely as it was before, and they don’t like to use it anymore. When these colleagues were laid off, we were disappointed and upset.” After restructuring, Zhao’s team was broken up—along with many others. 

“Mafengwo’s working environment can probably be rated four stars among Beijing companies. The company used to pay attention to the sense of community among employees. There used to be year-end team photos, and now, looking back, it’s obvious that so many colleagues have left. It’s very sad,” Zhao said. 

Is listing a good way out?

Established in 2006 by Chen Ye and Lu Gang (translator: Mafengwo’s Lu Gang is not related to the founder of TechNode, whose name is also spelled Lu Gang in English), Mafengwo was originally a travel guide website. It entered e-commerce in 2015, expanding its business to cover flight and hotel booking, tickets, and car rentals. 

Since 2018, Mafengwo had already been under the spotlight for incidents ranging from hotel booking mismanagement to data fraud to controversial World Cup advertisements [a massive ad blitz during the 2018 World Cup was undercut by accusations that the firm was faking much of their user generated content] . Nevertheless, Mafengwo secured a $250 million financing round led by Tencent in May 2019 and announced its plan to IPO within the next year or two.

As a travel guide community, Mafengwo has an obvious advantage—its content. As of May 2018, Mafengwo users contributed over 130,000 travel posts every month; the total number of reviews had exceeded 180 million; the number of independent users had reached 120 million; MAU was over 80 million. “Mafengwo’s DAU by the end of 2018 should be about 1.2 million, and it may reach 2 million during the holiday season,” former employee Xiao Ya told Rancaijing. 

But turning high-quality content into money is difficult. “This is also the reason behind Mafengwo’s layoffs. The commercialization investment was too large, and the input-output ratio wasn’t enough. It had to shrink the team,” an investor told Rancaijing.

As Gobi Partners’ Don Jiang sees it, Mafengwo has encountered two major challenges: First, Mafengwo wanted to switch from travel guides to reviews, especially hotel reviews, but the quality of its hotel reviews was not as high as Ctrip’s. Second, the link between content and commercialization isn’t close enough. 

 Mafengwo once said that it would become China’s TripAdvisor. When it first started, TripAdvisor focused on hotel reviews and then expanded into a hotel booking site. It went IPO in December 2011 and has a current market value of $4.2 billion. However, compared with foreigners, Chinese users do not trust reviews so much. Coupled with the prevalence of fake reviews in China and unexpectedly low volume of hotel bookings on the platform, hotel reviews weren’t helpful to Mafengwo’s growth.

For a long time, Mafengwo did not consider making profits. In June 2012, after Mafengwo began to experiment with content commercialization, brand advertising fees and transaction commissions became its main sources of revenue. Jiang told Rancaijing that its commission ratio is about 3 percent, which is much lower than other online travel agencies. In the early stage, it is reasonable to use low commissions so to attract merchants, but if transaction volume does not rise in the later stage, it will become a loss-making proposition.

Sources close to Mafengwo said that on its platform, the commission share for high-end customized travel is relatively high, while it only charges two percent for commission on tickets.

The reason that Mafengwo has vigorously developed hotel bookings is also related to its high valuation. “The latest valuation of Mafengwo has reached $2 billion,” Jiang said. “If it continues to only focus on the travel sector, the gross profit would be too low to support such a high valuation.” Jiang said that a listing is imminent, and Mafengwo has to come up with a clear profit model.

“The value of Mafengwo is definitely worthy of recognition, but the valuation does not match its current performance. Income isn’t high, and growth is stagnant. This is a big challenge,” Jiang said.

Meng Fei, an entrepreneur in the tourism industry, believes that Ctrip is an inevitable rival in the sector. Meituan has seemingly done well in hotel booking, but it’s mainly focused on low-end hotels. Ctrip has strong control over the core supply chain of air tickets and high-end hotels. Resources have become monopolized by titans—it’s difficult to change that.

For travelers, it doesn’t matter where they book hotel rooms—only the price counts. “For its core users, Mafengwo is still a travel guide platform. The demand is inconsistent, the supply chain is difficult, and there are too many challenges.”

Now that Mafengwo wants to go public, it needs a continuous flow growth curve to tell a good story. Jiang said that as Ctrip’s growth has begun to slow down, Mafengwo must continue to tamp up its path toward commercialization, and at least achieve an average commission rate of five percent.

Data show that Ctrip’s GMV (excluding Skyscanner) for the whole year of 2018 increased by about 30 percent, while Mafengwo has achieved an annual GMV growth of more than 100 percent for four consecutive years. However, while Mafengwo’s 2018 GMV is expected to exceed RMB 15 billion (about $2.1 billion), the platform will only get around RMB 450 million from commissions based on a three percent commission rate. By contrast, Ctrip’s 2018 accommodation booking revenue was RMB 11.6 billion, accounting for 37 percent of total revenue; its vacation business revenue was RMB 3.8 billion, accounting for 12 percent of total revenue. Tuniu’s revenue from travel combo products in 2018 also reached RMB 1.8 billion.

  “In terms of Mafengwo’s business growth, I am still not very optimistic about its listing. But everyone had thought Taobao was invincible until Pinduoduo joined the battle,” Meng said. 

Where is Mafengwo’s edge?

 In the mobile internet era, Mafengwo has met two major competitors—RED and Douyin. The two companies could theoretically expand to include tourism content. Mafengwo is also aware of this: it has identified RED as a competitor, while providing a short video content platform to rival Douyin. Meanwhile, its user interface now reminds one of Dianping. 

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Kuaishou expanding music offerings after TME licensing deal: report https://technode.com/2020/01/19/kuaishou-expanding-music-offerings-after-tme-licensing-deal-report/ https://technode.com/2020/01/19/kuaishou-expanding-music-offerings-after-tme-licensing-deal-report/#respond Sun, 19 Jan 2020 05:40:11 +0000 https://technode-live.newspackstaging.com/?p=126126 Chinese short video app KuaishouA large percentage of licensed songs from TME will be available for Kuaishou users with the goal of becoming one of the main music sources on the app.]]> Chinese short video app Kuaishou

Short video platform Kuaishou is rolling out a vastly expanded music library following an agreement with Tencent Music Entertainment (TME) for one of the largest-scale copyright deals in the short video industry, media outlet 36Kr reported.

Why it matters: Kuaishou and its rival Douyin have been working to expand their libraries of original music, which has been a major draw to short video platform users.

  • Douyin reached a music licensing deal with TME near the end of 2019, marking the first major partnership between parent company Bytedance and Tencent.

Details: A selection of songs on Kuaishou that users can select as background music for their videos are labeled “Tencent Music,” but the rollout appears to be in the early stages. Song offerings from official sources remain limited compared with the number of user-uploaded tracks, TechNode has observed.

  • Kuaishou and Tencent began negotiating the licensing deal as early as the second half of 2018, according to people familiar with the matter.
  • It is unclear when the music-sharing deal was finalized, but the two companies began research and development for music-sharing across their apps in the first half of 2019, according to the report.
  • Kuaishou declined to comment when contacted by TechNode on Sunday.
  • Currently, a large number of licensed songs from TME is being brought to Kuaishou with the goal of becoming one of the main sources of music on the app.
  • The licensing deal also allows Kuaishou’s other apps such as video-sharing website AcFun and video editing tool Kuaiying to access TME’s music library.
  • In November 2019, Kuaishou partnered with TME to support and promote independent musicians across TME’s music streaming and karaoke apps, including QQ Music and Kuwo Live.

Context: Despite pouring resources into its own short video app Weishi, Tencent has also been investing heavily in Kuaishou in an attempt to compete with Bytedance-owned Douyin.

  • In December 2019, Tencent was reported to be in the final stages of negotiations with Kuaishou for a $2 billion investment in the platform’s $3 billion pre-IPO round of financing. The investment would give Tencent a nearly 20% stake in Kuaishou.
  • As the owner of some of the largest music-streaming platforms in China, Tencent has been known for signing exclusive deals with major music labels and passing the costs to smaller competitors such as NetEase Cloud Music.
  • Tencent also recently led a consortium to buy 10% of Vivendi’s Universal Group for $3.4 billion, according to a Bloomberg report.
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TikTok, Douyin user spending increased five-fold in 2019 https://technode.com/2020/01/17/tiktok-douyin-user-spending-increased-five-fold-in-2019/ https://technode.com/2020/01/17/tiktok-douyin-user-spending-increased-five-fold-in-2019/#respond Fri, 17 Jan 2020 04:22:00 +0000 https://technode-live.newspackstaging.com/?p=126076 tiktok national security US app bansUsers from China contributed 69% of revenue earned on TikTok and Douyin in 2019, spending more than $122.9 million on iOS alone.]]> tiktok national security US app bans

TikTok and Chinese version Douyin grossed nearly $177 million in user spending in 2019, more than five times the revenue it earned in 2018, according to analytics firm Sensor Tower.

Why it matters: The controversies around TikTok raised in the past year have had very limited impact on its overall growth. The Bytedance app was the second most-downloaded mobile application in 2019, led only by Facebook’s WhatsApp.

  • In addition to being banned in India in April for pornographic content, US lawmakers began scrutinizing the app near the end of the year for risks to user data privacy and national security.

Details: TikTok and Douyin’s user spending in 2019 accounted for 71% of the all-time total of $247.6 million earned by the two versions of the app.

  • The fourth quarter was its best quarter yet, with user spending during the period amounting to $88.5 million, a 500% year-on-year increase.
  • Douyin users from China contributed 69% of revenue earned on the two versions during the year, spending more than $122.9 million on iOS alone in 2019. TikTok users in the US came second with $36 million, which accounted for 20% of the total user spending during the year.

Context: Bytedance has made a number of moves to assure US lawmakers that the platform does not pose a threat to data security or privacy for users in the country.

  • Bytedance has been moving to separate TikTok from its Chinese operations since as early as the third quarter of 2019, moves which included hiring more US engineers for the app and setting up a California-based data management team.
  • Alex Zhu, the head of TikTok, originally planned to meet with several Republican senators in the week of Dec. 9 but postponed the meeting to fall after the holidays.
  • TikTok released its first transparency report on Dec. 30 to display the number of information and removal requests it received from government bodies and law enforcement agencies in 2019. The Indian government topped the list of such requests, while none came from China, the report said.
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The Chinese startup taking photoshop out of the dating game https://technode.com/2020/01/16/the-chinese-startup-taking-photoshop-out-of-the-dating-game/ https://technode.com/2020/01/16/the-chinese-startup-taking-photoshop-out-of-the-dating-game/#respond Thu, 16 Jan 2020 03:47:57 +0000 https://technode-live.newspackstaging.com/?p=125976 stranger dating online datingSoul App gives users the opportunity to express themselves freely and to form bonds with strangers who share their world views.]]> stranger dating online dating

Apps that use photos and location have long dominated the online dating market in China and the world over. Now startup Soul App is rewriting the playbook, allowing the country’s Generation Z the unique option to find matches based on common interest alone.

The backstory: Shanghai-based Renyimen Technology launched Soul App in late 2016 to provide younger generations with the opportunity to express themselves freely and to form bonds with strangers who share their world views.

  • Consulting veteran Zhang Lu founded the firm in 2015 without any previous experience in internet or tech companies.
  • Renyimen Technology has closed six financing rounds to date, though the firm did not reveal specific figures for five of those.

Unique selling point: While most dating apps let users browse a feed of profile pictures to find matches, Soul App employs a mix of personality and interest tests to sort users. It then uses machine learning to generate pools of members with similar values and interests for users to choose from.

  • Users cannot see any personal information of others, besides their test match score and their public posts.

“A lot of apps that don’t target young users, or even those with a low percentage of young users, have seen their market share decline [in 2019]. Only apps with a user base consisting primarily of young people can grow.”

—Zhang Lu, founder and Chief Executive at Soul App, told Sina Tech 

The investors: Soul App closed a $60 million Series C led by GGV Capital in December 2018.

  • In January 2018, the company raised tens of million dollars in a Series B from DST Global, Genesis Capital, and Morningside Venture Capital.

Present condition: Soul App has close to 10 million monthly active users (MAUs) as of September 2019, according to a QuestMobile report.

  • Soul App’s monetization efforts started later than those of more mainstream platforms like Momo and Tantan.
  • The platform only started selling Soul Tokens in February 2019. They are used to purchase services such as additional voice chat opportunities.
  • However, from September 2019, Soul App accelerated monetization efforts, rolling out features such as premium memberships and raising prices for matching services.

The landscape: China’s total online daters hit as many as 622 million in 2019, according to a report from research firm iiMedia.

  • Momo is the largest player in the field, reporting close to 114.1 million MAUs and RMB 1.11 billion in net income in the third quarter of 2019.
  • Virtual gifting and live-streaming have been the main money makers on these apps.
  • Platforms are known for hosting content that falls within the legal gray area or is downright illegal.
  • Regulators have scrutinized the platforms for sexually explicit or suggestive content since the start of 2019. Momo subsidiary Tantan, for instance, was previously removed from Apple’s App Store and third-party Android stores in April for sexual content.
  • Soul App was also pulled from app marketplaces in June for non-compliant content. It returned two months later.

Prospects: Soul App is likely to grow its Generation Z user base by providing a dating experience that focuses more on shared values and interests rather than appearances alone.

  • However, the app could also lose its unique selling point as users from more mainstream apps join, bringing with them the common practice of asking for photos at the start of any chat.
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WeChat rolls out paywall feature for official accounts https://technode.com/2020/01/15/wechat-rolls-out-paywall-feature-for-official-accounts/ https://technode.com/2020/01/15/wechat-rolls-out-paywall-feature-for-official-accounts/#respond Wed, 15 Jan 2020 09:44:41 +0000 https://technode-live.newspackstaging.com/?p=125968 WeChatWeChat has become one of the few online platforms in the market to push into paid content, still a relatively rare occurrence for Chinese internet users.]]> WeChat

WeChat announced Wednesday it is testing a new feature which allows publishers on the social media app to add paywalls to their posts.

Why it matters: WeChat is becoming one of the few online content platforms in China to move into paid content, still a niche business for the Chinese internet users.

  • WeChat official accounts have become one of the most important channels for Chinese internet users to get information online since it was released in 2012.
  • WeChat’s Official Accounts Platform houses millions of subscription accounts run by individuals, news organizations, enterprises, and government agencies. The newsletter-like format allows account owners to push a series of articles to their subscribers.
  • Most Chinese media don’t use paywalls to block readers from their advertising-based business models.
  • Analysts have said that Tencent, which owns WeChat, is trying to rebalance its financial structure by growing WeChat’s revenue after its gaming business was hit hard by tightened regulations.

Details: WeChat is testing a paid content feature for some official accounts and will give access to some “qualified” accounts owners, a WeChat spokesperson confirmed to TechNode on Wednesday.

  • The feature allows account owners to add paywalls to selected or all content they publish, and readers have to pay to unlock articles or subscribe to the account for a recurring fee.
  • Android users can pay with WeChat Pay, the app’s mobile payment method. iOS users, however, have to pay through Apple’s in-app purchase service, meaning that the Cupertino, California-based technology giant will take up to 30% as commission for each transaction, a fee known as the “Apple Tax.”

Context: WeChat, the most popular social media app in China with 1.15 billion monthly active users as of September, has stepped up efforts to monetize its services with a series of major updates.

  • The app announced last week several retail-friendly features for its mini programs, sparking speculation that it is trying to build a vast online marketplace to compete with rivals such as Alibaba, JD.com, and Pinduoduo.
  • WeChat Work, the app’s enterprise communication and collaboration platform, rolled out last month a feature called Moments, a move that observers expect to disrupt the social selling space. The feature allows businesses to post into their customers’ personal WeChat feeds.
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TikTok, Douyin the world’s second most-downloaded app in 2019 https://technode.com/2020/01/15/tiktok-douyin-the-worlds-second-most-downloaded-app-in-2019/ https://technode.com/2020/01/15/tiktok-douyin-the-worlds-second-most-downloaded-app-in-2019/#respond Wed, 15 Jan 2020 07:36:35 +0000 https://technode-live.newspackstaging.com/?p=125958 tiktok Bytedance US national securityTikTok and Chinese version Douyin recorded more than 738 million downloads in 2019 across Apple's App Store and Google Play in 2019.]]> tiktok Bytedance US national security

TikTok and Chinese version Douyin were the second most-downloaded app across Apple’s App Store and Google Play in the fourth quarter and full year of 2019, according to a report from analytics firm Sensor Tower.

Why it matters: Despite rising controversy in 2019, it remained one of the world’s most popular apps, led only by Facebook’s WhatsApp.

  • TikTok was banned for two weeks in India in April for spreading pornography and encouraging predatory behaviors. The ban cost the app more than 15 million first-time users.
  • Since October, TikTok has been facing scrutiny in the US for potential data security and privacy risks it poses to users in the country.

Details: TikTok and Douyin recorded more than 738 million downloads in 2019 across Apple’s App Store and Google Play, with the latter contributing around 600 million installs.

  • Downloads for the Bytedance app reached an all-time high in the fourth quarter of 2019 with close to 220 million installs, growing 24% sequentially and 6% year on year.
  • In comparison, WhatsApp was downloaded around 849 million times in 2019.
  • Downloads for TikTok and Douyin in 2019 surpassed those of Facebook and Facebook Messenger, which were the second and third most-downloaded apps in 2018, respectively.
  • The app’s performance also propelled Bytedance to be ranked the world’s third most-popular publisher in terms of downloads in 2019, led only by Facebook and Google.

TikTok says no user data requests from Chinese authorities in H1 2019

Context: TikTok released its first-ever transparency report on Dec. 30 to allay fears that the platform hands user information to the Chinese government or censors content at its request.

  • According to the report, the app did not receive any request for user information from the Chinese government in the first half of 2019. The highest number of such requests came from the Indian government.
  • TikTok has also moved to clean up “misleading information” on the platform, banning content “meant to incite fear, hate, or prejudice,” according to a Reuters report.
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CHINA VOICES | ‘Bilibili is becoming Chinese Youtube’ https://technode.com/2020/01/14/china-voices-bilibili-is-becoming-chinese-youtube/ https://technode.com/2020/01/14/china-voices-bilibili-is-becoming-chinese-youtube/#respond Tue, 14 Jan 2020 06:00:59 +0000 https://technode-live.newspackstaging.com/?p=125883 Bilibili's community of low-budget creators makes it more vibrant than China's other video and streaming sites, writes a Chinese analyst.]]>

This week, TechNode’s translation column looks at Chinese video site Bilibili, as a Chinese analyst traces its development from a source for anime to a thriving community of homebrew video stars. This translation is abridged, and made by permission of the author. TechNode has not independently verified the claims made by this article.

This article was co-authored by Erik Stahle.

Most longform video content is pretty cookie cutter in China. Leading streaming video websites Youku, Iqiyi, and Tencent Video have the same middle-market target customers, and in turn produce boatloads of lowest-common-denominator content. Hemmed in by regulations and conservative producers, original content for these platforms tends to stick to tired tropes like cop procedurals and gaokao dramas (the Chinese equivalent of Adam Sandler Netflix movies and The Kissing Booth). One new hit show—like the past few years’ hip hop, dance, and pop star competitions —instantly spawns copycats across the other two platforms.

By contrast, the Bilibili video community has a distinct personality. Founded in 2010, it initially functioned as a platform filled with pirate videos of Japanese anime.

But Liu Yan Fei, a Shanghai-based product manager, author, and consultant, writes that it has blossomed into a home for user-generated medium- and long-form content—what he calls the Youtube of China. Today, on Bilibili, you can learn to cook, watch Chinese stand up and beatboxing, and even study with Coursera-style lectures on continental philosophy. Liu writes that its low-budget sensibility encourages people to experiment—and creates an environment in which a high school teacher with a chalk board can be a star.

If you speak Chinese and want a taste of the Bilibili sensibility (outside of its core anime offerings), check out this hysterical low-budget “The Office”-style show called “Building C, Office 802.” Another favorite of mine is down to earth chef Wang Gang available, here on Bilibili or in English on Youtube (just turn on closed captioning). The cinematography takes its time—think The Great British Bake-Off if it was set in rural Sichuan. His videos with his uncle butchering pigs and cooking bamboo rats are priceless, and I trust the man’s views on the future of Beyond Meat in China

Bilibili still books over half of its revenue from a single grindy mobile card game called Fate/Grand Order and hasn’t allowed video content creators to monetize like they can on Youtube. But unlike TikTok, Bilibili has a user base intensely loyal to its platform and provides creators with more reliable view counts than other Chinese user-generated content platforms. 

With so much of Chinese culture run by norms of “enforced normalcy,” Bilibili is the rare platform where sarcasm, nonconformist niches, and ever so slightly edgy content has a home. 

Bilibili is becoming Chinese YouTube

Liu Yan Fei Yu, Dec. 18, 2019

These past few years, Bilibili has become a representative zone for otaku, as well as Gen Z. It’s like HuPu for exercise lovers, DouBan for literature and arts lovers, and Zhihu… you get the point. Bilibili’s current changes are open for all to see.

Thinking back to the most recent news I have heard about Bilibili, this made me notice an important point:

  • While people are telling others to watch professional user generated content (PUGC) no one is talking about the three large Netflix-like sites [which themselves have UGC channels] (iQiyi, Youku, Tencent Video); they are all links to Bilibili.

This tells us that Bilibili has already been successful in breaking into the circle of other media groups.

This graphic plots Bilibili’s audience by age and audience, showing it moving up from a core user base of college students to young professionals, and from its core content of anime to more serious stuff like teaching materials, as well as lighter videos like variety shows and tv programs. (Image credit: Liu Yan Fei)

Bilibili’s expansion is coming from two different dimensions (pictured above). The first is a growing user community, where is attracting an older audience (as shown in the image above). Other than using new topics and content to attract older users, the more important point is adapting content to original users, which are beginning to enter middle age and changing their content preferences.

The second is subject expansion. Anime, music, dance routines, autotune remix, vlogs… this is all material that young people like, which can make it difficult to switch to more serious content. However, in these past two years, Bilibili has put out endless new content, and it has a huge number of viewers to boot. I have seen many bullet comments stating, “I’m unexpectedly on Bilibili to study!”

I believe that this has a lot to do with Bilibili’s PUGC environment. The three major sites have lots of copyrighted and self-produced, large-scale content that compete against each other, while most people on Douyin, Kuaishou, and even Taobao live streaming battle in short form content. Creators of videos in between these two major types have ended up putting their content on Bilibili.

Bilibili’s creation bonus

For content creators, Bilibili has some pretty significant pluses:

Low production costs

The low barrier to entry for short video content cannot go unnoticed as a factor in Douyin’s fast expansion. In fact, as Douyin’s name implies, it was originally a music platform, due to the extremely low barriers to creating content. Funnier and more entertaining content is something that needs time and a greater understanding of viewer demand to produce, something that can only be learned day by day.

Bilibili’s video content is generally of much higher quality than that of Douyin, as videos are a bit longer. However, the easiest tool for creating Bilibili content is also a phone. (To make the video a quality a bit higher, one can also run it through the computer first.)

bilibili story of chuanr life on a skewer
Bilibili-produced food documentary ‘Life on a Skewer’ was a bit (Image credit: Liu Yan Fei)

[Translator: Bilibili also produces its own television shows, which of late have been some of the most novel and innovative on offer in China.] “Life on a Skewer” [a Bilibili-produced show available here on Youtube—it’s a wonderfully produced paean to kebabs across China] is a show which many of the main sites were unwilling to invest in. They saw it as too crude, and that the food was too low-class. Only Bilibili dared to invest—and in the end viewers dared to watch, even enjoying it very much! This is a great illustration of the gap in consumer expectations.

bilibili necromancer financial
Bilibili channel Necromancer financial. (Image credit: Liu Yan Fei)

Of course, performance arts still need a production cast, and the very popular “Necromancer Financial” is typical of PUGC. The imagery of the show is a hodge-podge of images and videos collected from the internet. However, the core content is not the imagery, but it is rather the text information. This is essentially similar to the “powerpoint-ization” of video explanations and Wechat public account articles.

For low production values, it’s hard to beat Bilibili star teacher Li Yongle. (Image credit: Liu Yan Fei)

Consider the videos from famous teacher Li Yongle, where the whole video is just writing on a blackboard, sometimes even without any sound. Of course, this makes the production costs even cheaper. However, users don’t seem to care at all about this. I did not see a single person asking why this video is not the same quality as a BBC documentary. On the contrary, most people commenting said that this video brought them fond memories of high school.

The leniency of users’ expectations for production content give creators more leeway to try things with lower costs.

Lastly, I recently spoke with a friend about why not as much professional user generated content has become popular. We felt that one point was the most important: In the past, users were watching videos on their computers, where large screens and comfortable watching environments set the expectations for videos high. However, today almost everyone is watching videos on their phones. With this comes smaller screens, more fragmented viewing periods, and shorter attention spans. Therefore, viewers’ expectations for quality has declined.

Healthy communities

When speaking of health, one has no choice but to bring up Zhihu [the Chinese Quora equivalent]. 

In my own point of view, content communities suffer from an impossible trinity: the platform earning a lot of money, having satisfied users, and top creators getting appropriately compensated. These three are very difficult to balance.

Zhihu’s situation is not that they are only missing one of these three points, but rather, that they are missing all three of these. Essentially, due to differences between users, creators, and leaders at Zhihu itself, none of these are able to link. And at the same time, the company is not able to earn money. It really is curious.

By comparison, Bilibili’s environment has many friendly relationships. First, the relationship between the company and creators is quite good. 

Next, the relationship between creators and users is usually rather good. There is a high amount of stickiness for users, and mean-spirited bullet comments are amongst the lowest level on the entire internet [but not always—consider the harassment of Fang Kecheng for alleged Hong Kong independence sympathies]. 

Another point is user stickiness.

Why does Kuaishou have more commercialization opportunities than Douyin among live streaming platforms? This is because Kuaishou focuses on people, while Douyin focuses much more on content. Looking at user stickiness, Kuaishou blows Douyin out of the water.

Although the production cost of longer videos is much higher, user stickiness is absolutely essential for short video production. 

The sea of serious content

There are many successful examples of Copy to China. However, most of the products copying Youtube were not successful. I don’t think it’s because the products weren’t good: for example, Tudou is still excellent to this day. The important issue is that the market wasn’t mature enough, and the habit of watching serious content on PC hadn’t been cultivated yet.

Today Bilibili has a large amount of serious content, whether it is finance or science, there are videos being put up all the time. Although the reasons behind the market changes are numerous and unclear, the dream of “YouTube of China” is being realized today by Bilibili. 

Why bring up YouTube? If you ask our friends at YouTube you will then know, as most of the popular topics on Bilibili had already achieved success on YouTube. Even the cover page for creators’ pages is the same

As Yujun, a famous adviser to Didi Chuxing, has always said, users are a mass of demands. The meaning here is, when you acquire a consumer, you have actually only acquired a portion of the user’s demand. Therefore, when using this point of view in customer acquisition, you find a new way to define value. Even if your user numbers don’t change, if you satisfy more of customers’ demands, you are still creating value for the company.

On this point, Bilibili is a model case. 

At the beginning, users only wanted cartoon video content, but Bilibili produced lifestyle content, then entertainment, and even serious video content from the start. However, I believe the current amount of video content will not be able to keep up with the huge potential for user demand growth. While users may only currently have one topic of interest on Bilibili, in the future it could easily become five; demand growth is exponential. Even with so many topics, the excellent content you can find will not come close to that of YouTube.

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Netease launches Chinese version of Marvel Unlimited comic app https://technode.com/2020/01/14/netease-launches-chinese-version-of-marvel-unlimited-comic-app/ https://technode.com/2020/01/14/netease-launches-chinese-version-of-marvel-unlimited-comic-app/#respond Tue, 14 Jan 2020 05:08:55 +0000 https://technode-live.newspackstaging.com/?p=125894 comic platform marvel mobile gamesMarvel content on the Netease app is currently free to access but the company will charge an RMB 18 monthly membership in the future.]]> comic platform marvel mobile games

Netease has recently launched the official Chinese version of Marvel’s comic app, Marvel Unlimited, furthering the company’s existing partnership with the Disney subsidiary, media outlet 36Kr reported.

Why it matters: The highly limited selection of hard copy comic books widely available in China means that comic fans have grown accustomed to reading comics online, prompting domestic comic artists to flock to online comic platforms and tech companies such as Tencent and Bilibili to vie for a share of the market.

  • In August, Tencent invested $125 million in comic platform Kuaikan Manhua, one of the largest comic platforms in China with more than 40 million monthly active users.
  • Video sharing site Bilibili, which became known for its anime, comic, and games (ACG) content, has also been licensing comics aggressively in an effort to seize the market.
  • Bilibili acquired Netease Comics, along with some of its licensed comics, in December 2018, which it folded into its operations.

Details: The Netease version of Marvel Unlimited currently provides free access to a small library of Marvel comics that have been translated into simplified Chinese.

  • The free access is a short-term offering and will be replaced by an RMB 18 (around $2.60) monthly membership, though Netease did not specify a timeline. The international version of Marvel Unlimited charges a monthly fee of $9.99 for access to all Marvel comics.
  • Netease promises to update the app’s comic library daily following the rollout of the membership program.
  • The app was exclusively licensed to Netease by Marvel Entertainment.
  • Netease’s Marvel Unlimited features a “zoom in” mode that automatically pivots to a section of the comic in reading order as users swipe.
  • A number of users have complained about the absence of comics for certain Marvel characters and missing issues in a series.
  • Netease could not be immediately reached for comment.

Context: Netease announced its partnership with Marvel in May 2019.

  • The partnership includes distributing mobile game “Marvel: Contest of Champions” in China, as well as co-developing a mobile multiplayer online battle arena title “Marvel Super War.”
  • Marvel Super War was launched in overseas markets in December 2019.
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Bytedance and Tencent reach music licensing deal: report https://technode.com/2020/01/13/bytedance-and-tencent-reach-music-licensing-deal-report/ https://technode.com/2020/01/13/bytedance-and-tencent-reach-music-licensing-deal-report/#respond Mon, 13 Jan 2020 09:15:31 +0000 https://technode-live.newspackstaging.com/?p=125826 Bytedance Tiktok Singapore InvestmentThis is the first major cooperation between rivals Tencent and Bytedance, which have been locked in an escalating battle for advertiser budget.]]> Bytedance Tiktok Singapore Investment

Bytedance-owned short video app Douyin reached a music licensing deal with Tencent Music Entertainment (TME) near the end of 2019, marking the first major cooperation between the two companies, media outlet 36Kr reported.

Why it matters: Bytedance has been working to find new original music sources as its old deal with global musical labels expires and negotiations for new contracts drag on.

  • Tencent has also been seeking to increase traffic to its music platforms, and inked a partnership earlier this month with video-sharing site Bilibili to promote independent musicians.
  • Tencent is known for signing exclusive licensing deals with major music labels and passing the costs to smaller music platforms.

Details: TME’s online music platform QQ Music, Kugou Music, and Kuwo Music have all registered official accounts on Douyin.

  • TME will begin licensing music to Douyin, according to the report citing people familiar with the matter.
  • The deal also involves the joint promotion of music and musicians, with Tencent providing the content and Douyin driving the traffic.
  • Following the partnership, Douyin  will standardize the use of copyrighted music.
  • Bytedance declined to comment on Monday afternoon. TME could not be immediately reached for comment.

Bytedance overtakes Baidu, Tencent in H1 digital ad revenue

Context: The two rivals have been competing fiercely in the online content market, with Tencent trying to curb the growth of the most valuable startup in the world with numerous lawsuits.

  • Tencent’s media advertising revenue dropped 28% year on year in the third quarter of 2019 as Bytedance apps’ growing popularity with advertisers took hold.
  • The Douyin owner overtook Baidu and Tencent to nab the second-largest share of China’s digital media spend in the first half of 2019.
  • Tencent has sued the TikTok owner at least eight times since November 2018 over game copyrights, trying to bar Tencent’s games from being livestreamed on all Bytedance platforms.
  • Tencent has successfully secured a temporary ban from three Bytedance platforms any livestreams containing three of its most popular titles: “Honour of Kings,” “Cross Fire,” and “League of Legends.”
  • Bytedance has also returned the favor. Li Liang, the vice president of Bytedance, sued Tencent for defamation in August 2019.
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Momo launches short video social app ‘Duiyan’ https://technode.com/2020/01/10/momo-launches-short-video-social-app-duiyan/ https://technode.com/2020/01/10/momo-launches-short-video-social-app-duiyan/#respond Fri, 10 Jan 2020 04:33:22 +0000 https://technode-live.newspackstaging.com/?p=125669 short video social dating MomoChina's biggest dating platform Momo has been expanding its product offerings to boost slowing growth.]]> short video social dating Momo

Dating platform Momo on Wednesday quietly launched a short video social app, “Duiyan,” advancing into China’s crowded video-based social market where heavyweight players such as Tencent and Bytedance have already secured footing, media outlet TechPlanet reported.

Why it matters: As the largest online dating platform in China, Nasdaq-listed Momo has expanded its line of products in an attempt to boost user growth, which slowed in 2019.

  • The company’s deepfake face-swapping app Zao went viral in China in September 2019 but was censured by regulators for excessive data collection and insufficient privacy protection.

Details: Similar to most short video apps, Duiyan allows users to shoot and upload short videos and browse a feed consisting of videos created by other users. Unlike short video giants Douyin and Kuaishou, user feeds on Duiyan are not currently customizable.

  • In the feed, user information including handle, gender, age, geographical distance, and last active time are displayed at the top of the screen.
  • Users of the app can privately message content creators using a chat bar placed at the bottom of videos.
  • If users wish for their comments to be visible to others, they can post them in the form of bullet chats that overlay the videos, much like the feature often seen on Chinese live-streaming platforms.
  • Duiyan is currently only available on iOS devices.

Ask China Anything: Would you use Zao to swap your face?

Context: Despite recording solid year-on-year revenue growth of 18% in the third quarter of 2019, Momo’s user base growth increased only 3% year on year to 114.1 million.

  • Close to three-quarters of the company’s revenue came from live-streaming services in the third quarter.
  • Revenue from value-added services almost doubled during the period, driven by a surge in the company’s virtual gift business.
  • Momo acquired rival dating app Tantan for $600 million in February 2018.
  • China’s short video streaming industry is expected to exceed RMB 38 billion (around $5.46 billion) in 2020, according to Iimedia Research.
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Douyin campaign bans 2 million accounts for faking fans https://technode.com/2020/01/09/douyin-campaign-bans-2-million-accounts-for-faking-fans/ https://technode.com/2020/01/09/douyin-campaign-bans-2-million-accounts-for-faking-fans/#respond Thu, 09 Jan 2020 10:28:15 +0000 https://technode-live.newspackstaging.com/?p=125632 Bytedance Tiktok Singapore InvestmentThe campaign targeted malicious batch registering of accounts, fake likes and followings, and fake influencers on Douyin.]]> Bytedance Tiktok Singapore Investment

Bytedance blocked 550 million fake likes and follows on Douyin and banned more than 2 million accounts associated with these misbehaviors in a three-month cleanup campaign in 2019, the company said in an announcement Thursday.

Why it matters: Fake likes and follows have plagued China’s content platforms for years. They’re bought by would-be influencers to simulate a large following, allowing them to charge inflated prices for ads and to trick recommendation algorithms into thinking they have popular content. As the most popular short video app in the country, Douyin is no exception.

  • Little Red Book, a platform where users share product reviews, said it banned a total of 21.3 million accounts for posting fake reviews in 2019.

Details: Named “Woodpecker 2019,” the campaign ran from October to December and targeted the malicious batch registering of accounts, fake likes and follows, and fake influencers on Douyin.

  • Bytedance Security Center blocked close to 92 million “malicious” requests to register accounts during the three-month period.
  • The center also suspended 293 Douyin accounts with more than 1 million followers and 4,638 accounts with over 100,000 followers for cheating.
  • One of the banned influencers, “Miss Mei from Tianmu Mountain,” had 3 million followers, reports TechWeb.
  • Also banned were 17,089 accounts that use fake likes and follows to attract customers to stores. The company reported 113 websites associated with these illicit activities to authorities.
  • Bytedance said it would routinize such cleanup campaigns to guard against the fake like industry.

Context: Short video platforms such as Douyin and Kuaishou have been conducting stricter self-regulation under threat of costly suspensions from regulators, who have been scrutinizing all kinds of content platforms for inappropriate content and market-disrupting activity.

  • In September, Kuaishou banned 39 popular content creators for posting clickbait videos and “malicious hype” videos, such as fabricated sob stories and content that exaggerates the circumstances of disadvantaged groups.
  • Both platforms launched a “youth mode” in March last year, which can limit underage users to feeds consisting of educational and informational videos. Neither platform has made the mode mandatory.
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Bytedance rebrands Huoshan to support Douyin https://technode.com/2020/01/09/bytedance-rebrands-huoshan-to-support-douyin/ https://technode.com/2020/01/09/bytedance-rebrands-huoshan-to-support-douyin/#respond Thu, 09 Jan 2020 05:12:59 +0000 https://technode-live.newspackstaging.com/?p=125585 short video live-streaming BytedanceAs Douyin’s growth decelerates in an increasingly saturated short video market, Bytedance is looking to tap lower-tier city users using Huoshan.]]> short video live-streaming Bytedance

Bytedance has rebranded its short video app Huoshan to link it more closely to Douyin, according to a company announcement on Wednesday, as it moves toward combining the two platforms.

Why it matters: As Douyin’s growth decelerates in an increasingly saturated short video market, Bytedance has been trying to draw users from lower-tier cities—Huoshan’s core segment—to join the platform, escalating its existing competition with rival app, Tencent-backed Kuaishou.

  • Douyin and Kuaishou have around 158.8 million users in common as of June 2019, an increase 118.4% year on year, according to a report from research firm Quest Mobile, signaling heightening competition between the two platforms.

Details: Following the rebrand, “Douyin Huoshan Version” (our translation) will continue to operate independently and receive increased support from Bytedance, the company said.

  • Creators who produce high-quality content on Douyin Huoshan Version qualify for additional support from the platform, a program which promises a total of 10 billion views-worth of traffic across the two apps, as well as consultation services and exclusive partnership opportunities.
  • Douyin Huoshan Version aims to shore up the number of content creators with massive followings, the company said. In the next six months, according to the announcement, it will help at least 10 content creators achieve a following of more than 10 million users and help 100 creators gain over a million followers.
  • The rebrand is intended to help Houshan and Douyin better serve their existing user bases and enrich the content on both platforms, Zhang Nan, the head of Douyin, said in a post on content aggregator Jinri Toutiao.
  • Huoshan had 50 million daily active users as of the end of 2019.
  • Bytedance declined to comment.

Context: Launched in April 2016, Huoshan was created by the Jinri Toutiao team and was Bytedance’s earliest experiment in short video, according to a TechPlanet report.

  • Huoshan’s core user base hails from from third- and fourth-tier cities.
  • Different from Douyin, which focuses primarily on short video, livestreaming is one of Huoshan’s most profitable businesses, according to the TechPlanet report.
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Tencent invests in ‘Nier:Automata,’ ‘Bayonneta’ developer https://technode.com/2020/01/08/tencent-invests-in-japanese-game-developer-platinum-games/ https://technode.com/2020/01/08/tencent-invests-in-japanese-game-developer-platinum-games/#respond Wed, 08 Jan 2020 02:18:30 +0000 https://technode-live.newspackstaging.com/?p=125513 tencent antitrust techwar gaming streaming WeChatThe Osaka-based developer maintains that the Tencent investment will have no effect on its independence or corporate structure.]]> tencent antitrust techwar gaming streaming WeChat

Tencent has invested an undisclosed amount in Japanese game developer Platinum Games, known for action titles such as “Nier: Automata” and “Bayonetta,” the company said on Tuesday.

Why it matters: With Chinese regulators tightening control over game licenses and content, Tencent has been looking at opportunities in overseas markets to boost game revenue growth.

  • “Call of Duty: Mobile,” developed by Tencent’s Timi Studios in partnership with Activision, generated nearly $87 million in revenue and more than 172 million downloads in its first two months on the market, according to mobile app analytics firm Sensor Tower.

Details: Platinum Games will use the funding to expand from game development into self-publishing.

  • Platinum Games previously worked with Japanese publisher Konami on “Metal Gear Rising: Revengeance” and game developer Square Enix for “Nier: Automata.”
  • The partnership with Tencent “has no effect on the independence of our company, and we will continue operations under our current corporate structure,” Platinum Games president and CEO Kenichi Sato said in the announcement.
  • This is Tencent’s first investment in a major Japanese game developer in more than five years. In 2014, the company invested an unspecified amount in Japanese gaming company Aiming.

Context: Tencent owns shares of several major game publishers and developers around the world, including a 5% stake each in Activision and Ubisoft, 40% of “Fortnite” owner Epic Games, and 11.5% of “PlayerUnknown’s Battleground” owner Bluehole.

  • Tencent also fully acquired “League of Legends” creator Riot Games in 2015 after buying a majority stake of the company in 2011.
  • In 2019, the company took a majority stake of Finnish mobile game developer Supercell, which is known for strategy titles such as “Clash of Clans” and “Clash Royale.”
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Bytedance’s Douyin reaches 400 million users https://technode.com/2020/01/06/bytedances-douyin-reaches-400-million-users/ https://technode.com/2020/01/06/bytedances-douyin-reaches-400-million-users/#respond Mon, 06 Jan 2020 08:46:37 +0000 https://technode-live.newspackstaging.com/?p=125463 Bytedance short video TikTok viralDouyin remains significantly ahead of Tencent-backed Kuaishou, which has targeted an end-January goal of 300 million daily active users.]]> Bytedance short video TikTok viral

Bytedance’s short video app Douyin has surpassed 400 million daily active users (DAU), according to its 2019 annual report released on Sunday.

Why it matters: Douyin has been facing fierce competition from rival short video platform Kuaishou, which entered “battle mode” in June in an effort to boost its DAU to 300 million by the end of January.

  • The number of overlapping users on Douyin and Kuaishou in June 2019 more than doubled year on year to 158.8 million, according to a report from research firm Quest Mobile.

Details: Douyin’s DAU surged more than 25% from the 320 million figure announced in July, according to the release.

  • The annual report also highlighted Douyin’s original music push amid Bytedance’s stalemate with major global music labels, which have been seeking higher royalties. The top nine out of the 10 most frequently used songs on Douyin in 2019 were created by independent Chinese musicians.
  • The report also includes statistics about educational content on Douyin. Content creators made close to 14.9 million educational short videos last year, each reaching an average of 100,000 users.

Context: Despite being locked in an intense rivalry with Tencent-backed Kuaishou, Bytedance has managed to maintain solid user base growth.

  • Bytedance’s total DAU across its apps grew 16.7% year on year in the first six months of 2019 to 700 million, the company said in July.
  • According to a report from media outlet LatePost, Kuaishou was close to completing a $3 billion Series F led by Tencent in December 2019.
  • In October, Kuaishou broke its goal into two parts: reaching a “peak” DAU of 300 million before the Spring Festival, which falls on Jan. 24 this year, and achieving average DAU of 300 million for the three months after the holiday.
  • In order to achieve this goal, Kuaishou will give away RMB 1.1 billion worth of cash rewards to create hype for the upcoming Spring Festival Gala, an annual TV event held by China Central Television. Kuaishou is the exclusive interactive partner for the event.
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TikTok says no user data requests from Chinese authorities in H1 2019 https://technode.com/2020/01/03/tiktok-says-no-user-data-requests-from-chinese-authorities-in-h1-2019/ https://technode.com/2020/01/03/tiktok-says-no-user-data-requests-from-chinese-authorities-in-h1-2019/#respond Fri, 03 Jan 2020 09:02:26 +0000 https://technode-live.newspackstaging.com/?p=125390 tiktok national security US app bansTikTok said 36% of all legal requests for user information it received in the first half of 2019 came from the Indian government.]]> tiktok national security US app bans

TikTok said that it did not receive any requests for user information from the Chinese government including law enforcement agencies in the first half of 2019, and that India was the leading source for such requests, according to the platform’s first-ever transparency report released on Dec. 30.

Why it matters: TikTok has been trying to convince US lawmakers that the platform does not pose privacy, censorship, or national security risks despite its Chinese ownership.

  • Bytedance, the parent company of TikTok, has been moving to separate the short video platform from its Chinese businesses since as early as the third quarter of 2019.
  • Alex Zhu, the head of TikTok, had planned to meet with three Republican lawmakers before the end of the year but postponed the meeting, citing scheduling issues and the holiday rush.

“We take any request from government bodies extremely seriously, and closely review each such request we receive to determine whether, for example, the request adheres to the required legal process or the content violates a local law. TikTok is committed to assisting law enforcement in appropriate circumstances while respecting the privacy and rights of our users.”

TikTok in the transparency report

Details: Out of the 298 legal requests for user information TikTok received in the first half of 2019, close to 36% or 107 came from India, which made the highest number of requests, followed by 79 requests from the US.

  • TikTok said it provided authorities with some user information for 47% of requests from India, and 86% of all requests from the US.
  • The company said that it reviews any information request carefully for legal sufficiency.
  • TikTok also removed content that is deemed illegal by governments in different countries. Government bodies in India, for instance, sent 11 such requests during the first half of 2019, resulting in eight account removals or restrictions.

Context: The US Army and Navy in late December banned the use of TikTok on government-issued phones, citing potential cybersecurity threats from the app.

  • Bloomberg reported last month that Bytedance has considered selling stakes in TikTok to protect the business, but Bytedance denied all such claims.
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Trip.com, Netease in talks for secondary Hong Kong listings https://technode.com/2020/01/03/trip-com-netease-in-talks-for-secondary-hong-kong-listings/ https://technode.com/2020/01/03/trip-com-netease-in-talks-for-secondary-hong-kong-listings/#respond Fri, 03 Jan 2020 06:58:35 +0000 https://technode-live.newspackstaging.com/?p=125351 trip.com ctrip qunar skyscanner covid-19The filings from Trip.com and Netease may signal an influx of US-listed Chinese tech companies looking to jump on the dual-listing bandwagon.]]> trip.com ctrip qunar skyscanner covid-19

US-listed Chinese tech giants Trip.com and Netease are gearing up for potential secondary listings on the Hong Kong stock exchange, Bloomberg reported on Thursday, citing people with knowledge of the matter.

Why it matters: Coming on the heels of Alibaba’s blockbuster $13 billion secondary listing in Hong Kong in November, the move may signal an influx of US-listed Chinese tech companies jumping on the dual-listing trend at a time when US authorities are heightening scrutiny of Chinese companies.

  • Hong Kong’s stock exchange has been hit hard by the city’s months-long pro-democracy protests. With more Chinese tech giants eyeing the market, the listings are seen as a vote of confidence and may boost the status of Hong Kong as a major capital hub.
  • Both Trip.com, China’s top online travel platform also known as Ctrip, and Netease, China’s second-biggest gaming firm, are among the biggest tech names in the country with a combined market value of about $60 billion, according to the report.

Details: Hong Kong Exchanges & Clearing Ltd. is in follow-up talks with Trip and Netease for their secondary listings on the bourse, according to Bloomberg.

  • The discussions are preliminary and subject to change, the report said.
  • Shares for the Hong Kong Exchanges rose 2.9% Thursday, their biggest gain in nearly four months, according to Bloomberg. Share prices rose as much as 3.7% by Friday afternoon.
  • Trip.com shares surged 10.2% and Netease stock price jumped 7.2% on Thursday.
  • A Netease spokesperson said the company would not comment on market rumors when contacted by TechNode on Friday. A Trip.com representative also declined to comment.

Context: Hong Kong removed the restriction on the dual-class structure in April 2018 to open the door for firms that sought to have share classes with different voting rights.

  • Trip.com made its debut on Nasdaq in 2003, raising $75.6 million at a valuation of $547 million. It now has a market cap of around $20.07 billion, according to figures from Yahoo Finance.
  • As one of the earliest Chinese tech firms to go public in the US, Netease went public in 2000 to raise $69.8 million. The company’s education unit Youdao made its debut in the US in October. The firm is planning to separately list its music-streaming service, Netease Cloud Music.
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Bilibili, QQ Music team up to promote independent musicians https://technode.com/2020/01/03/bilibili-qq-music-team-up-to-promote-independent-musicians/ https://technode.com/2020/01/03/bilibili-qq-music-team-up-to-promote-independent-musicians/#respond Fri, 03 Jan 2020 06:14:25 +0000 https://technode-live.newspackstaging.com/?p=125341 bilibili video sharing livestreaming anime gameThis latest partnership will allow verified artists to receive support and exposure across Bilibili and Tencent's QQ Music platforms.]]> bilibili video sharing livestreaming anime game

Video-sharing site Bilibili on Tuesday announced a partnership with gaming giant Tencent’s music streaming platform QQ Music to promote and support independent artists.

Why it matters: Bilibili has been broadening its content beyond the anime, comic, and game (ACG) content it was known for to more mainstream entertainment offerings. As a major draw to users, music is increasingly one of its primary focuses.

  • In November 2019, Bilibili launched a music incentive program to entice both amateur content creators and professional artists to join its content ecosystem.

Details: The partnership will allow verified artists to receive support and exposure across Bilibili’s and QQ Music’s platforms, the company said in a statement sent to TechNode, though Bilibili declined to provide further detail.

  • Bilibili and QQ Music will also jointly host a number of online tryouts for music content creators, rewarding winners with custom-made music videos and guidance from professional producers.
  • The first of these events, named “Ganbei Jihua,” or “Project Kanpai,” will take place on Jan. 6.

Context: This is not the first partnership between Tencent and Bilibili. In October 2018, the two companies announced a strategic partnership in anime content and games.

  • The partnership looked to increase the presence of Tencent’s games on the Bilibili platform and help the two companies jointly procure, produce, and invest in anime projects.
  • Also in October 2018, Tencent invested $317.6 million in Bilibili, giving the gaming titan a 12.3% stake in the video-sharing site.
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Taobao is saving gamers from grinding https://technode.com/2020/01/03/taobao-is-saving-gamers-from-grinding/ https://technode.com/2020/01/03/taobao-is-saving-gamers-from-grinding/#respond Fri, 03 Jan 2020 03:59:34 +0000 https://technode-live.newspackstaging.com/?p=125328 gaming loot boxes ChineseSellers on the platform offer grinding services and accounts with in-game resources at very low prices.]]> gaming loot boxes Chinese

Zhang Lingfan really loves NetEase’s turn-based role-playing mobile title Onmyoji. He loves it so much he’s spent 4,000 hours on it over four years. He loves it so much he placed 175th among the 1.5 million daily active users (in Chinese) in a September 2017 competition. He loves it so much he pays for other people, and computers, to play it for him.

But as Zhang advanced further into the late game, he got frustrated. To get to the top of games like Oymyoji, you have to spend lots of time and lots of money. First, you have to buy “shikigami”—characters that fight for your side. Shikigami come in loot boxes, a sort of raffle that may or may not give you the character you want. Then, to help your characters become stronger, you need to “grind,” performing repetitive tasks to earn powerful equipment. You can pay for perks that make the process faster, but there’s no way around it. 

While these features were previously limited only PC and console titles, the development of smartphone graphics has brought them to mobile. Among the 10 highest-grossing mobile titles in China for the first half of 2019 compiled by game researcher Gama Data, contains different levels of grind or loot boxing, players told TechNode.

So Zhang was interested when he heard about a shortcut from top-ranking players in his online “guild.” Merchants on Taobao offer to cut out the busywork, selling computer scripts and human services that handle a game’s tedious tasks. Zhang estimated that the automated scripts and manual grinding services he purchased grinded for at least 6,000 hours while he was away from the game.

“When you see a combat animation for the first time, it could look super cool, but you will grow tired of it when you see it for the five thousandth time,” Zhang told TechNode. “I would rather pay others to finish these monotonous tasks and play the content that I find interesting.”

“You usually find your own time more valuable,” Zhang added.

Players with demands like Zhang have driven the creation of a services marketplace on Chinese e-commerce sites. Search for any popular game with grinding, and you’ll find hundreds of stores offering shortcuts to get around it. 

Analysts warn that such services threaten the profits of gaming companies, offering players a backdoor around monetization features like loot boxes. But players seem to agree that these services have helped them get started in new titles or stay invested in old ones. Despite using these tools, Zhang is still spending in-game, more than RMB 10,000 (about $1,400) over his career with it.

Paying to save the trouble

For mobile games, grinding could take forms other than staying online and doing the same quest over and over again. Many titles have mechanics that encourage users to play several times a day—stamina bars that deplete as users play and take time to refill—or playing every day. In Bilibili’s turn-based role-playing game (RPG) “Fate/Grand Order,” for instance, players need to complete daily quests, which could easily take up to two hours, for more than 20 consecutive days to receive rewards for most exclusive events, Gabriel Liu, an analyst at gaming company FunPlus told TechNode.

“If you play casually, you have to have a very peaceful mindset.”

In comparison, mobile title loot boxes are relatively uniform. Although they don’t always appear in the form of boxes, these virtual bags generally charge players real money for a lottery draw for in-game avatars, cosmetics, gears, and other items of different rarity. Most games also offer new players free draws as welcoming gifts and login rewards for loyal users. In addition to loot boxes, some games also provide the option of purchasing stamina with tokens bought with real money.

Despite their prevalence among Chinese mobile games, however, grinding and in-game spending are rarely compulsory, with most titles being free-to-play. But according to veteran players, without some level of drudgery and expense, users could find it very difficult to enjoy games with these two features.

“If you play casually [without grinding or putting money into games], you have to have a very peaceful mindset,” joked Zhang, the Onmyoji player. “You have to accept that you will be weaker than most people and can’t get the same rewards for participating in the same events.”

If players can’t stomach that, they will have to grind or spend money to become stronger, and sometimes, they have to do both. Zhang said that many Onmyoji players that he knows spend thousands of yuan on stamina and loot boxes just to grind more effectively and for more extended periods.

An ample supply

“Countermeasures” for grinding and in-game monetization features are easy to find on Chinese e-commerce platforms such as Alibaba’s Tmall and Taobao. A search of “FGO daigan,” which is the shorthand for the “grinding service for Fate/Grand Order,” on Taobao reveals hundreds of stores, three of which have more than 10,000 transactions per month.

A Tmall store named “Zhuifeng online game specialty store,” for instance, has sold more than RMB 500,000 worth of grinding services in December as of Dec. 17. The service ranges from helping customers to progress in the game’s main storyline, gain more in-game characters, level up characters, and grind for resources or special items.

Bilibili mobile game grinding Taobao
Screenshot of the product description of a top-selling grinding service for ‘Fate/Grand Order’ on Taobao. (Image Credit: TechNode)

In its description, the store also promises immediate service, pure manual grind (often considered the best option to avoid getting banned), as well as compensation if customers’ accounts get banned during the process.

For players who wish to reduce spending or have a smooth start to a game, stores on Taobao also have solutions. Many stores sell “stone accounts:” relatively cheap, mass-produced accounts that have accumulated a certain number of tokens that can only be purchased with money—usually through login rewards or daily reward missions over long periods—allowing users to open loot boxes or purchase other items. Other sellers skip the step of letting users draw the lottery and directly sell accounts with rare characters or gears, which are usually priced higher.

These types of accounts exist for most popular games centered around collecting and upgrading characters, such as Fate/Grand Order, tower defense RPG “Arknights,” and action RPG “Hongkai Impact 3rd.” A search for “Arknights initial accounts” on Taobao reveals dozens of items with 5,000 reviews, which can only be left once a transaction is completed. The best selling item, priced at RMB 3.8 per account, has more than 237,000 reviews.

According to the seller, all accounts come with a certain amount of in-game currency, real-money tokens, rare characters, and vouchers for loot boxes. The store also assured customers that the accounts are registered with defunct phone numbers so no one will recover them, but users can still change their passwords using emails provided by the seller.

The store selling the item, “Honest taotao mobile games,” includes a banner announcement stating it is actively purchasing high-quality accounts and looking for partner studios that can supply these them in large batches.

A “necessity” with limited impact on revenue

The damage caused by grinding services, especially those done with automated scripts, and “stone accounts” is apparent. On the players’ side, these services could quickly enlarge the gap between players, especially those who haven’t purchased them or haven’t poured money into the game, as well as pose account security risks, Liu Jiehao, an analyst at research firm iiMedia, told TechNode.

“We simply can’t afford loot boxing.”

For game publishers, they could lower the demand for in-game spending, which would directly affect the profitability and lifespan of titles, Liu added. These risks prompted game publishers such as NetEase and Bilibili to punish users with suspicious in-game activities. In July, Bilibili froze the account of more than 70,000 Fate/Grand Order users for suspected use of grinding scripts.

However, despite being prohibited or discouraged, demand for grinding services and “stone accounts” have remained stable in recent years, primarily due to Chinese players’ general acceptance of them in mobile games, analysts told TechNode.

Some players have gone beyond acceptance, saying saving time or getting started in a game for a nominal fee is almost a necessity. “When you reach the level I have in Onmyoji, playing the game without grinding services will most likely be very painful, since you can barely make any progress even after a week of grind,” said Zhang, the Onmyoji player. “I’d have given up the game if I did all the grinding myself.”

Gabriel Liu, the FunPlus analyst and Fate/Grand Order player, agreed, saying that he bought a “stone account” when he started playing the title in 2017 and would be even more inclined to do so if he were to start now. “We simply can’t afford loot boxing in this game,” he said. “You might spend RMB 500 just to open four loot boxes using regular means, but on Taobao, you could open 100 of them for just RMB 5.”

Although the sales of stone accounts will lead to less spending, the damage is likely to be minimal, since players will still spend in the game, said Liao Xuhua, an analyst with researcher Analysys. “Games with stone accounts are generally those where character growth takes a long time and compared to the resources the process requires, those offered by stone accounts are insignificant,” he told TechNode.

Similarly, the impact of manual grinding services could also be minimal, since it is essentially account sharing, Gabriel Liu told TechNode.

However, as game publishers create more casual titles, hoaxes that feature excessive grinding and the market for grinding services could go downhill, analysts said. “The ideal situation—though it is a little exaggerated—is having users play for five minutes a day and still spend money,” said Liu.

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Game approvals failed to return to pre-freeze levels last year https://technode.com/2020/01/02/game-approvals-failed-to-return-to-pre-freeze-levels-last-year/ https://technode.com/2020/01/02/game-approvals-failed-to-return-to-pre-freeze-levels-last-year/#respond Thu, 02 Jan 2020 03:30:04 +0000 https://technode-live.newspackstaging.com/?p=125265 esport gaming Tencent PUBGMore than half of all game approvals issued in 2019 came in the first three months of the year.]]> esport gaming Tencent PUBG
esport gaming Tencent PUBG
Teenage gamers playing a multiplayer video game on PC. (Image Credit: BigStock/fxquadro)

Game approvals in China have failed to recover to levels seen in early 2018 prior to the nine-month regulatory freeze on new titles. Some 1,570 titles received the go-ahead in 2019, bringing the monthly average down to around one-fifth of the comparable figure for the first three months of 2018.

Why it matters: China rolled out stricter requirements for video games in April to reduce the number of titles allowed to monetize and boost the overall quality of products on the market.

Details: The State Administration of Press and Publication (SAPP) approved an average of 131 games per month last year. The monthly average before the licensing freeze, which lasted from March to December 2018, was 641.

  • More than half of licenses in 2019 were given in the first three months of the year when the SAPP cleared up a backlog of applications from the suspension.
  • Of the 1,570 approvals, 1,385 were for domestic titles and 185 were for overseas publishers, according to industry outlet GameGrape.
  • The vast majority (93.1%) of all approved games in 2019 were for mobile.
  • Tencent and NetEase received most monetization licenses among all publishers in 2019, with 32 and 31 of their titles approved, respectively.
  • The drop has a limited impact on earnings in the market, with overall revenue growing 7.7% year on year to RMB 230.0 billion (around $33.1 billion), according to a report (in Chinese)  from China Audio-video and Digital Publishing Association.
  • Publishers are still feeling the bite of stricter regulations, however. The number of firms that deregistered and exited the market nearly doubled last year to 18,710, according to a report from The Beijing News

Context: The SAPP, under the jurisdiction of the Communist Party’s propaganda department, replaced the State Administration of Press, Publication, Radio, Film, and Television as the overseer of game approvals in December 2018.

  • Game approvals resumed in the same month that the SAPP took on this role, ending the nine-month suspension.
  • The SAPP issued a notice in February 2019 requesting local authorities to stop submitting monetization applications due to the heavy backlog.
  • In April 2019, the SAPP set higher standards for titles to gain approvals, freezing out those that “lack cultural value” or “blindly imitate others.”
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WeChat launches three features to fight off Douyin https://technode.com/2020/01/01/wechat-launches-three-features-to-fight-off-douyin/ https://technode.com/2020/01/01/wechat-launches-three-features-to-fight-off-douyin/#respond Wed, 01 Jan 2020 07:00:58 +0000 https://technode-live.newspackstaging.com/?p=125057 Facing its biggest challenge yet, WeChat rolls out next article recommendations, improvements to short videos, and search to fend off Bytedance.]]>

version of this post by Thomas Graziani first appeared on WalktheChat, which specializes in helping foreign organizations access the Chinese market through WeChat, the largest social network on the mainland.

Digital marketing in China used to be all about WeChat. Therefore, Tencent could rest on its laurels for a while. WeChat got lazy about making WeChat Official Accounts a good way to access content, it missed the boat on the explosion of online videos and provided a sloppy search engine.

But Tencent is now paying for staying too idle for too long. ByteDance has grown into a content behemoth that is stealing user attention away from WeChat, and the largest social network in China now needs to fight back.

#1: Related content in WeChat articles

The first feature has the obvious ambition of making WeChat more of a content platform: related articles.

The idea is simple: after reading a WeChat Official Account article, users are offered a suggestion of another article to read.

WeChat recommendations
(Image credit: WalktheChat)

This is the first step for WeChat to catch up in a fight for user attention. ByteDance (the group that owns Douyin) did a great job at keeping users engaged across its different Apps. Toutiao offers five suggestions at the end of each article, while Douyin provides an endless loop of short videos.

Bytedance recommendations
(Image credit: WalktheChat)

In fact, ByteDance has always promoted itself as an AI-focused company. The artificial intelligence at the center of its recommendation engine is the key competitive advantage of the company.

WeChat is still far from this user-customized approach. In fact, only a fraction of WeChat articles currently provide a related article recommendation. The recommendation is also the same for all readers.

The move is nonetheless a step in the right direction for WeChat in order to increase the engagement on WeChat articles and videos.

#2: Integrating WeChat mini-programs in Tencent’s short-videos app

WeChat recently enabled users to link Weishi videos to WeChat Mini-programs.

Weishi was a short video platform launched by Tencent in 2013. It didn’t receive much traction, and was eventually shut down in 2017. It was not until 2018 that Tencent re-launched Weishi as a defensive move against Douyin. Re-directing traffic from other Tencent products such as QQ, QQ browser and Tencent news, it quickly grew Daily Active Users (DAUs) to 7.5 million in June 2019. However, it still doesn’t stand a fighting chance against Douyin.

Tencent recently improved the Weishi experience by including WeChat mini-program integration. For instance, a video featuring a product can include an e-commerce link to a mini-program store selling the product.

WeChat Weishi links
(Image credit: WalktheChat)

A subtle hyperlink first appears, which is then replaced by a more obvious description of the product after a few seconds.

Clicking the link takes users directly to the WeChat Mini-program. They can also go back to the video with one tap.

The UX is very very similar to Douyin—it is likely that Tencent took some inspiration from ByteDance’s product…

WeChat Weishi v Douyin links
(Image credit: WalktheChat)

Tencent recently announced a target of reached 50 million DAUs for its short videos App by the end of 2020. As a comparison, Douyin claimed 320 million DAUs as of July 2019.

#3: Improved search feature

As WeChat is trying to become more of a content platform, it needs to make content more accessible. A big part of this task is improving its search feature.

The search feature has been renamed and can now filter results between categories such as WeChat Moment Posts, Products, News, WeChat Official Accounts, Articles, WeChat Mini-programs, Videos, Books, Music, Q&A posts (for instance from Zhihu), and even WeChat Stickers.

No matter if you’re looking for a product from Prada, a video of Chanel’s latest catwalk or a cute cat WeChat sticker, the new search feature can help.

WeChat search
(Image credit: WalktheChat)

There is, of course, a long way to go before WeChat becomes more of a search engine. Improving its search feature is however an important step in becoming a more user-friendly content ecosystem.

Conclusion

WeChat is facing its biggest challenge to date: competing against ByteDance.

This new fight might, however, help WeChat. The competitive pressure is forcing Tencent to look into features which had been neglected up to now.

The largest social network in China is now innovating again, sometimes taking inspiration from its adversary. Will WeChat be strong enough to steal back a share of the short video market? This remains an open question.

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Personal data collection rules updated to define app users’ ‘non-consent’ https://technode.com/2019/12/31/personal-data-collection-rules-updated-to-define-app-users-non-consent/ https://technode.com/2019/12/31/personal-data-collection-rules-updated-to-define-app-users-non-consent/#respond Tue, 31 Dec 2019 02:35:56 +0000 https://technode-live.newspackstaging.com/?p=125172 china apps privacy collection data personal information protectionChinese regulators lay down rules for apps that rely on personal data collection.]]> china apps privacy collection data personal information protection

Chinese regulators issued rules to app developers on Monday spelling out what counts as non-consensual personal data collection.

Why it matters: The rules provide a more explicit reference for app developers to consult when designing apps and may help them to avoid drawing ire from regulators.

Details: The finalized “identification methods for illegal collection of personal information by apps” (in Chinese) document follows draft rules released in May.

  • “Non-consent” refers to apps that lack a privacy policy, or are missing prompts encouraging users to read such policies when using them for the first time. They also refer to scenarios when users need to click more than four times to access privacy policies. 
  • The rules stipulate circumstances that count as collecting personal information unrelated to services provided, collecting information that exceeds business scope, and transferring data to others without consent.
  • They also limit the time for handling related user complaints to 15 working days.

Context: A recent spate of high-profile failures to protect user privacy has spurred public outcry. Rounds of inspections ensued, with regulators taking apps offline for excessive personal data collection.

  • These rules “help clients understand how to design their apps and avoid designs which would constitute non-consent and other unlawful acts,” says Samuel Yang, a data privacy and cybersecurity lawyer and partner at AnJie law firm.
  • App operators argue that their use of such information is necessary to carry out their functions.
  • At last week’s meeting of legislators, National People’s Congress Standing Committee member Li Feiyue said that a “huge risk to personal information security” is that some apps “excessively collect personal information or even see collecting personal information as their main purpose” (in Chinese).
  • Legislators announced that work on new data security and personal information protection laws would start next year.
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Bytedance snags former Tencent Music executive https://technode.com/2019/12/30/bytedance-snags-former-tencent-music-executive/ https://technode.com/2019/12/30/bytedance-snags-former-tencent-music-executive/#respond Mon, 30 Dec 2019 08:21:47 +0000 https://technode-live.newspackstaging.com/?p=125146 Douyin Shanghai short video ByteDanceBytedance is trying to cultivate more original music on its platforms to avoid increasing royalty fees from record labels.]]> Douyin Shanghai short video ByteDance

Bytedance has recently hired a former Tencent Music executive to lead music-related operations for its short video app Douyin, replacing a director of the platform that left in July, media outlet LatePost reported.

How Tencent’s empire is making music pay

Why it matters: Bytedance has been keen to supply original music for short video apps Douyin and TikTok. The company’s deals with major record labels expired in April.

  • Record labels such as Universal Music and Sony Music are demanding higher royalties from Bytedance.
  • In 2018, Douyin rolled out an incentive and support program for independent musicians in China.

Details: Deng Linhai was an operations director at Tencent Music Entertainment (TME). He will lead Douyin’s music business alongside Mou Fei, product manager for the platform’s music business.

  • Prior to joining Bytedance, Deng used to be responsible for providing support for and managing independent musicians for TME.
  • Deng will replace take over from Zhu Jie. Zhu, former director of Douyin’s music business, left the company in July along with music production manager Song Yubin.

Bytedance’s music streaming product is taking shape

Context: In addition to getting more musicians under its belt, Bytedance has also been making moves in the music streaming market.

  • In October, the company launched a domestic online music platform named “Yinyuebang.” The platform contained 26 songs popular created by artists in Douyin’s independent artist support program.
  • Earlier this month, Bytedance started testing a music streaming app named Resso in India and Indonesia. The platform charges users a monthly subscription of $1.7 in India, equal to what Spotify charges in the country.
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Tencent fired 60 employees for corruption and bribery this year https://technode.com/2019/12/30/tencent-fired-60-employees-for-corruption-and-bribery-this-year/ https://technode.com/2019/12/30/tencent-fired-60-employees-for-corruption-and-bribery-this-year/#respond Mon, 30 Dec 2019 04:50:22 +0000 https://technode-live.newspackstaging.com/?p=125105 tencent antitrust techwar gaming streaming WeChatMore than 10 of the 60 Tencent suspected of illegal behavior were arrested by police.]]> tencent antitrust techwar gaming streaming WeChat

Gaming and social media giant Tencent said in a statement on Friday that it had fired more than 60 employees for corruption and bribery during the first three quarters of 2019.

Why it matters: As China’s tech sector slows down amid a capital winter, companies within it have been heightening their anti-corruption measures to reduce internal losses.

  • While most Series B startups in the past few years didn’t have anti-corruption teams, many Series A tech companies have started to build teams (in Chinese) to oversee these matters.

Details: In a statement released on its official WeChat public account, Tencent said its anti-fraud investigation department had identified 40 cases involving misappropriation of company assets, corruption, and bribery.

  • More than 10 of the 60 offenders were arrested. At least two of them held director-level positions at the company.
  • The wrongdoing was found in several of the company’s six business groups, including Technology Engineering Group (TEG), Interactive Entertainment Group (IEG), and Cloud & Smart Industries Group (CISG).
  • While some of the offenses are illegal, others touched Tencent’s “high-voltage line.” This is a company standard that prohibits six major kinds of behaviors such as offering and taking bribes, working for the company’s competitors, as well as leaking sensitive information.
  • Tencent also blacklisted 16 companies involved in the 40 cases, adding that it would cut cooperation with all of them and would never accept any service or product from the companies.
  • Among the blacklisted businesses is a Henan-based company that deploys ads on WeChat and a Zhejiang-based one that provides support for Tencent’s smart campus services.

Context: The year 2019 has seen a rise in the number of revealed corruption cases from tech companies.

  • In July, the food delivery platform Meituan said three of its former employees, including a director from its marketing department, had been arrested by Beijing police for taking bribes.
  • Ride-hailing platform Didi also said in August that it fired 29 employees for misappropriation of company assets and taking bribes in the first half of the year, 10 of whom were arrested.
  • In an internal letter, online searching giant Baidu also revealed 12 corruption cases within the company.
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Wang Sicong settles with investors for RMB 2 billion over live-streaming failure https://technode.com/2019/12/27/wang-sicong-settles-with-investors-for-rmb-2-billion-over-live-streaming-failure/ https://technode.com/2019/12/27/wang-sicong-settles-with-investors-for-rmb-2-billion-over-live-streaming-failure/#respond Fri, 27 Dec 2019 03:25:08 +0000 https://technode-live.newspackstaging.com/?p=125025 live-streaming bankrupt wang sicongWang Sicong and his investment firm claim to have reached settlement agreements with all of its several dozen investors.]]> live-streaming bankrupt wang sicong

Prometheus Capital, the VC fund controlled by Wang Sicong, is RMB 2 billion ($285 million) in debt after providing a joint guarantee for investors of the now-defunct game live-streaming platform Panda TV, according to an announcement on Prometheus Capital’s website. Panda TV was founded by Wang Sicong.

Why it matters: China’s game live-streaming landscape is known for its cutthroat competition, making survival near impossible for companies with no strong backers.

  • The two largest players in the field, Douyu and Huya, are both backed by gaming behemoth Tencent.

Details: Prometheus Capital and Wang, the high-profile son of Chinese billionaire Wang Jianlin, claim to have reached settlement agreements with all of its several dozen investors.

  • Prometheus Capital and Wang will compensate for the RMB 2 billion of losses.
  • Due to the joint guarantee that Wang provided to investors of Panda Entertainment, Prometheus Capital needed separate settlements with each creditor, causing the negotiations to take over two months, the statement said.
  • One of Panda Entertainment’s creditors who invested RMB 9.6 million in the company, however, told The Paper that it never participated in any negotiations or reached any agreements with Prometheus Capital.
  • In October, a court in Shanghai imposed limits on Wang Sicong’s high spending for failing to pay RMB 3.6 million to a former livestreamer working at Panda TV. In the same month, a Beijing court seized assets belonging to Wang Sicong for an RMB 151 million debt related to Panda TV and restricted his spending on luxuries.
  • The spending restrictions on Wang were lifted on Nov. 22 and Tuesday, respectively.

Context: Launched in October 2015, Panda TV confirmed bankruptcy in an internal letter in March this year, with the company’s COO citing lack of new funding for 22 months as the main reason.

  • At the time of bankruptcy, the company was already RMB 1 billion in debt, including RMB 700 million of bandwidth expenses and RMB 300 million of unpaid livestreamer salaries, according to a report from media outlet IT Times.
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WeChat official accounts backend crashes https://technode.com/2019/12/26/wechat-official-accounts-backend-crashes/ https://technode.com/2019/12/26/wechat-official-accounts-backend-crashes/#respond Thu, 26 Dec 2019 11:00:30 +0000 https://technode-live.newspackstaging.com/?p=124988 wechat bug social media China app advertisingThis is the second WeChat bug in two weeks in Tencent's social media app. ]]> wechat bug social media China app advertising

UPDATE: At 6.30pm on January 26, 2019, the WeChat team said on Weibo that the bug was fixed, an hour after it was first reported on Chinese social media.

The backend of WeChat official accounts has stopped working on desktop, making it difficult for businesses that use the function to advertise and communicate with their clients. The social media app’s team admitted to the bug in a thread on Sina Weibo this afternoon.

Why it matters: This is the second bug in the last two weeks to appear in one of China’s most used social media apps.

Details: Tencent’s WeChat team said it is repairing the bug and will keep updating customers. It is unclear how many accounts are affected.

  • One blogger joked (in Chinese) that people who write on official accounts were happy that the backend crashed because it let them go home early.

Snafu in Tencent’s WeChat translation tool for Canadian flag emoji

Context: WeChat is China’s most used social media app, which makes it an essential part of any company’s advertising toolbox. Official accounts are akin to pages on Facebook and allow groups and business to amass followers and communicate with them, sending promotions or building brand identity through articles.

  • WeChat counted 1.133 billion monthly active users in June 2019. This equals 80% of China’s total population in 2018, according to World Bank data.
  • But Tencent’s app has been facing competition in the advertising market from other apps, most notably Bytedance’s Douyin, and growth in advertising revenues for WeChathave been slowing. In the second quarter of 2019, it reached its lowest point in a year, 16%, compared to a peak of 47% in the third quarter of 2018.
  • At the same time, WeChat’s pivot to a ‘super app’ is bearing fruits. In 2017, the app created mini-programs, a functionality that allows companies to build apps that work within the WeChat ecosystem. Between December 2018 and January 2019, time spent on mini-programs grew 23.3% to 64 minutes per month per users.
  • Last week, users noted that WeChat was translating flags with incoherent messages. The Canadian flag was translated as “I’m in prison” and the Afghan flag as “in the middle of nowhere.”
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Kuaishou announces plans for 2020 Spring Festival Gala https://technode.com/2019/12/26/kuaishou-announces-plans-for-2020-spring-festival-gala/ https://technode.com/2019/12/26/kuaishou-announces-plans-for-2020-spring-festival-gala/#respond Thu, 26 Dec 2019 03:35:45 +0000 https://technode-live.newspackstaging.com/?p=124894 Chinese short video app KuaishouKuaishou will give away a total of RMB 1.1 billion for the show.]]> Chinese short video app Kuaishou

Short video app Kuaishou on Wednesday announced its plans for the 2020 Spring Festival Gala, including RMB 1.1 billion (about $143 million) worth of cash giveaways and 666 warm-up events. The Spring Festival Gala is an annual TV event held by China Central Television (CCTV). In 2019, more than 1.17 billion viewers tuned in.  The Gala will be held on Jan. 24 2020.

Why it matters: Kuaishou is betting on one of the most viewed shows in China to narrow the close to 100 million daily active users (DAU) gap between itself and Douyin.

  • Kuaishou only lagged behind Douyin’s 150 million DAUs by 15 million in February 2019. The gap soon inflated to 100 million in June, with Douyin reporting 320 million DAUs and Kuaishou reporting 200 million DAUs the month before.
  • In June, Kuaishou announced its plan to boost its DAUs to 300 million before the Spring Festival. This was later broken down into having a peak DAU of 300 million before the holiday and reaching an average DAU of 300 million three months after the holiday.

Details: In addition to spending RMB 1 billion on Spring Festival hongbao, the short video app would also give away RMB 100 million in a prize money raffle.

  • The company will hold 666 online warm-up events for the Spring Festival Gala, starting from Jan. 1, 2020. The events will be categorized into six themes such as “upvoting the real China” and “upvoting our lives.”
  • Kuaishou secured the position as the exclusive interactive partner for the Spring Festival Gala in August. They beat heavyweight competitors such as search giant Baidu, as well as e-commerce platforms Alibaba and Pinduoduo.
  • In 2019, the total viewership of the Spring Festival Gala reached 1.17 billion.

Context: A number of Chinese state media have registered official accounts on the platform, including Xinhua News and CCTV’s most-watched program “Xinwen Lianbo.”

  • The first Kuaishou video of “Xinwen Lianbo” surpassed 100 million views in less than 24 hours.
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Little Red Book shows big user numbers don’t mean big profits https://technode.com/2019/12/25/little-red-book-shows-big-users-dont-mean-big-profits/ https://technode.com/2019/12/25/little-red-book-shows-big-users-dont-mean-big-profits/#respond Wed, 25 Dec 2019 06:51:15 +0000 https://technode-live.newspackstaging.com/?p=124728 Little Red Book crowd monetizationCompanies like Little Red Book are finding that it's hard to profit off content outside a major ecosystem.]]> Little Red Book crowd monetization

If there were an equivalent of cult entrepreneurship guide “Lean Startup” for Chinese internet entrepreneurs, the CliffsNotes version would look something like this:

  • Step 1: Get investment
  • Step 2: Get users
  • Step 3: ???
  • Step 4: Profit!

Trouble is, having plentiful users doesn’t always translate into a clear path to profit.

Just ask Little Red Book. Rumors abound that the “social e-commerce” platform gutted its e-commerce division’s staff by as much as half last year. Or ask Quora-like Zhihu, or travel review platform Mafengwo. Together, these three have raised more than $1.8 billion from investors, according to Crunchbase. The return on investment? A combined 220 million active monthly users, and no profits.

Content hubs rely on larger and larger fundraises without a sign of profitability(Image credit: TechNode)

Each of these apps is content-driven, but without a successful, scalable monetization model. That spells trouble when trying to convert users and venture capital into profit.

Content castles

Let’s start with each platform’s content and scale.

Little Red Book is a platform to share and read product reviews and lifestyle tips across a gaggle of product categories. Think a hybrid of Instagram, Pinterest, and Net-a-Porter. It cracked 85 million monthly active users in the first half of 2019, of which a high proportion are women from China’s first and second-tier cities.

Zhihu, China’s equivalent of Quora, features Q&A that ranges from the asinine to the profound. Third party sources estimate the app has 35 million monthly active users, reading and adding to the site’s 28 million questions and 130 million answers.

Mafengwo is a travel experience sharing platform, focused on long-form content. The company claims over 100 monthly million users, but it has previously been embroiled in scandals for funny business with its numbers. I’d take that monthly active user figure with some skepticism.

Castles without moats

The trouble with freely available written content is, it doesn’t lend itself to making platforms meaningful returns. For individuals, it might be a way to make a living. But for large businesses, platforms, or portals, freely available written content is typically a loss-leader that aggregates demand and drives sales across other areas of the business.

Consider Meituan’s review platform, Dianping. This Yelp equivalent is the Meituan ecosystem’s most frequently-used function, but generates chump change compared to Meituan’s food delivery and travel units.

For content platforms that aren’t part of the Alibaba, Tencent, Bytedance, or Meituan universes, the trick is building compelling products or services that can cross-subsidize the cost of building and nurturing a large-scale content platform. This is where Little Red Book, Zhihu, and Mafengwo have struggled.

Little Red Book has had a crack at almost everything to make bank. It’s gone into cross-border e-commerce, physical stores, influencer monetization, and in-platform advertising. None of these appear to have gone according to plan.

More alarmingly, monetization efforts through overt in-platform advertising may be driving away users. According to analysis of Quest Mobile data (Chinese), Little Red Book’s monthly active users have declined from 98 to 72 million between August and October 2019. That’s a stinging setback, and the company will need to show meaningful improvement before they can confidently go to investors again.

Zhihu has been down a number of monetization paths in its eight-year history, with similarly displeasing results. It has tried monetizing experts, adding paid content featurettes, and incorporating Q&A livestreams. However, this multi-pronged effort wasn’t enough to stop Zhihu letting go of around 20% of its workforce (Chinese) in late 2018.

The stakes are now even higher. In August 2019, Zhihu raised a $434 million Series F. That’s the largest fundraise in China’s online content and entertainment segment for the past two years, and takes the company’s valuation ($3.5 billion) beyond Quora ($2 billion) and Reddit ($3 billion). All three cornucopias of information are valuation-rich, but none have turned a profit.

Mafengwo’s monetization should have been relatively straightforward: connect passionate travelers who read the platform’s reviews with relevant travel packages and take a cut of the proceeds. This would require pinching share from Trip (formerly Ctrip), which made $549 million from package sales and commission in 2018. And it hasn’t happened: the company recently announced plans to lay off 40% of its staff. Sources inform me that, without a fresh capital injection, things look bleak.

Content + scale still not enough

The internet’s widespread adoption gave rise to a particularly awful cliché: “Content is King.” This cliché has inspired a number of companies that aggregate content, of which a fair chunk have received generous investment. In investing in content-based companies like Little Red Book, Zhihu and Mafengwo, investors like Tencent (which has bet the trifecta) make some justifiable assumptions:

  1. High-quality written content attracts audiences
  2. High-quality written content across multiple themes or categories gives access to multiple high-value audience segments

But also some iffy ones:

  1. Advertisers will pay to access these audience segments
  2. Content platforms can provide advertising solutions which are attractive enough to advertisers to redirect spend from news websites and social media
  3. Audiences won’t leave as the platform attracts more advertisers and incorporates more advertising formats

You’ve probably spotted that why the third, fourth and fifth assumptions represent some very big “ifs.” Zhihu, Reddit, and Quora—each independent of the digital advertising magnets that are the digital giants—have found out how difficult it is to nab advertising spend.

If I’m honest, I don’t think very much of these companies’ ability to build sustainable businesses and their future prospects as independent entities. However, I commend Little Red Book, Zhihu, and Mafengwo for exploring non-advertising revenue streams. They have recognized the limits of advertising revenue and have been nimble enough to try different commercialization models. Facing uncertain futures and a poor monetization track record, they’ll need to continue iterating while being paragons of frugality.

Eventually, however, we may have to accept that China’s written content platforms need deep-pocketed patrons—whether investors or integration with one of China’s internet giants—to eke out a continued existence.

The latest funding round of each company suggests where things might go: Alibaba’s sizing up Little Red Book as a content extension for Taobao, Kuaishou and Baidu are looking to wrestle over Zhihu’s question-based foothold in search, and Tencent is adding to its small tourism portfolio.

User retention and inroads into commercialization will decide each company’s fate.

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Kuaishou to pour RMB 1 billion into Spring Festival hongbao https://technode.com/2019/12/24/kuaishou-to-pour-rmb-1-billion-into-spring-festival-hongbao/ https://technode.com/2019/12/24/kuaishou-to-pour-rmb-1-billion-into-spring-festival-hongbao/#respond Tue, 24 Dec 2019 03:42:21 +0000 https://technode-live.newspackstaging.com/?p=124603 Chinese short video app KuaishouKuaishou has been working to boost its DAUs to 300 million before the Chinese holiday.]]> Chinese short video app Kuaishou

Short video platform Kuaishou will send out cash red packets (hongbao) totaling RMB 1 billion ($142.6 million) on the eve of the Chinese New Year, LatePost is reporting. The holiday falls on Jan. 24 2020,

Why it matters: Kuaishou entered “battle mode” in June. The company wants to boost users to 300 million daily active users (DAUs) before the Spring Festival holiday.

  • The goal was broken down into achieving a peak DAU of 300 million before the Spring Festival and reaching an average DAU of 300 million three months after the holiday.
  • Kuaishou Lite is expected to contribute 60 million DAUs to the 300 million goal by late January. The lightweight version of the app loads faster, but has fewer features.
  • The current DAU for Kuaishou is between 200-210 million.

Details: If successful, Kuaishou’s spending will exceed the RMB 900 million Baidu spent on Spring Festival hongbao in 2019.

  • Cash red packets are only part of Kuaishou’s Spring Festival campaign, which was finalized in mid-December after two months of internal competition between eight teams.
  • Kuaishou will also issue vouchers for some e-commerce platforms.
  • Some Kuaishou employees did not go home for two weeks to prepare for the campaign.
  • Kuaishou replaced Baidu to become the exclusive interactive partner of China Central Television’s 2020 Spring Festival Gala, one of the most-watched television shows of the year.
  • Kuaishou recently fired an employee for disclosing details of the company’s Spring Festival campaign and some e-commerce data to Chinese media. The company also confiscated all of the employee’s shares.

Context: Chinese people give each other red packets as a gesture of good fortune during Chinese New Year, but tech companies have increasingly used it as a means to market their products and boost their user base.

  • Tencent’s WeChat was the first app to start issuing hongbao but has stopped in 2016. Alibaba’s Alipay also followed suit and canceled cash hongbao in 2017 but still kept other celebratory activities giving away cash.
  • In 2019, Baidu’s Spring Festival giveaway totaled RMB 1 billion, led only by Bytedance, which offered RMB 1.6 billion of cash prizes across Jinri Toutiao, Douyin, and Duoshan for the period.
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Online content rules leave platforms holding the bag https://technode.com/2019/12/23/online-content-rules-leave-platforms-holding-the-bag/ https://technode.com/2019/12/23/online-content-rules-leave-platforms-holding-the-bag/#respond Mon, 23 Dec 2019 08:37:09 +0000 https://technode-live.newspackstaging.com/?p=124542 Bytedance Tiktok Singapore InvestmentRegulators are circling online content platforms and their vetting procedures, which suffer from inattention and lack of support.]]> Bytedance Tiktok Singapore Investment

Some of China’s biggest technology companies including Bytedance and Kuaishou may find themselves increasingly accountable for content on their platforms with the release of finalized online content regulations on Friday.

Why it matters: Authorities are likely to come down heavily on rule-breaking content after the March deadline and may suspend or shut down offending platforms.

Details: China’s Cyberspace Administration has issued finalized “regulations on ecological governance of online content” (in Chinese) on Friday following draft rules released in September.

  • The regulations ban exaggerated, rumor-laden, sexually provocative, and dangerous content which may incite copycats. Also prohibited are acts which infringe on personal privacy, use of new tech to engage in illegal acts such as artificial intelligence-powered face swapping, buying traffic, and use of the Communist Party or state symbols in marketing campaigns.
  • The rules encourage “positive energy” content that promotes Xi Jinping Thought, highlights economic development, and shows the world “the real, three-dimensional China.”
  • Platforms using personalized recommendation algorithms must include controls for manual intervention and user choice.
  • Advertisements are considered online content.
  • The regulations encourage platforms to create content versions suitable for minors.
  • The rules will be implemented March 1, 2020.

Context: While not a high budgetary priority at present, Chinese online platforms may find their content moderation policies require more attention as the stakes rise.

  • Content moderation procedures and staffing lack clear directives and support, according to an employee at a large, livestream video platform TechNode spoke with. Companies are unwilling to spend, so staff turnover is high due to irregular hours and low salaries, he explained.
  • Consistency is difficult to ensure because of the high turnover rate. Platforms fire moderators that regularly fail to recognize problematic or dangerous content but “when hands on deck are few, everyone is welcome,” (our translation) the livestream platform employee told TechNode.
  • “Many companies are already doing most of what these regulations require but it’s not clear how far they must go,” he said.
  • Platforms are finding themselves in the hot seat for content that they disseminate. The death of barehand climber Wu Yongning in May, for example, sparked public debate over platform responsibility for user behavior. Huajiao, one of several apps Wu used to broadcast his escapades, paid RMB 30,000 to his family.
  • Regulators pulled social shopping app Xiaohongshu from app store shelves for illegal advertisements in July. It took nearly three months for the app to return to stores.
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Bilibili looks beyond anime to mainstream entertainment https://technode.com/2019/12/20/bilibili-looks-beyond-anime-to-mainstream-entertainment/ https://technode.com/2019/12/20/bilibili-looks-beyond-anime-to-mainstream-entertainment/#respond Fri, 20 Dec 2019 09:13:32 +0000 https://technode-live.newspackstaging.com/?p=124483 bilibili video sharing livestreaming anime gameVideo-sharing site Bilibili has been broadening its content offerings beyond anime, comics, and games toward others aimed at Generation Z.]]> bilibili video sharing livestreaming anime game

Chinese video sharing site Bilibili has made a number of moves to establish itself as a mainstream entertainment platform, including spending hundreds of millions on exclusive streaming rights of a major e-sports event and planning a major New Year’s Eve show, an entertainment genre dominated by major state television stations.

Why it matters: Bilibili has been actively expanding beyond the anime, comic, and games (ACG) content that it has became known for to more mainstream entertainment offerings. The company has also been working towards reaching a market capitalization of $10 billion, a goal recently set by its CEO.

Details: Earlier this month, Bilibili spent RMB 800 million ($113.7 million) to acquire the exclusive broadcasting rights in China for the League of Legends World Championship from 2020 to 2022, according to a Reuters report.

  • The company also on Thursday announced its plans to hold a New Year’s Eve concert, “The Last Night of 2019,” breaking the monopoly of extensive, gala-type shows held by state-owned Hunan Television, Jiangsu Television, Dragon Television, and China Central Television.
  • Bilibili said the 3.5-hour event will be tailored to interests of China’s Generation Z, featuring acts anchored around popular online game “World of Warcraft,” fantasy television series “Game of Thrones,” and 3D virtual idol “Luo Tianyi.”
  • The site also on Friday announced that it has joined US platforms Youtube, Hulu, and Netflix to provide content for Tesla’s in-car entertainment center, Tesla Theater.
  • According to a statement sent to TechNode, Bilbili’s streaming service will become available on all Tesla models globally, including the upcoming Cybertruck.

Context: In addition to these bigger budget moves, Bilibili also launched a series of smaller programs to help build its content ecosystem and boost growth.

  • The company started beta testing a paid course system in October, offering classes that teach practical skills such as programming as well as informational topics such as art and history.
  • In November, Bilibili also launched an incentive program to grow the number of music content creators on the site.

Correction: an earlier version of this story incorrectly stated that Bilibili was spending hundreds of millions on streaming rights for its New Year’s Eve show, not for the e-sports championship streaming rights.

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TikTok ranks fourth for non-game app downloads in 2019 https://technode.com/2019/12/19/tiktok-ranks-fourth-for-non-game-app-downloads-in-2019/ https://technode.com/2019/12/19/tiktok-ranks-fourth-for-non-game-app-downloads-in-2019/#respond Thu, 19 Dec 2019 08:01:10 +0000 https://technode-live.newspackstaging.com/?p=124399 tiktok Bytedance US national securityTikTok and Douyin's download figures beat Instagram and were surpassed only by Facebook Messenger, Facebook, and Whatsapp.]]> tiktok Bytedance US national security

Bytedance’s short-video app TikTok, along with its Chinese version Douyin, is projected to be the fourth most-downloaded non-gaming app in 2019, surpassing Facebook’s Instagram, according to a report from analytics firm App Annie.

Why it matters: Despite recent and intense scrutiny from US lawmakers over privacy and security risks, TikTok continues to post strong growth globally. Parent company Bytedance is focused on boosting its expansion in oversea markets, where the competition is less fierce than its home turf.

  • Combining download count for both Douyin and TikTok, different versions of the same app, underscores the uphill battle that Bytedance faces as it works to separate the two in the eyes of Washington, D.C.

Hey TikTok: You’ve got a PR problem the size of the US

Details: Annual downloads for TikTok and Douyin are led only by Facebook Messenger, Facebook, and Whatsapp.

  • The App Annie report, however, counts only downloads from Apple’s App Store and Google Play, omitting those from third-party Android stores in China.
  • The only other Chinese non-gaming app in the top 10 is live-streaming company YY’s short-video platform Likee, which beat Snapchat, Netflix, and Spotify, to rank seventh.
  • As a new entrant on the list, Likee focuses on markets such as India and Brazil, and has more than 100 million monthly active users as of December, according to the report.
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Tencent, Xiaomi apps called out for illegal data collection https://technode.com/2019/12/19/tencent-xiaomi-apps-called-out-for-illegal-data-collection/ https://technode.com/2019/12/19/tencent-xiaomi-apps-called-out-for-illegal-data-collection/#respond Thu, 19 Dec 2019 05:05:02 +0000 https://technode-live.newspackstaging.com/?p=124368 The MIIT crackdown is part of a larger effort to clean up mobile app data collection practices.]]>

China’s internet regulator, Ministry of Industry and Information Technology (MIIT), on Thursday released the first list of apps that violate regulations on data collection, including those from Chinese technology companies including Tencent, Xiaomi, and Sina Weibo.

Why it matters: The move is part of China’s “rectification” efforts to crack down on mobile app privacy violations, particularly those with large user bases.

  • In November, the Chinese regulator announced a two-month-long campaign against illegal data collection practices and user privacy protection issues among mobile apps. The regulator threatened to blacklist and halt operations of noncompliant apps.
  • The MIIT said a third-party agency will conduct the inspections that specifically look into apps with high download numbers.

Details: More than 8,000 problematic apps made changes and became compliant during the “self-inspection stage” of the campaign over the past month. However, the regulator found 41 problematic apps that “illegally collect and use personal data, excessively request user authorization, or create unnecessary hurdles for unsubscribing users” (our translation).

  • The list includes many popular apps such as Tencent’s QQ and QQ Reading, Xiaomi’s digital finance app Xiaomi Finance, Sina Corp’s sports media platform Sina Sports, news aggregator 36Kr and Sohu News, and inter-city delivery service FlashEX.
  • The apps have until Dec. 31 to comply with regulations. The MIIT will take action against apps that fail to make changes.
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Fortnite now available on Tencent’s cloud gaming service https://technode.com/2019/12/18/fortnite-tencent-cloud/ https://technode.com/2019/12/18/fortnite-tencent-cloud/#respond Wed, 18 Dec 2019 09:43:04 +0000 https://technode-live.newspackstaging.com/?p=124325 Beta testers need to install Tencent’s gaming platform WeGame on PC to access the titles using START.]]>

Global video game smash hit “Fortnite” is now available for beta testing on Tencent’s START cloud gaming platform in parts of China, along with two other PC titles.

Why it matters: Chinese publishers have been actively building up cloud gaming services to gain a head start in a sector that could reshape the country’s entire video gaming landscape.

Details: Users need to install Tencent’s gaming platform WeGame on PC to access the titles, which also include massive multiplayer online role-playing games (MMORPG) “Blade & Soul” and basketball sim “NBA2k Online.”

  • A beta-testing invitation sent to players also said action role-playing game “Path of Exile” would become available on the platform soon. All three games were already available on WeGame in non-cloud mode.
  • The titles are available to selected players in Beijing, Shanghai, Guangdong, and Tianjin, as well as those in Jiangsu, Hebei, and Anhui provinces. A minimum internet speed of 20 Mbps is required.
  • To play the games on START, players need to go to the community page for each game and click “play the game in the cloud,” after which WeGame will install additional files and launch the game.
  • Tencent provided an account to TechNode to test out the service. Fortnite ran smoothly with barely any latency at 1920 x 1080 resolution with maximum graphics settings at 60 frames-per-second on a Surface Pro over wifi, though there was an occasional lag of one to two seconds.
The game occasionally stuttered with an internet speed of 70 Mbps. (Image credit: Coco Gao/TechNode)
  • However, when the wifi speed dropped to around 27 Mbps, the game stuttered close to 20 times in a 10 minute period.
  • Tencent did not immediately respond to a request for comment from TechNode.

Context: Tencent opened up registration for START beta testing in March. Prior to that, the company showcased its other cloud gaming service, Instant Play, in February. Like START, Instant Play has not yet been officially released.

  • Game publisher NetEase also started testing its cloud service earlier this month, though it currently only supports mobile titles.

INSIGHTS | Cloud Gaming Lite

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Tencent Video, iQiyi blasted on Weibo for levying extra fees on VIP members https://technode.com/2019/12/18/tencent-video-iqiyi-blasted-on-weibo-for-levying-extra-fees-on-vip-members/ https://technode.com/2019/12/18/tencent-video-iqiyi-blasted-on-weibo-for-levying-extra-fees-on-vip-members/#respond Wed, 18 Dec 2019 05:02:43 +0000 https://technode-live.newspackstaging.com/?p=124265 video streaming drama memership contentThe additional fees to watch advance episodes of 'Qingyunian' were the second most-discussed topic on Weibo.]]> video streaming drama memership content

Online video streaming platforms Tencent Video and iQiyi have come under fire on Chinese social media for charging premium subscribers for earlier access to episodes of a popular TV series, resulting in executives from both companies promising to change the pricing policy for the series.

Why it matters: Video streaming sites have been trying to further monetize their user bases to fund their high and continuously rising content acquisition and production costs, among the companies’ biggest expenses.

  • iQiyi’s content costs for the third quarter of 2019 was RMB 6.20 billion ($870.5 million), which grew 3.0% year on year.

“Our original intention was to satisfy the different content demands of users, but we possibly didn’t do it very well this time” (our translation).

—Dai Ying, vice president of iQiyi at an event on Tuesday

Details: Premium subscribers for the two video streaming platforms were given the option to pay extra to watch in advance episodes of a popular online costume drama, “Qingyunian,” despite already paying RMB 20 (around $2.85) per month for a Tencent Video VIP subscription and RMB 19.8 per month for iQiyi.

  • Without the additional fee, VIP members on both platforms had advance access to six episodes of the drama, enabling them to watch episodes a few days before the official release.
  • Premium members could also pay RMB 3 per episode for early access to six more episodes each time the series is updated, or a total RMB 50 for six more episodes in advance for every upcoming update.
  • Following user backlash on Weibo, who blasted for the two platforms for overly prioritizing profits, both Tencent Video and iQiyi removed the RMB 50 option, leaving the RMB 3 per advance episode option.
  • According to a number of Weibo users, the remaining RMB 3 per episode option will cost users more, since there are currently 21 episodes that are viewable only through additional payment, which costs users RMB 63 to purchase in full.
  • The pricing policies on the two platforms ranked second on microblogging platform Weibo’s trending topics with more than 380 million views as of noon on Wednesday. “We paid for membership to support original work, but now they are forcing me to support piracy,” a Weibo user going by the handle “a wrinkly moon” commented on a post about the two streaming sites.
  • “What’s the point of a VIP if I need to spend more to watch the series? Simply for removing ads?” another user named “Kaoer’s red overcoat” posted on the platform.

Beijing to open streaming market to foreign firms that obey content rules

Context: This is not the first time that Chinese video streaming sites have faced subscriber backlash because of extra charges.

  • In August, Tencent Video was criticized by Chinese netizens for charging premium users an additional RMB 30 for early access to the last six episodes of a viral TV series named “Chenqingling.”
  • More than 2 million users purchased the early access, according to a 36Kr report.
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Snafu in Tencent’s WeChat translation tool for Canadian flag emoji https://technode.com/2019/12/17/snafu-in-tencents-wechat-translation-tool-for-canadian-flag-emoji/ https://technode.com/2019/12/17/snafu-in-tencents-wechat-translation-tool-for-canadian-flag-emoji/#respond Tue, 17 Dec 2019 08:26:46 +0000 https://technode-live.newspackstaging.com/?p=124199 canada wechatThis is not the first time the WeChat translation feature has gone haywire.]]> canada wechat
Tencent messaging social
Screenshot of WeChat’s translation of flag emojis. (Image credit: TechNode)

Users of Tencent’s messaging app WeChat found a flaw on Tuesday in the iOS version’s translation feature, which renders flag emojis into words, the most remarkable of which swaps the Canadian flag for the phrase, “He’s in prison.”

Why it matters: What may turn out to be a bot-driven glitch has left many users wondering whether the choice of words related to the Canadian flag may be a symptom of deteriorating ties between China and the North American country, which soured following the December 2018 arrest and detention of Huawei CFO Meng Wanzhou at the request of the US for charges related to violating sanctions against Iran.

Details: Alongside Chinese text, some flag emojis translate into different short English phrases, while others remain as emojis or appear as empty squares.

  • No matter where the Canadian flag is placed in a sentence, it translates into “He’s in prison.” The flag of Panama also returns the same phrase.
  • The translations appear to be random most of the time. The flag of the European Union is translated into “Hey, it’s hot,” whereas that of Brazil is translated into “Oh, my God.”
  • No matter where the flag emoji is placed, it appears as a separate sentence once translated. A sentence starting with “Where am I” in Chinese, followed by the flag of Afghanistan, for instance, renders into “Where am I? In the middle of nowhere” using the tool.

“We are taking immediate action to fix a translation bug on WeChat. We appreciate users who flagged it and would like to apologise for any inconvenience caused.”

—Tencent spokeswoman to TechNode on Tuesday

Context: WeChat’s translation functionality has experienced similar issues March, translating some Chinese names written out in pinyin into nonsensical English phrases.

  • Names for Chinese singers “Kris Wu” and “Caixukun” translated into characters that mean “cute” and “stupid” in Chinese, respectively.
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Tencent launches anonymous social app Dengyu Jiaoyou https://technode.com/2019/12/17/tencent-launches-anonymous-social-app-dengyu-jiaoyou/ https://technode.com/2019/12/17/tencent-launches-anonymous-social-app-dengyu-jiaoyou/#respond Tue, 17 Dec 2019 04:35:09 +0000 https://technode-live.newspackstaging.com/?p=124178 TencentThe app is the fifth social product the company has launched since November.]]> Tencent
Tencent social app anonymous dating private wechat
Screenshot of the “plaza” feature on Dengyu Jiaoyou. (Image credit: TechNode)

Tencent has on Monday launched an anonymous social app named “Dengyu Jiaoyou” similar to the now defunct “Drift Bottle” feature on WeChat, which allowed users to write text or voice messages for strangers to pick up within the app, TechPlanet reported.

Why it matters: Tencent has been moving to bolster its presence in China’s social landscape with apps other than WeChat as growth for the mega chatting app slows, and has launched five social products since November.

  • Tencent has launched video social chat app Maohu, interest community-based social app Youji, verified user social app Qingliao, and invitation-based social app Pengyou over the past few weeks.
  • WeChat’s user base growth is slowing, and user time spent is declining.

Tencent quietly launches video chat social app Maohu

Details: Dengyu Jiaoyou users can post text messages or images in a “plaza” which are visible to other users. Those who are interested can reply to the messages and start private conversations.

  • The app asks users to register accounts with phone numbers and does not require information other than gender and birthdays, which are displayed as corresponding Chinese zodiac animals.
  • Users can only choose from four different images to use as profile pictures and are only allowed to use randomly generated user names such as “delicate devil,” “elegant CEO,” or “weird knight” (our translation).
  • According to TechNode’s observations, the majority of users posting in the app’s plaza are males, and several plaza notices feature complaints that the app has no female users.
  • So far, the app is only available on third party Android stores in China.
  • The number of hours users spend per month on WeChat fell 8.4% to 32.4 in June compared with 35.4 in December 2018, according to a report by research firm Quest Mobile.
  • Growth is also slowing for the ubiquitous messaging app, which boasts 1.15 billion users as of the third quarter. Its monthly active users grew 6.3% year on year in Q3 2019 compared with 10.5% year on year in Q3 2018, according to company filings.
  • Tencent did not immediately respond to a request for comment.

Context: Tencent announced plans to remove the “Drift Bottle” feature from WeChat in December 2018, citing user complaints and media reports that the system was used to disseminate pornography and solicitation. The company removed the feature in May this year.

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US committee asks Apple, Google if apps are screened for foreign ties https://technode.com/2019/12/16/us-committee-asks-apple-google-if-apps-are-screened-for-foreign-ties/ https://technode.com/2019/12/16/us-committee-asks-apple-google-if-apps-are-screened-for-foreign-ties/#respond Mon, 16 Dec 2019 09:51:59 +0000 https://technode-live.newspackstaging.com/?p=124152 tiktok national security US app bansThe letters to Apple and Google CEOs cite risks posed by TikTok, Grindr, and Face App.]]> tiktok national security US app bans
US Apple Google blackmail TikTok Grindr FaceApp
(Image Credit: BigStock/Dilok)

A US national security committee wants to know if Apple and Google require app developers to disclose their ties to foreign entities and whether apps store American user data overseas.

Why it matters: The letters indicate growing concern in the US about whether private Chinese technology companies are providing information to the Beijing government and warn that the data could be used to blackmail US users.

  • While the committee does not specifically ask for information related to China, TikTok, Grindr and Face App are mentioned in three out of four footnotes used to provide background for the probe.

Details: House national security subcommittee chairman Rep. Steven Lynch applauded the decision to force Grindr’s Beijing-based owner to divest from the LGBTQ app, adding that it could be “only a small part” of how foreign countries “seek to exploit consumer mobile application data to gain leverage” over the US.

  • The committee asked for details on the app review process before they are uploaded on the App Store and Google Play stores. It also asked whether the two issues would determine if the apps are approved for the Silicon Valley consumer tech giants’ app stores.
  • They want to know whether Apple and Google check if non-US entities hold more than 50% of the app development company and if they check where an app developer stores user data.
  • The committee also wants to know if Apple and Google track the numbers of US downloads for apps.

Briefing: Chinese firm looking to sell Grindr after US raises security concerns

Context: Bytedance’s TikTok short video app has tried to separate its Chinese and US operations, facing increasing scrutiny from US politicians in recent months, but has also delayed scheduled meetings with US regulators.

  • TikTok is the world’s third most popular app in the non-gaming category by user downloads, according to analytics firm Sensor Tower.
  • A bill introduced to the US Senate in November could make it illegal for app developers like Bytedance and Apple to store US citizens data and their encryption keys in China.
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Bytedance forms venture with Chinese state media group https://technode.com/2019/12/16/bytedance-forms-venture-with-chinese-state-media-group/ https://technode.com/2019/12/16/bytedance-forms-venture-with-chinese-state-media-group/#respond Mon, 16 Dec 2019 08:19:55 +0000 https://technode-live.newspackstaging.com/?p=124143 Douyin Shanghai short video ByteDanceThe newly formed company will focus on short video licensing rights.]]> Douyin Shanghai short video ByteDance

Douyin and TikTok owner Bytedance has established a joint venture (JV) with Shanghai Dongfang Newspaper Co., a state-owned media group, for short video licensing on its content platforms, Reuters reported.

Why it matters: US lawmakers are scrutinizing Bytedance’s short video platform TikTok for potential privacy and national security risks it may pose as a subsidiary of a Chinese company.

  • Bytedance has ramped up its efforts to separate TikTok from its Chinese operations in an attempt to reassure US lawmakers of the app’s independence and security practices.

Details: Named Pengpai Audio Visual Technology Co., the joint venture was established on Dec. 10 in Shangdong Province with a registered capital of RMB 10 million, according to Chinese business research platform Tianyancha.

  • The joint venture is allowed to provide services such as blockchain technology-related and artificial intelligence software, according to its registration information.
  • However, a Bytedance spokesperson told TechNode that the company will focus mainly on short video digital rights.
  • Beijing Liangzi Yuedong Technology Co., a Bytedance subsidiary, owns 49% of the joint venture, while Shanghai Dongfang Newspaper Co. owns 51%.
  • Forming partnerships for content licensing is common, a person familiar with the matter told TechNode, while forming a JV for access to content is not.
  • Shanghai Dongfang Newspaper Co. is most known for its online newspaper ThePaper.cn.

TikTok executive delays meeting with Washington lawmakers

Context: US senators have long considered Bytedance’s potential ties to the Chinese government a threat to the freedom of speech and data safety on TikTok.

  • Republican Marco Rubio in October requested the Committee on Foreign Investment in the United States (CFIUS) to review Bytedance’s 2017 acquisition of short video app Musical.ly, which was merged with TikTok, citing concerns that the app could be used to censor content at the request of the Chinese government.
  • Also in October, Senate Minority Leader Chuck Schumer and Republican Senator Tom Cotton asked for a separate review of the potential national security risks posed by TikTok for similar concerns.
  • Senator Josh Hawley also questioned Bytedance’s ties with the Chinese Communist Party and whether there is information sharing between them.
  • Bytedance has repeatedly denied the allegations, stating that the company stores all US user data in the US and Singapore and does not remove content at the request of the Chinese government.
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INSIGHTS | Cloud Gaming Lite https://technode.com/2019/12/16/insights-cloud-gaming-lite/ https://technode.com/2019/12/16/insights-cloud-gaming-lite/#respond Mon, 16 Dec 2019 03:33:59 +0000 https://technode-live.newspackstaging.com/?p=124112 cloud gaming Tencent ChinaChinese firms continue to pursue a cloud gaming dream that would eliminate the need for high-end hardware.]]> cloud gaming Tencent China

China jumped on the cloud gaming dream in a big way in 2019, with major companies such as Tencent, Huawei, and NetEase each announcing plans for cloud gaming services or solutions.

However, the current leader Google Stadia has struggled to provide satisfactory service. China also has a smaller market for the graphics-intensive games that are best suited to cloud.

Bottom line: Cloud gaming will not make AAA games big in China any time soon—as neither the network speeds nor the market exists yet. But major companies still believe they can make money selling incremental improvements in the less-demanding games already popular in China.

Major cloud projects:

  • February 2019: Tencent unveiled its cloud gaming service Tencent Instant Play, a product of its partnership with Intel.
  • March 2019: Tencent started recruiting users to help with the closed beta of its other cloud gaming service Start, to be made available in Guangdong province and Shanghai.
  • June 2019: Huawei launched its cloud gaming management platform featuring 5G integration.
  • June 2019: NetEase’s Thunder Fire Studio partnered with Huawei to establish a cloud gaming innovation lab using 5G networks.
  • December 2019: NetEase starts beta testing its cloud gaming service, which is currently limited to mobile titles and runs on 4G networks.
  • Neither Netease nor Tencent have progressed beyond testing.

Virtual big rigs: The dream of cloud gaming services is to eliminate the need for high-end hardware.

  • Cloud users don’t have to download and install games and updates.
  • By rendering games in the cloud and allowing access from all types of devices, cloud gaming blurs the boundary of PC, console, and mobile games, putting all game developers on a level playing field.
  • Cloud gaming enables users to play more graphically intense titles in more fragmented time, which could boost the active player base—and potentially the life span of games—with social elements.
  • Stadia’s business model is essentially virtual hardware rental—much like having access to a gaming device, users pay to use the computing power of the service, and then buy games separately.

No market for AAA: Hardware aside, China doesn’t have a market for AAA games, those that come with the highest development and promotional budgets.

  • China’s console market has been kept small by a 14-year ban on foreign consoles, during which time PC gaming and later mobile gaming became dominant. Even after the ban was lifted in 2015, game selection has been heavily censored to include only uncontroversial titles.
  • China’s PC-mobile video game ecosystem consists primarily of free-to-play titles, so cloud gaming services could have a hard time charging users high subscriptions just to access these games on the go.
  • China’s most popular games—such as League of Legends, Honour of Kings, and Peacekeeper Elite—have relatively low hardware requirements and can run smoothly on inexpensive hardware.
  • Stringent game approval processes in China create an additional barrier for AAA titles. These tend to contain regulator-unfriendly elements like violence or gore.
  • Chinese operators hoping to sell AAA titles must compete with Steam, which sells to Chinese users from outside the country, avoiding licensing issues.

How do they charge? While big players in China’s cloud gaming landscape have yet to make public their pricing approach, some small service providers have been operating with time, or subscription-based models for as long as five years.

  • Dalongyun, a Shanghai-based cloud gaming company, charges users based on the time they spend on games and the configuration they choose. Except for the shooter title “Overwatch,” all available games on the platform are free to play.
  • Another Chinese platform, Gloud Games, uses a subscription model, charging users monthly, weekly, or daily membership fees per game. Users can also choose to buy permanent access to games.
  • But Gloud’s model could run into legal trouble: Most AAA titles offered on Gloud Games have not received approval to be distributed in China.

Selling incremental improvements: Major players such as Tencent and NetEase clearly believe they see a market for cloud gaming. Their strategies probably do not depend on a sudden AAA takeoff, but rather incremental improvements in experience for already-popular games.

  • Tencent’s popular and upcoming titles, such as League of Legends, PUBG, and Fortnite, are often played on small computers and mobile devices at low settings, compromising experience for mobility. Cloud could offer incremental improvements rather than access to whole new games.
  • Huawei, which does not have its own gaming portfolio, would probably offer services to help game publishers offer titles through the cloud or roll out its own cloud gaming services.

Is it good enough? Reports from multiple news outlets and early users of Google’s Stadia, launched in November, suggest the service just isn’t very good. Although service providers in China are not guaranteed to run into similar issues, they very well could.

  • The Washington Post reported “horrendous latency” (the time lapse between pressing a button on a controller and the game reacting to it) as well as “buggy, quick cuts” when using Stadia, making both singleplayer and multiplayer games unplayable.
  • Forbes also reported “periodic stuttering issues with massive resolution and frame drops” that disrupted gameplay, despite testing Stadia using a solid internet connection.
  • Many Twitter users who used Stadia also complained about serious lag during cutscenes, which require no input from players.
  • Some of the world’s most widely played games, such as “League of Legends,” “CS: GO,” and “PlayerUnknown’s Battlegrounds,” happen to be very latency- and frame rate-sensitive due to their emphasis on the reaction speed of players.

Is 5G the answer? Cloud gaming needs high bandwidth and low latency to function properly, and 5G networks can theoretically provide just that.

  • China has been investing heavily in 5G, with the three state-owned carriers—China Mobile, China Unicom, and China Telecom—launching 5G plans in November.
  • However, for 5G to truly provide the lower latency that shooter titles need, they have to be built as wholly new standalone networks, while the 5G networks being rolled out today are non-standalone ones that rely heavily on leverage existing 4G infrastructure, according to a Forbes report.

Despite so, Yang Yu, the technical lead at Tencent Cloud Gaming Solutions, told TechNode in November that 4G is already good enough for solid cloud gaming experiences as long as you don’t move between base stations. Tencent is focusing on delivering quality 4G-based cloud gaming experience for casual gamers and some pro gamers, Yang said.

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China’s social travel platform Mafengwo to lay off 40% of staff https://technode.com/2019/12/13/chinas-social-travel-platform-mafengwo-to-lay-off-40-of-staff/ https://technode.com/2019/12/13/chinas-social-travel-platform-mafengwo-to-lay-off-40-of-staff/#respond Fri, 13 Dec 2019 08:43:36 +0000 https://technode-live.newspackstaging.com/?p=124071 The company was summoned by authorities in March for failing to comply with content regulations.]]>

Chinese travel platform Mafengwo may be laying off 40% of its employees, our sister site TechNode Chinese reported on Friday.

Why it matters: Tencent-backed Mafengwo, once a top travel site in China known for its user-generated reviews and other travel-based content, is losing out to larger rivals after a number of scandals this year battered its reputation among China’s consumers.

  • China’s online travel market was worth $44.7 billion in 2018, the world’s second-biggest after the US. However, data for this year’s week-long National Day holiday, peak holiday travel season beginning Oct.1, signaled that Chinese consumers are tightening their belts and spending less on travel.
  • The company faces stiff competition for its travel booking services from bigger rivals like Alibaba’s Fliggy and Ctrip.

Details: Discussion about Mafengwo’s layoffs have been circulating on the Chinese professional networking platform Maimai since the beginning of this week.

  • The company is going to fire around 40% of its employees, said a verified Mafengwo employee in a Maimai post on Wednesday, adding that the firm will begin discussions with staff on Thursday.
  • The cuts will affect departments throughout the company, the person said, but the deal-making division will suffer the most. The fired employees will be compensated based on the “N+2” model, meaning monthly salary equivalent to the number of years at the company plus two additional months.
  • Another Maimai user who identified himself as a Mafengwo employee confirmed the layoffs on Wednesday, with a number of other users who said they were employees confirming the job cuts in comments below his post.
  • Mafengwo did not immediately respond to requests for comment.

Mafengwo accused of faking 85% of all user-generated content

Context: Once a top player in China’s online travel agency industry, Mafengwo raised $503 million in five financing rounds, according to startup database Crunchbase.

  • The company’s image has taken a beating over the past year after it was accused in October 2018 of faking 85% of all user-generated content.
  • The company was then summoned by authorities in March for failing to comply with content regulations.
  • In August, the firm was accused of allowing sellers to fake orders and post fictional reviews to drive traffic.
  • The company in May received a $250 million investment led by Chinese tech giant Tencent with participation from a consortium consisting of General Atlantic, Qiming Ventures, and others.
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Revenue from Tencent’s ‘PUBG Mobile,’ ‘Peacekeeper Elite’ surpasses $1.5 billion https://technode.com/2019/12/13/revenue-from-tencents-pubg-mobile-peacekeeper-elite-surpasses-1-5-billion/ https://technode.com/2019/12/13/revenue-from-tencents-pubg-mobile-peacekeeper-elite-surpasses-1-5-billion/#respond Fri, 13 Dec 2019 03:49:57 +0000 https://technode-live.newspackstaging.com/?p=124057 Tencent battle royale mobile video gameLaunched in May, Peacekeeper Elite earned 41% of the game's total revenue from China alone.]]> Tencent battle royale mobile video game

Tencent’s mobile battle royale titles “PlayerUnknown’s Battlegrounds Mobile” (PUBG Mobile) and its Chinese rebrand “Peacekeeper Elite” have raked in more than $1.50 billion since launch, according to analytics firm Sensor Tower.

Why it matters: Smartphone games continue to power growth for Tencent’s gaming business, which started to recover in the third quarter, growing 11% year on year.

  • Revenue from mobile games in the third quarter grew 25% year on year, accounting for 85% of the company’s online games revenue.

Tencent scraps ‘PUBG Mobile,’ replaces it with more compliant ‘Game for Peace’

Details: The two titles, which are seen as the same game adapted for different markets, generated more than $1.3 billion, or 88% of its lifetime revenue in 2019 to date.

  • Launched in China in May, Peacekeeper Elite, also known as “Game for Peace,” grossed a total of $614 million on Apple’s China App Store so far, accounting for close to 41% of the total revenue from the two titles.
  • The US market contributed $293 million across Apple’s App Store and Google Play, or about 20% of the total revenue. Japan ranked third with $117 million.
  • Player spending across the two titles has grown sequentially in every quarter this year, reaching a fresh high of $496 million in the third quarter.
  • PUBG Mobile and Peacekeeper Elite together racked up nearly 555 million downloads worldwide, with 21% coming from India and 19% from China. PUBG Mobile’s official Twitter account, however, said in December that PUBG Mobile alone surpassed 600 million downloads.
  • The revenue figure makes the two titles the highest-grossing shooter game on mobile. In comparison, NetEase’s battle royale title “Knives Out” earned $915 million across iOS and Google Play since its November 2017 launch, whereas Epic Games’ “Fortnite” grossed $838 million from just the App Store to date since its March 2018 launch.

Context: PUBG Mobile started beta testing in China in February 2018 but had been unable to acquire a license due to a country-wide game approval freeze and tightened regulations implemented in April, leaving the company unable to monetize the game.

  • In May, Tencent scrapped PUBG Mobile and relaunched it as patriotic-themed Peacekeeper Elite, which was approved in April. The new version of the game raked in $14 million within 72 hours of launch.
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Short video app Douyin expands e-commerce features https://technode.com/2019/12/12/short-video-app-douyin-expands-e-commerce-features/ https://technode.com/2019/12/12/short-video-app-douyin-expands-e-commerce-features/#respond Thu, 12 Dec 2019 06:22:32 +0000 https://technode-live.newspackstaging.com/?p=124024 Bytedance short video TikTok viralThe update allows users to view an assortment of similar products on offer rather than just one.]]> Bytedance short video TikTok viral
Bytedance Douyin e-commerce TikTok short video
Screenshots of a product feed following a short video for a meal replacement milkshake with similar products (left) and other recommended products (right). (Image credit: TechNode)

Short video app Douyin has recently updated its e-commerce feature, allowing users to view an assortment of similar or related products in feed rather than just a single product after clicking on an advertisement, media outlet 36Kr reported.

Why it matters: In addition to boosting ad revenue by streamlining ad creation, deployment, and management across its content platforms, Bytedance also appears to be working on improving its user experience and optimization.

  • Bytedance launched a video ad-creation tool for Douyin in September, prior to which it also released two apps that track advertising and marketing campaign performance.

Bytedance overtakes Baidu, Tencent in H1 digital ad revenue

Details: Upon clicking product ads located at the bottom of short videos, users are directed to a feed consisting of videos containing ads with similar or related products. Before the update, users were only able to see one product after clicking on ads.

  • While some feeds rank videos according to number of user likes, others directly display videos selling similar products ranked by sales figures. Another type of feed contains unrelated products that users might be interested in placed in no specific order.
  • A short video advertising a meal replacement milkshake, for instance, leads users to a feed where the top six results are videos from other creators advertising the same product, followed by a list of recommended products such as fruit, alcoholic drinks, and seafood.
  • Users are not allowed to rank the feeds to display results according to sales or price.
  • It is unclear what parameters Douyin uses to dictate which type of feed to display for different users.
  • Bytedance was not available for comment when contacted by TechNode.

Context: Bytedance overtook search giant Baidu and gaming behemoth Tencent to hold the second-largest share of China’s digital ad market in the first half of 2019, powered primarily by strong performance from both Douyin and content aggregator Jinri Toutiao.

  • Bytedance’s digital revenue in the first half of the year jumped 113% year on year to RMB 50.0 billion ($7.1 billion), accounting for 23% of the total digital media spending in China.
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Kuaishou launches curated short video app for minors https://technode.com/2019/12/11/kuaishou-launches-curated-short-video-app-for-minors/ https://technode.com/2019/12/11/kuaishou-launches-curated-short-video-app-for-minors/#respond Wed, 11 Dec 2019 08:00:40 +0000 https://technode-live.newspackstaging.com/?p=123955 Chinese short video app KuaishouThe app excludes some of the most popular categories on Kuaishou’s main app, such as pranks and dancing videos.]]> Chinese short video app Kuaishou
kuaishou tencent short video minor underaged curated educational

Short video platform Kuaishou has launched a short video app named “Kuaishou Qingchunji” for underage users, featuring curated educational content from Kuaishou’s main app, TechPlanet reported.

Why it matters: Kuaishou has been actively building out its content app ecosystem to compete with Bytedance, which has several popular short video apps such as Douyin, Huoshan Video, and Xigua Video.

  • In October, Kuaishou launched a curated short video app named “Taizan.” The app uses videos uploaded to Kuaishou and does not allow user uploads.

Details: Kuaishou Qingchunji has eight feeds, two of which are the normal “following” and “recommended,” with the rest focusing on topics such as news, interesting facts, practical skills, and children’s mental health.

  • Short videos from Kuaishou Qingchunji come from content creators on Kuaishou, but view count and likes on the two platforms are not synchronized.
  • Underaged users can follow content creators and like videos but are not allowed to post comments or create their own videos.
  • TechNode observed on Wednesday that Kuaishou Qingchunji excludes some of the most popular video categories on Kuaishou’s main app, such as pranks, comedy, and dancing videos.

Tencent to conclude $2 billion investment in Kuaishou this month: report

Context: In June, Kuaishou announced that it had set a goal of reaching 300 million daily active users (DAUs) before the Spring Festival holiday, which will fall in late January. However, the company’s average DAU in October was only around 200 million to 210 million, according to a TechPlanet report.

  • This gap prompted Kuaishou to revise its goal to include both Kuaishou’s main app and its lightweight version, Kuaishou Lite, according to 36Kr.
  • Executives at the company expect Kuaishou Lite to have 60 million DAUs by late January, a Jiemian report said.
  • The company also detailed its DAU goal: reaching a peak DAU of 300 million before late January 2020 and reaching an average DAU of 300 million three months after Spring Festival.
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Bytedance testing music streaming app in India and Indonesia https://technode.com/2019/12/11/bytedance-testing-music-streaming-app-in-india-and-indonesia/ https://technode.com/2019/12/11/bytedance-testing-music-streaming-app-in-india-and-indonesia/#respond Wed, 11 Dec 2019 03:47:59 +0000 https://technode-live.newspackstaging.com/?p=123941 Bytedance Tiktok Singapore Investment'Resso' has been installed by around 27,000 users across Apple’s App Store and Google Play.]]> Bytedance Tiktok Singapore Investment

Bytedance has started testing a music app named Resso in India and Indonesia in an attempt to capture a larger share of the music streaming market, Bloomberg reported.

Why it matters: Despite being trapped in a stalemate with major global music labels that seek higher royalties than what the company currently pays, Bytedance has been trying to challenge music-streaming giants such as Spotify and Apple Music in markets where their presence isn’t yet firmly established.

Details: Aimed at emerging markets, Resso launched six months ago, but the company only bgean to promote it at the end of November, according to the report citing analytics firm Sensor Tower.

  • Around 27,000 users have installed the app across Apple’s App Store and Google Play.
  • Like most Chinese music-streaming apps, Resso displays real-time lyrics and lets users post comments under songs. Users can also generate GIFs and create videos using music on the app.
  • The app charges a monthly subscription of $1.7 in India, equal to what Spotify charges in the same market.
  • Resso is currently in beta testing—a spokesperson told Bloomberg that the app is still in its very early stages.
  • Bytedance has yet to reach deals with the world’s three largest record labels, Warner Music, Universal Music, and Sony Music, according the report citing people familiar with the matter.

Context: Along with Resso, Bytedance has also been developing an online music platform “Yinyuebang” for the Chinese market.

  • Yinyuebang has a library of fewer than 30 songs popular on Douyin, all of which were created by artists enrolled in the app’s independent artist support program and are wholly owned by the short video app.
  • Yinyuebang’s functionalities are very basic at the moment. The platform website is also adapted from one previously used by Bytedance’s home design app, and there is no mobile app yet on offer.
  • Bytedance declined to provide any additional information about the project.

Bytedance’s music streaming product is taking shape

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TikTok executive delays meeting with Washington lawmakers https://technode.com/2019/12/10/tiktok-executive-delays-meeting-with-washington-lawmakers/ https://technode.com/2019/12/10/tiktok-executive-delays-meeting-with-washington-lawmakers/#respond Tue, 10 Dec 2019 04:10:06 +0000 https://technode-live.newspackstaging.com/?p=123866 tiktok national security US app bansMeetings were postponed until after the holidays due to scheduling conflicts, the company said.]]> tiktok national security US app bans

Alex Zhu, the head of short video app TikTok, has cancelled meetings with several US lawmakers who raised questions about data security and censorship on the platform, The Hill reported.

Why it matters: Following a national security investigation of TikTok’s Musical.ly acquisition, TikTok has been trying to assure US lawmakers that despite the company’s Chinese roots, it poses no risk to user data and national security.

  • Parent company Bytedance has been moving to separate TikTok from its Chinese businesses to allay suspicions from US regulators.

Details: Zhu had planned to meet with Republican Senators Josh Hawley, Tom Cotton, and Marsha Blackburn this week but on Monday postponed the meeting until after the holidays due to scheduling issues and the holiday rush, the report said citing a TikTok spokesperson.

  • The rescheduling is intended to help TikTok plan more meetings with lawmakers when Congress is not occupied by impeachment hearings and other issues, a person familiar with the matter told The Hill.
  • A TikTok spokesperson said that answering questions from Congress remains the top priority for the company, but in order to make the conversations more productive, TikTok hopes to hold them after the holidays.
  • “What is the real reason TikTok has cancelled my meeting with CEO Alex Zhu? What are they really doing with your data and what type surveillance are they conducting on your precious children? TikTok — you owe us answers,” Senator Blackburn tweeted.
  • TikTok also reached out to Senator Marco Rubio, but his office had declined the meeting request, a spokesperson for the senator told TechNode in an email.

Context: This is not the first time TikTok pulled out of a meeting with US lawmakers at the last minute, according to the Hill report.

  • Before Senator Hawley organized a congressional hearing to explore the security and censorship risks TikTok poses, he had plans to meet with a group of TikTok lobbyists, who cancelled the meeting right before it started.
  • TikTok also declined to testify at Hawley’s hearing and instead sent a letter denying the senator’s accusations.

TikTok leader to meet US lawmakers in Washington

Update: included comments from Senator Marco Rubio’s office.

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CHINA VOICES | Can VIPKID make a profit? https://technode.com/2019/12/10/china-voices-can-vipkid-make-a-profit/ https://technode.com/2019/12/10/china-voices-can-vipkid-make-a-profit/#respond Tue, 10 Dec 2019 02:23:40 +0000 https://technode-live.newspackstaging.com/?p=123786 VIPKID education app edtech marketingLatePost reports that VIPKID has paid a very high price to buy its size.]]> VIPKID education app edtech marketing

This week, China Voices brings TechNode Squared members a timely report VIPKID’s early promise and current troubles, translated by courtesy of LatePost. TechNode has not independently verified the claims made below. Additional reporting by Emma Lee.

VIPKID, an online English language teaching platform, occupies a unique place in US-China tech relations. Since its founding in 2013, CEO Wendy Mi has grown the company to the point where tens of thousands of Americans daily teach hundreds of thousands of Chinese. LatePost charts the growth of the firm, outlining how strategic decisions to focus on upmarket customers, create a strong sales culture, and prioritize growth over all else gave VIPKID an early advantage as the market for online education mushroomed. Yet of late, the technology backend and managerial shortcomings have hampered VIPKID’s progress. The firm has also struggled to create a product as appealing as its core offering of one on one online classes.   

This core offering, however, struggles to make money. This past June, founder Wendy Mi set the goal of making RMB 1 (about 14 cents) per class. In this week’s translation, LatePost reports that the company has bought size at a high price, reporting operational numbers based on an anonymous “former mid-level manager.” In a statement to TechNode, factoring in VIPKID’s extensive marketing, LatePost reports, customer acquisition costs are as high as RMB 6,000. Since profit per unit is about RMB 42, and the average customer takes seven classes per month, a customer has to spend two years on the VIPKIDS platform just for the company to break even on sales and marketing costs. Recent layoffs, moving employees to tier-two cities, and the disappearance of afternoon snacks speak to the firm’s efforts to aggressively cut costs as investors lose patience with companies that sacrifice profits for size. 

The following is an abridged translation of a long form article by Chen Jing and Song Wei, first published on November 15 in LatePost, Caijing’s new magazine outlet.

The story of VIPKID: growth and bumps on the road

Chen Jing and Song Wei, LatePost

Nov. 15

As a fast-growing company enjoying an industry halo, VIPKID simultaneously faces four of the most difficult problems of entrepreneurship: fundamental growth, creating new business lines, turning a profit and upgrading internal management.

Growth is one hell of a road

VIPKID is a Chinese start-up company valued at $4.5 billion. Starting from “One-on-one English classes with North America foreign teachers”, it has attracted 700,000 students. In merely four years, VIPKID has reached an annual revenue turnover of RMB 5 billion (about $700 million)—it took 19 years to New Oriental Education to gain as much.

VIPKID Founder, Mi Wenjuan, didn’t graduate from an elite college, but has extensive experience in teaching and recruiting. Co-founder Zhang Yuejia, who joined in 2015, is business-focused and more goal-oriented. 

In 2014, the company’s primary goal was to establish a business model. Mi did two things: unlike other online education platforms that hired teachers from Southeast Asia countries, VIPKID recruited North American teachers. Her familiarity with the market proved handy: she knew American and Canadian teachers were underpaid. In doing so, she quickly gained market share. 

Furthermore, instead of simply introducing foreign English textbooks, the company took their time to make self-developed learning materials better suited to Chinese students.

In 2015, the company focused more on building a sales and marketing system. Zhang Yuejia put RMB 40 million into brand advertising, while other companies spent their money strictly on customer acquisition. In October that year, VIPKID’s iconic orange advertisement, “American elementary school at home,” began popping up on subway and bus billboards in Beijing. As it turned out, they got it right again. It was the perfect time to build brand awareness before the market ballooned in size—these brand advertisements improved user recognition and penetration.

The difference between educational products and Internet products is that the former has a higher unit price and a longer decision-making cycle for users, thus customers will inevitably compare prices. In this process, brand recognition plays a decisive role. Internet products instead, often adopt a strategy of low price or even free of use since, when it comes to early-stage customer acquisition, traffic that reaches customers is more vital.

Zhang Yuejia transformed VIPKID from a teaching-oriented education company to an internet-oriented one, with growth becoming the most critical goal. As an advocate of quantitative indicators, he brought a team of corporate planners from zhaopin.com [trans: a Chinese recruiting website] to lay down detailed indicators for every part of the company’s business. In 2015, VIPKID’s sales revenue grew at a rate of 30% per month, and in 2016, the cash flow turned positive.

VIPKID’s extreme focus on sales is reflected in its 8% commission for salespeople—the highest in the industry. With the market taking off, the company’s number and quality of user leads were excellent—most salespeople who joined in around 2016 saw VIPKID as the easiest company to make money in the industry.

Under such strong sales orientation, the growth rate exceeded everyone’s expectations. When Mi was raising a B round in 2016, she promised investors RMB 150 million revenue; eventually, it reached RMB 1 billion. Revenue rose to RMB 5 billion in 2017 and RMB 7 billion in 2018.

 It was the right time for VIPKID since highly educated Chinese parents were more willing to pay for high quality education through the internet for their kids. 

In 2015, there were 3,000 students enrolled, and two years later, under Zhang’s leadership, the number exceeded 200,000. On customer side, VIPKID spent up to RMB 10 million on brand advertising. To improve the referral ratio, they created a promotion in which a user would get 25% of their class hours free if they posted links on a WeChat page. In 2016, the referral ratio doubled. 

Meanwhile, the foreign teacher team led by Mi Wenjuan and Chen Yuan grew from 5,000 to 20,000 at the end of 2016. It was also in 2016 that VIPKID far surpassed Da-Da in terms of revenue, ranking first in the industry. 

Speed or quality?

It is difficult to keep up with the most advanced technology in a rapidly changing business, especially under pressure to scale. VIPKID chose to prioritize growing its business over technology upgrades. So naturally, when business lines expand, product quality will drop, even if only temporarily.

Growth masks problems, and starting in 2016, those issues grew ever more glaring. 

“When a plane’s engine is on fire, is it better to bring the plane down to change the engine, or try to fight the fire while still flying? VIPKID always chose the latter,” a VIPKID investor told LatePost.

 As the founder’s managerial reach expanded, managerial skills did not. In the early days, the most obvious weaknesses were in technology and products, in which the two leaders found themselves incompetent. In 2016, the low conversion rate was caused by backward technology, and 10 out of 100 courses were lost due to technical reasons. 

Most employees described VIPKID’s company culture as a sales-oriented one and, even though Wendy Mi wanted everyone to love education as much as she does, the truth was taht most people’s passion came from hitting sales goals. 

However, the high growth rate covered up deeper problems. “VIPKID didn’t even have a sound budget management system and strategic plan”, a former executive told reporters. Strategy existed mainly in discussions among the three founders, and most so-called strategic meetings turned into discussing small business details.

How to diversify

In June 2019, at a management conference, Mi Wenjuan said their goal would be to earn one yuan per class by 2020.

A former mid-level manager gave a LatePost reporter a window into the numbers: the unit price of one-on-one classes is RMB 14,000 for 72 classes. During a heavy promotion period, users can get 23 classes for free if they successfully refer a new customer, which would bring down the unit price of each class to around RMB 140.

Meanwhile, for each class, the teaching cost is RMB 70 [trans: at about $10 for a standard 25-minute class, this lines up with the company’s advertised $20/hour pay]. Service costs, including supervision, customer service, teaching assistants, etc, total about RMB 24, and network costs are about 4 RMB. 

Under large-scale deployment, the customer acquisition cost is about RMB 6,000 per student, and the gross profit per unit is RMB 42. According to internal data, the average customer takes seven classes per month, so a customer has to spend two years learning to cover the cost of customer acquisition. 

If VIPKIDS lowers spending on large-scale advertisement and reduces the number of free classes, the process can be shortened to one year. 

VIPKID has started to reduce labor costs after putting forward the idea of earning 1 RMB per order. Some teaching and research teams have been relocated to second-tier cities such as Dalian, Wuhan, and Chengdu. Instead of 200, one head teacher now needs to monitor 500 students. The company also no longer serves afternoon snacks to its employees. 

At the same time, they have increased the importance of the renewal rate target. At present, VIPKID is trying to reduce acquisition costs by raising renewal rate and conversion rate. The goal is to achieve 70% renewal rate and new customer conversion rate next year.

According to the Financial Times, VIPKID reported a net profit loss of RMB 2.2 billion on revenue of RMB 3 billion in the first ten months of 2018.

But investors are divided on the trade-off between market size and profitability. Internally, VIPKID believes that its growth rate has reached a ceiling in first and second-tier cities—the annual income of VIPKID’s target family is between RMB 150,000 and 200,000. Currently, the market of first-tier and second-tier cities is limited, accounting for 70% of total revenue. 

With a relatively high price, it’s hard to attract customers in lower tier cities. In 2018, 40-50% of VIPKID’s total revenue came from first-tier cities, and only 5-10% from third-tier and fourth-tier cities. 

Diversification is probably a more practical option.

VIPKID began to test diversification options in 2017, expanding its user base from primary and middle school kids to preschoolers and the elderly, and offering subjects ranging from English to mathematics and Chinese. The mentality at the time was to prevent competitors from overtaking in other models. However, none of these offerings has generated a reliable product with high growth. 

Concentrating on large classes has become an industry norm. In March 2019, Bee School [an online group class product taught jointly by Chinese and foreign teachers which employed AI to correct errors] was established for more than one year before it became officially independent and focused on English and math classes. 

Compared to other competitors, Bee School keeps a low profile. Its main strategy is to rely on the pool of users generated from one-on-one classes. VIPKID expects Bee School to be its second source of growth, so it still has a lot of growing to do. 

Wendy Mi is bold enough to realize on her own ambitions, but she now has two co-founders, more than a dozen investors, 10,000 company employees, 700,000 parents, not to mention competitors with similar business models. Now she needs to be tougher, faster, and more confident than ever.

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E-commerce in 2019: Year of the livestreamer https://technode.com/2019/12/09/e-commerce-in-2019-year-of-the-livestreamer/ https://technode.com/2019/12/09/e-commerce-in-2019-year-of-the-livestreamer/#respond Mon, 09 Dec 2019 06:00:31 +0000 https://technode-live.newspackstaging.com/?p=123760 Taobao livestreamingE-commerce livestreaming by the numbers.]]> Taobao livestreaming

Additional contributions by Eliam Huang.

2019 was the year livestream e-commerce took off, with 250% year over year growth from 2018’s RMB 126.6 billion (around $18.0 billion), according to Chinese financial services firm Everbright Securities (in Chinese) and an estimate by Coresight.

The livestreaming e-commerce market is worth an estimated RMB 440 billion (around $63 billion) in 2019, according to Everbright. This equates to almost 9% of China’s total estimated e-commerce sales this year ($723 billion), or roughly 1% of the 2019 official estimate for total consumer good sales. According to the company, Everbright’s estimated sales revenues generated by livestreaming is based on industry forecasts, and surveys with major industry players, such as Taobao Live.

Online QVC

Livestreaming is becoming a go-to option for Chinese consumers seeking new products, promotions, or an impulse buy on a deal, especially for categories such as beauty and fashion, food, and home products. For instance, Taobao Live, Alibaba’s dedicated livestreaming channel, generated sales of RMB 20 billion during Alibaba’s Singles’ Day 2019 shopping holiday on November 11. This accounted for around 7.5% of the company’s total Singles’ Day sales of RMB 268.4 billion.

Livestreaming is like television shopping—think QVC—upgraded for the 21st century. It hosts real-time broadcasting of video content by presenters that model or try products. Viewers are able to immediately purchase the item from an embedded link online. Just like presenters on QVC, livestreaming hosts sell a wide range of products, from apparel and cosmetics to electronics and cars.

The big platforms

Taobao Live currently holds the largest share of the livestreaming e-commerce market in China.  The next largest players are short-video platforms Kuaishou and Douyin, according to Everbright.

Taobao Live was launched in 2016 and was the first service to use livestreaming to facilitate e-commerce. Following suite, Douyin linked up with Taobao and Tmall in March 2018, allowing viewers to buy products from these platforms without leaving the TikTok app. In June that year, Kuaishou introduced a similar feature that enables livestreamers to sell goods through an on-platform store.

Taobao Live features a wider range of products than its major rivals, including apparel, beauty, and parent-and-baby products, whereas Douyin is focused on the beauty and fashion sector. L’Oréal’s official Douyin account has over 121,000 followers, as of November 23, 2019. Livestreaming hosts on Kuaishou often help brands to clear inventories (in Chinese), as well as selling rural fresh produce and local handcrafts. The orange retailer “Home of Tangerines 471” (ganju zhi xiang 471), which sells local fresh tangerines, has 71,300 followers on Kuaishou as of December 5, 2019.

Taobao Kuaishou Douyin e-commerce livestream

Even group-buying giant Pinduoduo is reportedly exploring adding livestreaming function to their platform, according to 36kr (in Chinese). Pinduoduo has posted job ads hiring a “live streaming celebrity manager” and a “creative video manager” on on Lagou.com (in Chinese).

How to use it

To some extent, livestreaming is a 21st-century iteration of television shopping. While lucrative for companies who sell products there, the latter has always been a niche retail channel: We estimate that television shopping channels accounted for less than 1% of total retail sales in the US in 2018, for example. By contrast, livestreaming may already contribute 1% of total retail sales in China, according to our analysis of estimates by Everbright Securities.

Brands and retailers should consider the most appropriate livestreaming platform depending on their product category. For instance, Douyin is the best channel for targeting beauty consumers, whereas Taobao Live offers greater category range, including apparel, beauty, and parent-and-baby products.

Even while livestreaming is helping to power e-commerce growth, history may suggest a natural cap on the impact of this channel. Livestreaming is still quite a small portion of retail, accounting for 1% at most of total retail sales in 2018. But we believe livestreaming is a good channel where shoppers look for deals and impulse buys, especially for categories such as fashion and beauty, food and home products.

But when livestreaming works, it does things traditional e-commerce doesn’t. Livestreaming works well with for certain kinds of e-commerce because it serves not only as a tool to showcase and deliver information about products, but also as a customer engagement channel in which shoppers can interact with the host. It gives customers feelings of a personal relationship.

This feeling of a relationship can help consumers overcome the confusion known as the “paradox of choice”: if shoppers have too many options, they might feel difficult to choose and end up not buying anything. A trusted host who gives shopping recommendations can help consumers to focus on one product and make purchasing decisions more easily.

Correction: An earlier version of this article wrote that the livestreaming e-commerce market saw estimated 71.2% growth from 2018 to 2019. The correct figure is 250%.

An earlier version of the chart “Taobao Live dominates livestream e-commerce by transactions” omitted the “other” category. It has been revised to include it.

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TikTok leader to meet US lawmakers in Washington https://technode.com/2019/12/06/tiktok-leader-to-meet-us-lawmakers-in-washington/ https://technode.com/2019/12/06/tiktok-leader-to-meet-us-lawmakers-in-washington/#respond Fri, 06 Dec 2019 09:03:21 +0000 https://technode-live.newspackstaging.com/?p=123669 tiktok national security US app bansThe planned trip will be Zhu’s first known visit to Capitol Hill.]]> tiktok national security US app bans

TikTok’s leader Alex Zhu will meet with lawmakers in Washington next week to address concerns that the short video platform’s Chinese ties pose censorship, privacy, and national security risks, the Washington Post reported.

Why it matters: A number of American lawmakers, such as Republican Senator Marco Rubio, Senate Minority Leader Chuck Schumer, and Republican Senator John Hawley, have been questioning privacy and security risks TikTok poses as a Chinese-owned app that is virally popular in the US.

  • Bytedance has been moving to separate TikTok from its Chinese operations, with plans to set up a US data management team that will control access that its China-based engineers have to TikTok’s database.

Details: The planned trip, which was confirmed by multiple people familiar with the matter, will be Zhu’s first known visit to Capitol Hill.

  • Zhu has sought a meeting with Republican Senators Josh Hawley, Tom Cotton, and Marco Rubio.
  • The TikTok leader is also expected to meet separately with Republican Senator Marsha Blackburn, who pressed TikTok to improve its protection of children’s privacy.
  • TikTok expanded its team of lobbyists at Capitol Hill in advance of Zhu’s visit to stress that the app isn’t censoring content at the request of the Chinese government and that it protects user data.
  • In a statement to the Washington Post, Senator Tom Cotton said that TikTok has to completely separate from Bytedance to move forward in the US.

Context: At the request of Senator Marco Rubio, the Committee on Foreign Investment in the United States (CFIUS) in November launched an investigation into TikTok’s 2017 acquisition of Musical.ly. The probe is currently focused on TikTok’s handling of personal data.

  • Also in November, Senator Schumer raised concerns about the US Army’s use of TikTok to recruit teenagers, citing potential national security risks.
  • In response, the US Army started a security assessment of TikTok later last month.

US senator warns Army about using TikTok for recruitment

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Pinduoduo says it is not joining the fray with livestreams, just helping sellers https://technode.com/2019/12/06/pinduoduo-says-it-is-not-joining-the-fray-with-livestreams-just-helping-sellers/ https://technode.com/2019/12/06/pinduoduo-says-it-is-not-joining-the-fray-with-livestreams-just-helping-sellers/#respond Fri, 06 Dec 2019 08:43:17 +0000 https://technode-live.newspackstaging.com/?p=123660 pinduoduo ecommerce colin huang alibabaThe company said it isn't going to clone existing business models.]]> pinduoduo ecommerce colin huang alibaba

Chinese social e-commerce site Pinduoduo said that the new livestream feature on its platform is a mere plug-in added as a concession for its sellers, according to a statement on Thursday.

Why it matters: The company recently began testing livestream and ticket-booking features on its platform, triggering widespread media attention, particularly because of the number of domestic competitors that already use the tools.

  • E-commerce livestreams have become a major revenue driver on Chinese online marketplaces. Gross merchandise volume (GMV) earned through Alibaba’s livestreaming unit Taobao Live jumped 400% year on year to RMB 100 billion ($14 billion) in 2018.
  • In addition, e-commerce platform Xiaohongshu rolled out livestreams this week after six months of testing.

Details: Pinduoduo said in its statement that it added the livestream and ticket-booking plug-ins in response to merchant and consumer demand.

  • Sun Jing, a key opinion leader (KOL) using the nickname “Xiaoxiaobao Mama,” kicked off livestreams on the platform with a session on Nov. 27, engaging with more than 50,0000 shoppers during peak viewership.
  • While rivals use livestreams to drive growth, Pinduoduo is testing livestreams to help merchants better manage their private traffic, the company said.
  • Pinduoduo introduced a train ticket-booking plug-in on its app two months ago.
  • However, the company said that there are no plans to launch fully integrated livestream and train ticket-booking channels.

“As a new consumer e-commerce platform, Pinduoduo is not going to clone or copy the existing business scenarios and models, but will satisfy the diversified demands of consumers.” 

—Pinduoduo in a statement on Thursday

Context: As of the third quarter of this year, Pinduoduo has 536 million total users, a massive base for new business expansion.

Pinduoduo may soon add livestreams to boost growth

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Bytedance settles lawsuit over children’s data collection https://technode.com/2019/12/06/bytedance-settles-lawsuit-over-childrens-data-collection/ https://technode.com/2019/12/06/bytedance-settles-lawsuit-over-childrens-data-collection/#respond Fri, 06 Dec 2019 04:09:30 +0000 https://technode-live.newspackstaging.com/?p=123635 Bytedance Tiktok Singapore InvestmentThe settlement came just a day after parents filed the lawsuit, accusing the company of COPPA violations.]]> Bytedance Tiktok Singapore Investment

TikTok owner Bytedance on Wednesday reached a settlement with a group of parents in the US who filed a lawsuit against the company for illegally collecting and exposing children’s data and personal information, The Verge reported.

Why it matters: US lawmakers have been questioning TikTok’s content filtering and data collection practices, arguing that the platform poses potential national security risks.

  • Bytedance denied all such allegations but has moved to separate TikTok from its Chinese operations as an assurance to US authorities.

Details: The settlement came just a day after the parents filed the lawsuit in which they accused the company of violating the Children’s Online Privacy Protection Act (COPPA).

  • Neither the plaintiffs’ lawyer nor TikTok disclosed details of the settlement, but both sides confirmed that an agreement had been reached.
  • TikTok said in a statement to The Verge that while the company disagrees with most of what was alleged in the complaint, it is pleased to have come to a resolution.
  • In a lawsuit filed on Tuesday, the parents claimed that Musical.ly, which was acquired by Bytedance in 2017 and rebranded into TikTok, failed to prevent children under 13 from using the app. The app collects and makes public personally identifying information such as names, phone numbers, and email addresses even when users are minors under 13.
  • The parents also accused the platform of collecting user location data between December 2015 and October 2016.
  • COPPA prohibits social media companies from collecting data from children under 13 without the express consent of their guardians.

Context: TikTok reached a $5.7 million settlement with the Federal Trade Commission in February for COPPA violations. Following the settlement, TikTok introduced an update to limit account features for users younger than 13.

  • TikTok has also been criticized recently for content moderation policies that hid videos from users it deemed susceptible to cyberbullying, including those with disabilities.

Bytedance moves to separate TikTok from its Chinese operations

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VOD outlook: China streaming or China dreaming? https://technode.com/2019/12/05/vod-outlook-china-streaming-or-china-dreaming/ https://technode.com/2019/12/05/vod-outlook-china-streaming-or-china-dreaming/#respond Thu, 05 Dec 2019 03:30:49 +0000 https://technode-live.newspackstaging.com/?p=123516 As Hollywood chases streaming, it and the Chinese market are growing farther apart.]]>

This article originally appeared on China Law Blog.

The numbers coming out of China continue to amaze. There are 855 million digital consumers in China and they have more than twice as many internet users as the US has people. The Chinese are spending an average of 358 minutes per day online. They spend 8% of their online time streaming video content. A further 11% of online time is spent watching short videos, something that 800 million Chinese now do regularly.

Despite these big numbers, China’s internet penetration rate is still only 60%, online video growth has plateaued, and regulatory control is tightening.  Things have changed a bit since we last touched on streaming trends, so let’s look at the outlook for 2020:

  1. Production has slowed down. Contributing factors include a crackdown on entertainment industry taxation in the wake of the Fan Bingbing tax evasion scandal and subdued economic conditions generally—China’s economic growth is at a 27-year low and, according to some reports, nearly 2,000 Chinese film and TV companies have gone bust this year. The trade war is also contributing to reducing cooperation between Hollywood and Chinese production companies. All of this means fewer co-productions and collaborations, replaced by a lot of reviewing, reconsidering and waiting to see.
  2. Production has become more difficult. More and more subjects are off-limits, for both domestic Chinese and foreign content owners. Look what happened with The Eight Hundred. Even a reputable, major Chinese company like H Bros. couldn’t read the tea leaves. On the foreign side, several leading TV production companies have recently pulled out of China, giving local production difficulties as a reason.
  3. There’s no longer any market for foreign formats. China is no longer the biggest international market for foreign format owners. For many foreign companies, China is now one of the smallest markets for their formats. This is the result of 2016 regulations targeting foreign TV formats and specious co-productions. Challenges for foreign formats have been cited by UK trade body PACT in connection with its suspending its activities in China.
  4. There’s less foreign content but Chinese viewers don’t care. Recent regulatory intervention has resulted in less foreign content being bought for streaming in China. While the changes were working their way through the system there was conjecture about the impact. It’s now clear that China streamers and audiences seem quite comfortable with fewer foreign TV series. iQiyi, which has the second-highest number of subscribers, estimates that only 10% of its subscribers prefer US TV series, although the proportion is higher for foreign films
  5. Production focus has shifted to original content. Most content is now original as opposed to acquired or licensed. This original content is mostly local-language Chinese. There is now far less demand for production of foreign or foreign-invested content.
  6. Adaptations and remakes of foreign programs are out. This has put scripted foreign content under pressure. Foreign content libraries can no longer be mined so easily for Chinese adaptations. Adaptations and remakes are subject to a de facto ban.
  7. Foreign animation is now caught by the quota. In the past, foreign animation was exempt but, as part of changes introduced in 2018, it now comes within the 30% streaming quota applicable to foreign content.
  8. US streamers are not getting in. Despite frequent rumors and reports to the contrary, there is no reason to expect US streamers will be allowed to operate their own channels or do anything other than license their content for China within the 30% streaming quota.
  9. AVOD is down. Ad-supported revenue is shrinking. Tencent, which has the highest number of subscribers in China, disclosed in its Q3 filing a 28% decrease in advertising revenues. Unpredictability and uncertainty in scheduling releases were cited as the reasons. iQyi has also been hit by decreasing advertising revenue.
  10. SVOD is up. Subscription revenue is up relative to AVOD. It is now nearly the same as, if not more than, ad-supported revenue. The Chinese are now willing and able to pay for premium content or pay to avoid ads. This, together with improvements in IPR enforcement in China, has driven online piracy down to the point that it is no longer a major problem. But as indicated above, growth has slowed.
  11. China streamers are paying less and buying non-exclusively. This applies to both foreign and domestic content owners. Co-operation among streamers is up as they share quota spots and help each other with content license fees.
  12. No, China’s film “market” won’t eclipse North America’s in the near term. Despite the growth in digital distribution, ancillaries are mostly VOD and they still only account for about 25% of the market. Box office is still the biggest revenue source. It makes up around 75% of the market. Note that in North America the opposite applies — ancillaries are the greater part of that market. Reports predicting China’s “market” will soon eclipse North America’s can be misleading if they compare box office takings without considering the more substantial ancillaries in North America.
  13. Caution and uncertainty will continue during these “red” years. This year was the 70th anniversary of the founding of the People’s Republic. 2021 will be the 100th anniversary of the establishment of the Party. Regulatory caution and industry uncertainty will likely continue in the near term. Whether you’re a Chinese regulator, a Chinese producer, or a foreign studio executive, it won’t be a good time to be taking risks or pushing boundaries.

Here’s the thing: China may be getting harder for foreign business but it’s just too big to ignore. Foreign companies with a serious commitment and a realistic business model can still make it in these conditions and we are working with some that are. Generally, in the current climate, licensing-led approaches will be more advantageous than focusing on local production.

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Tencent to launch Nintendo Switch in China on Dec. 10 https://technode.com/2019/12/04/tencent-to-launch-nintendo-switch-in-china-on-dec-10/ https://technode.com/2019/12/04/tencent-to-launch-nintendo-switch-in-china-on-dec-10/#respond Wed, 04 Dec 2019 07:46:44 +0000 https://technode-live.newspackstaging.com/?p=123475 tencent antitrust techwar gaming streaming WeChatThe first batch of games to become available in China will be three Mario titles.]]> tencent antitrust techwar gaming streaming WeChat

Tencent kick off sales of Nintendo’s Switch console on e-commerce platforms JD.com and Tmall on Dec. 10, media outlet 36Kr reported.

Why it matters: In addition to securing the rights to distribute Nintendo Switch in China, Tencent has also been leveraging its partnership with the Japanese publisher to create console titles for the US market.

Details: The first batch of games to become available on the console in China are “Super Mario Bros. U Deluxe,” “Mario Kart 8 Deluxe,” and “Super Mario Odyssey,” Tencent said at a Wednesday product release event. It will be selling the latest version of the console featuring battery life improved by two hours—first available in other markets in mid-August—for a recommended price of RMB 2,099 (around $300).

  • Super Mario Bros. U Deluxe will be available for purchase on Dec. 10 on Nintendo eShop’s China store, while the two other titles will be released in a few weeks.
  • All three titles will be priced at RMB 299, significantly lower than the $59.99 (around RMB 424) charged in Nintendo’s US store.
  • Due to localization difficulties, popular Switch titles such as “The Legend of Zelda: Breath of the Wild” wasn’t included in the first batch of available games, said Xu Geng, head of Tencent’s Nintendo cooperation department.
  • Users will be able to purchase Switch games using WeChat Pay.

Context: Tencent was given the green light to distribute Nintendo’s Switch in April.

  • In July, Tencent started recruiting analysts and developers for its new Nintendo cooperation department.
  • Tencent officials told the Wall Street Journal in November that they had modest hopes for Switch because Chinese customers are more used to playing video games on smartphones and PCs.
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Content aggregator Qutoutiao’s revenue growth slows sharply in Q3 https://technode.com/2019/12/04/content-aggregator-qutoutiaos-revenue-growth-slows-sharply-in-q3/ https://technode.com/2019/12/04/content-aggregator-qutoutiaos-revenue-growth-slows-sharply-in-q3/#respond Wed, 04 Dec 2019 04:51:47 +0000 https://technode-live.newspackstaging.com/?p=123419 The company doubled the total user base across its three apps.]]>

Content aggregator Qutoutiao’s significant user base growth in the third quarter powered solid but markedly slower revenue growth beating the mid-range of analyst consensus estimates while net losses narrowed.

Why it matters: Qutoutiao’s ability to monetize its lower-tier city-focused content services helped the company post a solid increase in advertising revenue for the quarter in a slowing economy that has significantly crimped growth for some of China’s biggest internet companies.

“We believe the lower-tier cities remain the most attractive space today with unmatched structural potential for growth and monetization. During the Double 11 Shopping Festival, GMVs generated by Qutoutiao users on e-commerce platforms increased more than 10-fold in comparison to last year.”

—Tan Siliang, Qutoutiao chairman and CEO

Details: Qutoutiao’s net revenues for the third quarter grew 44.0% year on year to RMB 1.41 billion ($197 million), a significant slowdown from 187.9% annual growth it saw in Q2 and a steep drop from 520.3% year-on-year growth it earned in the same quarter a year ago.

  • Revenues from advertising and marketing increased 54.1% year on year to RMB 1.38 billion, driven primarily by increases in the platform’s user base, user time spent, and ability to monetize traffic.
  • Combined average monthly active users (MAUs) more than doubled compared with the same period last year, reaching 134 million. The figure includes users from Qutoutiao, the company’s online reading app Midu Novels, and lightweight version Midu Lite.
  • Combined average daily active users (DAUs) also jumped 98% year on year to 42 million.
  • User engagement expenses rose 11.5% year on year driven by the increase in user base size, but spending per DAU per day for the two apps dropped 43.6% year on year.
  • The company shrank its net loss 14.0% year on year to RMB 888.2 million, with net loss margin improving to 63% from 106% in the third quarter of 2018.

Context: Qutoutiao’s online reading unit Midu, which includes Midu Novels and Midu Lite, closed a $100 million Series B in October.

  • Midu said it would use the proceeds for acquiring content, constructing a content creator ecosystem, and marketing purposes.
  • Midu Novels was suspended in July along with two other heavyweight reading apps for not removing lowbrow and sexually suggestive content.
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China targets ‘deepfake’ content with new regulation https://technode.com/2019/12/03/china-targets-deepfake-content-with-new-regulation/ Tue, 03 Dec 2019 03:44:05 +0000 https://technode-live.newspackstaging.com/?p=123217 deepfake AI government app VRAuthorities called on media platforms to step up efforts to identify deepfakes and set up rectification channels.]]> deepfake AI government app VR

Chinese authorities rolled out a new regulatory document on Friday targeting so-called “deepfake” images and video with rules calling on media platforms to identify and remove files spreading false news.

Why it matters: Online video and audio platforms are under more pressure to review content. Standards detailing deepfakes, or media in which figures in images or videos are swapped with another person’s likeness, will likely follow on the heels of the document.

Details: Three government agencies—the Cyberspace Administration of China (CAC), the Ministry of Culture and Tourism, and the National Radio and Television Administration—released the document, calling on platforms to more clearly mark audio or videos using deepfakes, deep learning, virtual reality or other new technologies.

  • The document, effective Jan. 1, bans the use of deepfake and virtual reality (VR) technologies in creating, publishing or spreading fake news, and calls on platforms to remove such media.
  • Users must register on platforms with identifiable information like government-issued IDs or mobile phone numbers, in line with the Cybersecurity Law.
  • Platforms should set up easy-to-use complaint channels.
  • Audio and visual services should issue industry standards and guidelines, and set up a credit system.
  • China already has 759 million online video platform users, according to an unnamed CAC representative cited in an accompanying document. New technologies such as deepfakes could “endanger national security, disrupt social stability, disrupt social order, and infringe on legitimate rights and interests of others,” the document said.
  • Government departments must organize regular inspections to ensure that platforms regulate online audio and video in line with service agreements.

“Currently China is not facing any serious problems with deepfakes. But the threshold for this technology is getting lower and fakes are increasing in sophistication. There is no guarantee that this technology will not be abused. If abused, it can cause serious social problems and security risks” (our translation).

—Jing Dong, associate researcher at the Institute of Automation, Chinese Academy of Sciences

Context: While false news is widespread in China, deepfakes are still relatively rare.

  • An employee of a video-streaming company told TechNode that scammers are doing just fine without deepfakes. Platforms already battle fake celebrity profiles set up to swindle money from fans, the person said. Fraudsters have even made fake versions of paid-streaming websites to con fans who believe they are recharging credits to send virtual gifts but are instead sending funds straight to thieves’ pockets.
  • “Using tech to detect deepfakes will always be an arms race,” a Europe-based artificial intelligence researcher told TechNode in an email. “Systematically marking synthetic content could help to have a good training database for recognizing such content in the wild.”
  • While doubtful about how useful real-name registration can be, the researcher added that “complaint channels are quite useful to detect instances of deepfakes due to human knowledge about contexts and situations but are also expensive to set up and run, and can be swamped.”
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Tencent is testing another new social app, Youji https://technode.com/2019/11/29/tencent-is-testing-another-new-social-app-youji/ https://technode.com/2019/11/29/tencent-is-testing-another-new-social-app-youji/#respond Fri, 29 Nov 2019 09:36:17 +0000 https://technode-live.newspackstaging.com/?p=123125 TencentTencent unveils a third social app in November. ]]> Tencent
Screenshot of the Youji app. (Image credit: TechNode)

Chinese tech giant Tencent unveiled on Wednesday a new social networking app, Youji, that combines social media and forum features, reported our sister site, TechNode Chinese.

Why it matters: Youji is the third social networking app Tencent has launched in November, an acceleration which highlights the company’s efforts to retain user attention amid tapering WeChat growth and tougher competition from rivals.

  • Chinese internet giants including Alibaba, Sina, Bytedance, and JD.com have all been expanding into the social network sector since the beginning of this year, challenging Tencent’s dominance in the sector.
  • The percentage of time Chinese netizens spend on Tencent-backed apps dropped 4.2% to 42% in September 2019 from 46.2% in September last year, according to report from Chinese data analytics firm Quest Mobile.
  • In addition to Youji, Tencent unveiled video networking app Maohu and dating app Qingliao earlier this month.

Details: Youji’s slogan is “record your real life,” and allows users to post about their daily happenings or browse content based on interests.

  • In addition, the product combines a Weibo-like microblogging function with a unique “daily topics” feature, allowing users to follow trending topics, according to tech news site Pandaily.
  • The app is available for download on Apple’s China App Store and is now being tested by users on an invite-only basis.
  • Users can log in via their mobile number or WeChat account. Notably absent is a QQ account login feature, a common sight on new Tencent apps, possibly to avoid competition with the networking app.

Context: Competition in China’s social media space has been climbing since the beginning of this year. Three social apps launched on Jan 15. including Bytedance’s Duoshan; an updated Bullet Messenger from Kuairu Technology-owned, Smartisan-backed Liaotianbao; and Matong, an anonymous social media app developed by Shenzhen-based Ringo.AI.

  • WeChat banned the three social networking rivals within a day of the launches.
  • Weibo launched Instagram-clone Oasis in September, followed by Alibaba’s debut of its social networking app, Real.

Alibaba is testing a new social networking app, Real

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Pinduoduo may soon add livestreams to boost growth https://technode.com/2019/11/28/pinduoduo-may-soon-add-livestreams-to-boost-growth/ https://technode.com/2019/11/28/pinduoduo-may-soon-add-livestreams-to-boost-growth/#respond Thu, 28 Nov 2019 06:25:42 +0000 https://technode-live.newspackstaging.com/?p=123045 pinduoduo C2M ecommerce online retail shopping consumer TencentShopping platforms are converging livestreaming and e-commerce in their fight for user attention.]]> pinduoduo C2M ecommerce online retail shopping consumer Tencent

Chinese e-commerce upstart Pinduoduo debuted its first livestreaming session on the platform on Wednesday night, signaling that it is looking to add the feature to revive growth after disappointing third quarter results.

Why it matters: Pinduoduo is stepping up efforts to capitalize on growing adoption of content-driven e-commerce after integrating a short-video feature earlier this year. 

  • Pinduoduo rival Alibaba, which has 4,000 livestream hosts, saw gross merchandise volume (GMV) generated through its livestreaming unit Taobao Live jump 400% year on year to RMB 100 billion ($14 billion) in 2018.
  • In addition to Alibaba, e-commerce platforms like Xiaohongshu as well as short video apps like Douyin and Kuaishou are trying to converge livestreaming and e-commerce in their fight for user attention.
  • However, problems that dog mainstream e-commerce such as false advertising also shadow e-commerce livestreams. Chinese regulators have stepped in to regulate the flourishing sector.

Details: Sun Jing, a key opinion leader (KOL) using the nickname “Xiaoxiaobao Mama,” kicked off a livestream session at 8 p.m. on Wednesday, engaging with more than 50,0000 shoppers during peak viewership.

  • Sun, a Forbes-certified expert on mother and baby care, introduced 16 products during the livestream ranging from cosmetics to health care products.
  • Before the Wednesday livestream, Pinduoduo promoted the livestream on the platform beginning a few days ahead of the event, asking users to engage by making an appointment.
  • Similar to its group purchase concept, users who made an appointment for the livestream can invite their friends to join by sharing a link or creating a poster to promote on mega chatting app WeChat’s social feed feature, Moments. Users and two friends who join the session using the invitation are given a 50% discount.
  • Users can also join the livestream and complete purchases through Goods Purchase, a Pinduoduo-backed WeChat mini-program that it is testing.
  • Pinduoduo did not immediately respond to a request for comment.

Context: China’s live-streaming e-commerce market is expected to be worth RMB 440 billion in 2019, according to report from securities brokerage Everbright Securities (in Chinese).

  • Alibaba’s Singles Day data shows live-streaming is becoming an increasingly important means to boost sales.
  • Xiaohongshu started testing a live-streaming feature in June this year to drive user engagement and boost e-commerce business.

Livestreams on Taobao Live earn RMB 20 billion in sales on Singles Day

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The Chinese gaming startup outperforming Tencent overseas https://technode.com/2019/11/27/the-chinese-gaming-startup-outperforming-tencent-overseas/ https://technode.com/2019/11/27/the-chinese-gaming-startup-outperforming-tencent-overseas/#respond Wed, 27 Nov 2019 08:00:27 +0000 https://technode-live.newspackstaging.com/?p=122953 Lilith Games was exploring overseas opportunities long before regulations tightened, beating larger and more well-known players to the punch. ]]>

As China’s domestic gaming market faces increasingly stringent regulation, many companies in the sector have started to focus more on overseas markets. Among the most successful is startup Lilith Games whose ads for the popular “Rise of Kingdoms” (ROK) strategy series are often peppered across western social media platforms. The most recent ROK title pulled in more than $60 million from abroad in October, helping the startup to beat both Tencent and NetEase in overseas mobile game revenue for the month.

The backstory: Lilith Games releases mobile strategy titles overseas first before rolling them out back home in China. The company aims to create games featuring universally appealing art styles and mechanics.

  • Three former classmates, Wang Xinwen, Yuan Shuai, and Zhang Hao, founded Lilith Games in May 2013 in Shanghai. After graduating in software engineering at Nanjing University, they joined Tencent’s Aurora Studios in 2009 before leaving in 2013 to start their own project.
  • The firm’s first mobile title, “Heroes Tactics,” targeted domestic gamers primarily, but follow-up releases focused on overseas markets.

Unique selling point: Different from most Chinese gaming firms, Lilith Games was exploring overseas opportunities long before regulations tightened, beating larger and more well-known players to the punch.

  • The company’s first overseas-focused mobile title launched in 2015. Named “Soul Hunters,” the card-based strategy game was essentially the overseas version of “Hero Tactics” and accumulated more than five million downloads on Google Play alone.
  • Lilith Games has been among the top five highest-grossing Chinese mobile game developers overseas in recent months. In October, the company beat Tencent and NetEase to be the top-grossing gaming firm on Apple’s App Store and Google Play in markets outside China.

“The cost of user acquisition has been rising faster than users’ spending capabilities, both domestically and in overseas markets. This is a problem for all gaming companies…What it means for us is that every customer is very valuable…We are increasingly focused on the long-term sustainability of our titles, whether it’s related to user retention or community management.”

—Lilith Games co-founder Zhanghao at Google Think Games in August

The investors: Lilith Games raised RMB 2 million in an angel round led by IDG Capital in 2013, before raising tens of millions of yuan in Series A funding from Prometheus Capital in 2016.

Present condition: Lilith Games’ newer releases have gained traction in the US and East Asia.

  • ROK has pulled in more than $60 million across the App Store and Google Play in non-Chinese markets in October. The title beat Tencent’s “PlayerUnknown’s Battlegrounds Mobile” (PUBG Mobile) and “Call of Duty Mobile” to be the most profitable Chinese game for the month, according to Sensor Tower.
  • Card-based RPG AFK Arena launched in April and was the eighth highest-grossing Chinese mobile game overseas in October, bringing in more than $30 million globally, according to Sensor Tower.
  • Korea made up more than 45% of ROK’s October revenue, while the US contributed around 30%, according to App Annie. America also makes up close to 70% of AFK Arena revenue.

The landscape: Many Chinese gaming companies have looked to overseas markets after the State Administration of Press and Publication implemented tighter rules in April, limiting domestic game approvals.

  • Lilith Games faces fierce competition. Tencent and NetEase are keen to further expand in the US and East Asian markets, while smaller players, such as Beijing-headquartered FunPlus and Shanghai-based Moonton, are also present.
  • East Asian markets like Japan and Korea are among the most profitable globally. Mobile games revenue on iOS and Android increased more than 12.7% year on year in Japan in the third quarter, reaching $3.9 billion, according to a Sensor Tower report. During the same period, mobile titles grossed more than $1.1 billion in Korea, growing by 14.4% annually.
  • Mobile games remain the largest video game segment this year and revenue is expected to grow 10.2% annually to $68.5 billion, or 45% of the global games market, according to researcher Newzoo.

Prospects: Lilith Games saw a significant rise in revenue in the past year after the release of more recent titles. As it continues to roll out content updates for its strategy and role-playing games—genres yet to be explored by Tencent and NetEase overseas—the startup could consolidate its position as top-grossing Chinese firm in the segment.

Lilith Games have also been working on bringing ROK and AFK Arena back home to Chinese audiences. The firm won SAPP approvals for AFK Arena in September and has completed beta testing ahead of a January 2020 launch.

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Virtual gift sales drive dating app Momo’s Q3 revenue growth https://technode.com/2019/11/27/virtual-gift-sales-drive-dating-app-momos-q3-revenue-growth/ https://technode.com/2019/11/27/virtual-gift-sales-drive-dating-app-momos-q3-revenue-growth/#respond Wed, 27 Nov 2019 04:49:22 +0000 https://technode-live.newspackstaging.com/?p=122917 The company's value-added service revenues jumped 86% to RMB 1.06 billion.]]>

Dating and live-streaming platform Momo posted steady revenue and net profit growth in the third quarter, driven by a surge in virtual gift business, while dating subsidiary Tantan continued to leak money.

Why it matters: As China’s largest online dating platform, Momo has bolstered its product offering in recent years to boost growth, though not all have been well-received by regulators.

  • Regulators summoned Momo executives in September to discuss data collection and privacy protection related to its deepfake app Zao, which went viral in China for its face-swapping functions.

Details: Net profit for the third quarter rose 22% year on year to RMB 4.45 billion ($623 million), with Momo contributing close to 93% of the total and Tantan accounting for 7%.

  • Revenues from live video services grew 18% year on year to RMB 3.28 billion, driven by increased spending from different user groups.
  • Value-added service revenues nearly doubled during the quarter to RMB 1.06 billion, mainly due to continued growth from Momo’s virtual gift business. Increased subscriptions on Tantan also contributed to revenue growth.
  • Momo’s monthly active users (MAUs), which does not include Tantan, increased a modest 3% year on year to 114.1 million in September.
  • Total paying users on the two dating apps reached 13.4 million, increasing by 7% year on year.
  • Net income for the third quarter surged by more than half to reach RMB 893.9 million. Momo contributed RMB 1.11 billion of net income, rising nearly 29% year on year, while Tantan booked RMB 214 million in net losses.
  • Momo expects total net revenues for the fourth quarter to rise between 18% and 20% on an annual basis to fall within a range of RMB 4.52 billion to RMB 4.62 billion.

Context: Momo fully acquired rival dating app Tantan for $600 million in February 2018.

  • Both Momo and Tantan have faced heightened government scrutiny this year. Tantan was taken down from Apple’s China App Store and major third-party Android stores in April for sexually explicit content and was censured by regulators in June for similar violations shortly after its return.
  • In May, both apps also issued announcements saying that they would suspend their location-based social newsfeed for a month to conduct self-regulation.
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Tech companies vie for spotlight, pledge support for former NetEase employee https://technode.com/2019/11/26/tech-companies-vie-for-spotlight-pledge-support-for-former-netease-employee/ https://technode.com/2019/11/26/tech-companies-vie-for-spotlight-pledge-support-for-former-netease-employee/#respond Tue, 26 Nov 2019 04:41:24 +0000 https://technode-live.newspackstaging.com/?p=122829 netease music mobile game cloud gaming ChinaE-commerce giant JD publicized new employee death benefits and existing medical coverage policies.]]> netease music mobile game cloud gaming China

Executives from several Chinese internet companies are jumping onto a public bandwagon to convey support for a former NetEase employee who publicized his termination from the company over the weekend in an effort to share the spotlight on a top trending topic on Chinese social media.

Why it matters: Following a heated round of protest early in the year against “996,” shorthand for a demanding work schedule from 9 a.m. to 9 p.m. six days a week, the Chinese public has become more sensitive to harsh employee treatment, particularly within technology industries.

Details: The show of support ranged from publicizing beefed up corporate policies to pledges of outright financial support from Chinese tech executives.

  • At the request of CEO Richard Liu, e-commerce giant JD.com on Monday updated its employee benefits to cover education and living expenses for dependent children in the event of an employee death. The support will last until the children reach age 22 regardless of the cause of death, according to a WeChat Moments post from company Vice President Song Yang.
  • Song also reiterated in the post an existing company policy that covers all expenses for treatment of serious illnesses, applicable to employees who have worked at JD.com for five years or more.
  • Chinese crypto entrepreneur Justin Sun, who was in the media spotlight after he won a charity auction with a record $4.57 million bid for lunch with famed investor Warren Buffett, said in a Weibo post that he would cover all medical expenses for the former NetEase employee.
  • Xu Bo, the CEO and founder of Guangzhou-based gaming company Duoyi Network, also offered a donation of up to RMB 1 million for the former NetEase employee. However, Xu said in a Weibo post that the employee has to receive treatment at a specified hospital in Guangzhou to be eligible for the donation.
  • Xu also echoed JD in offering a new death benefit for employees’ dependent children, but included restrictions such as providing for “normal living and domestic education expenses.”

Context: NetEase came under fire on Chinese social media over the past few days for laying off an employee with a serious heart condition who claimed that he was fired without cause.

  • In a WeChat article, the former employee detailed how he had the second-highest output on his team but still didn’t pass his employee evaluation, as well as how the company tried to deny him adequate compensation.
  • NetEase apologized for its “insensitive” and “crude” practices but stated that the former employee did not meet quality standards in his work despite his high output.
  • According to the newest statement from NetEase, the employee has received a compensation of RMB 240,000 ($34,000) following labor arbitration and has filed a new claim for an additional RMB 616,929.

NetEase under fire on Chinese social media for treatment of ill employee

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Bytedance overtakes Baidu, Tencent in H1 digital ad revenue https://technode.com/2019/11/22/bytedance-overtakes-baidu-tencent-in-h1-digital-ad-revenue/ https://technode.com/2019/11/22/bytedance-overtakes-baidu-tencent-in-h1-digital-ad-revenue/#respond Fri, 22 Nov 2019 05:02:22 +0000 https://technode-live.newspackstaging.com/?p=122570 Douyin Shanghai short video ByteDanceBrands are increasingly shifting budget to short video apps, which are outperforming other internet platforms.]]> Douyin Shanghai short video ByteDance

Douyin and TikTok owner Bytedance has overtaken search giant Baidu to hold the second-largest share of China’s digital ad market during the first half of 2019, according to CNBC.

Why it matters: As short videos continue to encroach upon Chinese netizen screen time, brands have started to prioritize ad budget for short video platforms, which are taking share from other consumer internet platforms such as mobile games.

  • The average time that users spent on short video apps increased 8.6% year on year to 22 hours per month, according to a report from research firm QuestMobile released in June.
  • Time spent on other categories of apps, such as video streaming, mobile games, and online reading, all dropped during the same period.

Details: Bytedance took 23% of all digital media spending in China in the first half of the year, or around RMB 50.0 billion ($7.1 billion), led only by e-commerce giant Alibaba, which accounted for 33% of the total during the period, according to the report citing marketing consultancy R3.

  • Bytedance’s digital ad revenue for the first half of 2019 surpassed that of Baidu, which was around RMB 36.9 billion, as well as Tencent’s RMB 29.8 billion.
  • The company’s ad revenue in the first half of the year surged 113% compared with the same period last year, powered primarily by growth from short video app Douyin and content aggregator Jinri Toutiao.
  • R3 expects that Bytedance’s rate card will increase 10% in 2020, referring to advertised prices for ad placements. The average inflation rate in China is around 2.5% currently, according to the report.

Context: Bytedance has been building an advertising ecosystem to streamline ad creation, deployment, and management across its content platforms.

  • The company launched two ad-creation tools in September, with one targeting the domestic market and the other intended for ads on short video app TikTok.
  • Prior to the ad-creation tools, Bytedance also released two apps that track advertising and marketing campaign performance.

Bytedance launches video ad tools for TikTok, Douyin

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Senate bill would ban TikTok, Apple from storing US user data in China https://technode.com/2019/11/19/senate-bill-would-ban-tiktok-apple-from-storing-us-user-data-in-china/ https://technode.com/2019/11/19/senate-bill-would-ban-tiktok-apple-from-storing-us-user-data-in-china/#respond Tue, 19 Nov 2019 10:08:37 +0000 https://technode-live.newspackstaging.com/?p=122341 tiktok douyin bytedanceThe bill also restricts Chinese companies from collecting non-essential data from American users.]]> tiktok douyin bytedance

A bill introduced to the US Senate on Monday could make it illegal for internet companies to transfer American user data and encryption keys to China, in an effort to prevent user data leaks to the Chinese government.

Why it matters: If passed, the bill introduced by Republican Senator Josh Hawley would be the first to ban tech companies from storing US user data in China citing national security concerns.

  • In a statement announcing the bill, Hawley singled out Apple and TikTok, two companies which only two weeks ago declined to testify at a Congressional hearing on their data transfer practices to China.
  • This could mean trouble for companies which operate in China, which are required to store Chinese user data in the country.

“If your child uses TikTok, there’s a chance the Chinese Communist Party knows where they are, what they look like, what their voices sound like, and what they’re watching. That’s a feature TikTok doesn’t advertise.”

—Senator Josh Hawley 

Details: The bill would also stop Chinese companies from collecting non-essential data from US citizens.

  • Hawley also wants the US Committee on Foreign Investment (CFIUS) to pre-approve any acquisition of US tech companies by Chinese businesses.
  • The bill also singles out Russia as a “country of concern.”

Context: Hawley held a congressional hearing Nov. 5 exploring security risks brought by social media platforms and their ties to Beijing. Executives from Apple and TikTok declined to attend.

  • TikTok has said that all of the data from its American users is stored in the US.
  • Just a day before the hearing was set to take place, CFIUS opened an investigation in TikTok’s parent company Bytedance’s 2017 acquisition of Musical.y.
  • Apple had to comply with Chinese data localization laws, which prohibits storing Chinese user data abroad, and partnered with a Chinese company to continue operating its iCloud service. Critics say that Beijing can force Apple’s local partner to hand over these encryption keys, which could open access to US user data as well. Apple said that it has control over the encryption keys, not its partner.
  • TikTok is reportedly more popular than Facebook among young Americans, surpassed by only Facebook’s WhatsApp and Messenger in number of downloads this year.

TikTok declines to testify to Congress about China ties

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Bilibili notches Q3 revenue beat, but losses widen as expansion takes hold https://technode.com/2019/11/19/bilibili-notches-q3-revenue-beat-but-losses-widen-as-expansion-takes-hold/ https://technode.com/2019/11/19/bilibili-notches-q3-revenue-beat-but-losses-widen-as-expansion-takes-hold/#respond Tue, 19 Nov 2019 04:11:58 +0000 https://technode-live.newspackstaging.com/?p=122308 bilibili video sharing livestreaming anime gameThe platform is broadening beyond its ACG roots to online learning and music.]]> bilibili video sharing livestreaming anime game

Anime and game-centric video sharing site Bilibili reported strong revenue growth in the third quarter powered by rising user spending, though losses for the period also continued to widen as the company expands its entertainment offerings.

Why it matters: Bilibili has been broadening its services beyond video-sharing and game publishing to live-streaming, online comics, and e-commerce to boost growth and reach a market capitalization of $10 billion, a goal recently set by its CEO.

“Looking ahead, we will continue to convert our growing traffic to paying users, further improve our gross margin and continue to work to achieve sustainable growth.”

Sam Fan, Bilibili’s chief financial officer, in a statement

Details: Bilibili’s total net revenues for the third quarter jumped 72% year on year to RMB 1.86 billion ($260 million), topping the high end of consensus estimates from analysts surveyed by Yahoo Finance.

  • Revenues from mobile games grew 25% year on year and accounted for half of the total net revenues for the period.
  • Live broadcasting and value-added services revenues surged 167% year on year to reach RMB 452 million, driven primarily by growth in the number of paying users and spending per user, as well as Bilibili’s premium membership program.
  • E-commerce revenues rocketed 703% compared with the same period last year, reaching RMB 226.1 million.
  • Average monthly active users (MAUs) grew 38% year on year to 128 million, whereas mobile MAUs increased by 43% to 114 million compared with the same period last year.
  • Average monthly paying users surged 124% year on year to 7.9 million, driving the company’s revenue per MAU up 25% year on year, and non-game revenue per MAU to double year on year.
  • Bilibili’s net loss for the three months ended Sep. 30 also expanded 61% year on year to RMB 405.7 million. The company did not disclose specific factors driving its higher losses.
  • Bilibili expects net revenues of between RMB 1.93 billion and RMB 1.98 billion for the fourth quarter of 2019.
  • CEO Chen Rui said in September that a $10 billion market cap was the minimum size for content platforms that wish to remain up and running in China three years from now, according to a report from Chinese media LatePost.

Context: Bilibili has been trying to enrich its content offering beyond its initial focus on anime, comics, and games (ACG) with paid online courses and an incentive program for music content creators.

  • Rolled out in late October, the paid course system includes classes on practical skills as well as informational topics such as history.
  • The music incentive program aims to attract creators with existing follower bases to join Bilibili as verified artists, offering more exposure and cooperation opportunities with the platform.

Anime video platform Bilibili is beta testing paid courses

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Bytedance in talks with top music labels for licensing deals https://technode.com/2019/11/18/bytedance-in-talks-with-top-music-labels-for-licensing-deals/ https://technode.com/2019/11/18/bytedance-in-talks-with-top-music-labels-for-licensing-deals/#respond Mon, 18 Nov 2019 08:41:36 +0000 https://technode-live.newspackstaging.com/?p=122222 Bytedance Tiktok Singapore InvestmentThe company is looking to launch its music streaming service as early as next month.]]> Bytedance Tiktok Singapore Investment

Bytedance is in talks with the world’s largest record labels to use their songs on its new music subscription service, taking the TikTok and Douyin owner one step closer to a direct rivalry with paid music heavyweights such as Apple and Spotify, the Financial Times reported.

Why it matters: Bytedance has been actively developing its paid music service targeting emerging markets amid a stalemate with major global music labels that seek higher royalties than the flat fee in the “tens of millions of dollars” the company currently pays.

Details: Bytedance is negotiating with Universal Music, Sony Music, and Warner Music.

  • Bytedance is looking to launch the unnamed product as early as next month in emerging markets such as India, Indonesia, and Brazil, after which it could enter the US market, according to people briefed on the plans.
  • The music streaming app would also include a library of short video clips that users can synch to songs and then share with friends.
  • The music app is expected to be priced lower than the $10 per month charged by Spotify and Apple.
  • TikTok declined to comment when reached by TechNode on Monday.

Context: Bytedance has been building an online music platform named “Yinyuebang,” which currently has a library of 26 songs popular on Douyin. It is unclear, however, whether the platform is the same music streaming product for emerging markets or a separate product for the domestic market.

  • Artists in Douyin’s independent artist support program created the 26 songs, which are fully owned by the short video platform.
  • Prior to Yinyuebang, Bytedance also made moves to promote and sign more artists, such as the talent search in South Korea and Japan it kicked off in April to discover and support independent musicians. In July, it acquired UK artificial intelligence music startup Jukedeck.

Bytedance has reportedly acquired UK music AI startup, Jukedeck

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Douyin, TikTok notch 1.5 billion downloads across iOS and Android https://technode.com/2019/11/18/douyin-tiktok-notch-1-5-billion-downloads-across-ios-and-android/ https://technode.com/2019/11/18/douyin-tiktok-notch-1-5-billion-downloads-across-ios-and-android/#respond Mon, 18 Nov 2019 03:45:06 +0000 https://technode-live.newspackstaging.com/?p=122151 tiktok Bytedance US national securityTikTok is still one of the world’s most popular apps despite a deceleration in 2019.]]> tiktok Bytedance US national security

Short video app Douyin and its overseas version TikTok have been downloaded more than 1.5 billion times on Apple’s App Store and Google Play since release, according to analytics firm Sensor Tower.

Why it matters: Despite a slowdown in 2019, TikTok is still one of the world’s most popular apps, led only by Facebook’s WhatsApp and Messenger in total downloads in the non-gaming category this year.

Details: Douyin and TikTok have accumulated 614 million downloads in 2019 across Apple’s App Store and Google Play as of Nov. 14, a 6% increase compared with the same period a year ago.

  • In comparison, WhatsApp and Messenger have 707.4 million and 636.2 million installs so far this year, respectively.
  • Users from India accounted for the largest share of the 1.5 billion cumulative downloads, with 31% of all unique installs coming from the country.
  • Around 11.5% of all installs came from China in the form of Douyin downloads, while users in the US generated approximately 8.2% of the 1.5 billion total.
  • The 1.5 billion figure excludes installs from third-party Android stores in China.
  • India continued to drive growth for TikTok in 2019, accounting for 45% of all global installs for the year across the two apps as of Nov. 14, according to the data.
  • User spending on Douyin and TikTok rose every month starting February. Cumulative global user spend for 2019 reached $115.3 million across Apple’s App Store and Google Play as of Nov. 14.

Context: TikTok faces uncertainties in the US as lawmakers scrutinize the app for potential privacy and national security risks.

  • The Committee on Foreign Investment in the United States on Nov. 2 began looking into Bytedance’s acquisition of Musical.ly in 2017 at the request of Senator Marco Rubio.
  • In October, Senators Chuck Schumer and Tom Cotton asked for a separate review of TikTok to assess potential national security risks. Schumer also raised questions last week about the US Army’s use of TikTok for recruitment.
  • Republican Senator John Hawley organized a congressional hearing on Nov. 5 to explore the privacy and security concerns posed by popular social platforms, which TikTok declined to attend.

TikTok declines to testify to Congress about China ties

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Castbox introduces features from Chinese audio apps to the US https://technode.com/2019/11/15/castbox-brings-features-from-chinese-audio-apps-to-the-us/ https://technode.com/2019/11/15/castbox-brings-features-from-chinese-audio-apps-to-the-us/#respond Fri, 15 Nov 2019 08:19:59 +0000 https://technode-live.newspackstaging.com/?p=122084 At TechCrunch Shenzhen, Castbox CEO Renee Wang spoke on transplanting popular features on Chinese audio apps to the US.]]>
TechCrunch Head of Audience Development Anna Escher talks to Castbox CEO Renee Wang (Image Credit: TechNode/Coco Gao)

Podcast app Castbox is bringing features from Chinese audio apps to the US. At TechCrunch Shenzhen, the company’s founder and CEO Renee Wang set out its strategy to compete with podcasting giants like Apple and Google with a mix of China-inspired social features and new technology.

Launched in 2016, Castbox has racked up 20 million users, of which half are from the US. The platform is available in 175 countries but is yet to expand to China.

In a follow-up interview with TechNode, Wang described China’s Lychee and Netease Music apps as social audio models. Netease’s streaming service not only hosts an extensive audio library but has an active community that discusses the content on offer. Lychee has pivoted away from the more commonly seen model of curated online audio to focus on user-generated ‘live podcasting’ content.

China’s online content sector is years ahead of the US, Wang said, adding that this gives her an advantage in the market. Developments in China are noted only when they are later replicated in the US, Wang said. Several American firms have visited Castbox to learn about features that are already years-old in China, she added.

In addition to social features such as comment threads and virtual gifts, familiar to Chinese internet users, Castbox’s community also includes moderation and timestamping of podcasts so that listeners can skip to the topics of interest. The platforms ‘Livecast’ function has proved particularly popular in Brazil, winning hosts over from other platforms.

Wang said the company had abandoned a content-based strategy once more prominent players such as Apple, Google, and Spotify began investing heavily in the field. Rather than compete directly, Wang decided to focus on technology and create a “unique user experience.”

The company has also developed some novel features, like automatic “in-audio search.” Using voice recognition, Castbox can transcribe audio so that users can search for terms within recordings.

Castbox has no plans to enter the China market, Wang confirmed. “Competition is really fierce,” she said.

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Tencent’s profits fall in Q3 amid rising competition for ad budget https://technode.com/2019/11/14/tencents-profits-fall-in-q3-amid-rising-competition-for-ad-budget/ https://technode.com/2019/11/14/tencents-profits-fall-in-q3-amid-rising-competition-for-ad-budget/#respond Thu, 14 Nov 2019 05:06:38 +0000 https://technode-live.newspackstaging.com/?p=121962 TencentTotal revenue for the quarter rose 21% to RMB 97.2 billion, missing analyst estimates of RMB 99.0 billion.]]> Tencent

Tencent reported declining profit in the third quarter as a result of weaker results in its media advertising and PC games as well as lower than expected revenue, according to results the company released on Wednesday. Shares for the gaming giant dipped 2.7% by mid-day.

Why it matters: Tencent has been facing challenges posed by China’s slowing economy and tighter anti-addiction regulations, as well as intensifying competition from rivals such as Bytedance, which has become increasingly popular with advertisers.

“In games, we have solidified our number-one position in China with ‘Peacekeeper Elite’s’ popularity and extended our international success with ‘Call of Duty Mobile’ and ‘Teamfight Tactics.’ In fintech, we operate the largest mobile payment platform in China by DAU, and payment models, which increases user engagement.”

—Chairman and CEO Pony Ma during the earnings call

Details: Total revenue increased 21% year on year to RMB 97.2 billion but fell below analysts’ consensus estimate of RMB 99.0 billion.

  • Tencent’s profit attributable to shareholders fell 13% year on year to RMB 20.4 billion, with net margin also dropping to 22% compared to 29% in the same period last year and 28% in the previous quarter.
  • Total online games revenue reached RMB 28.6 billion, increasing 11% year on year, powered primarily by strong growth from Tencent’s smartphone games revenue, which rose 25% year on year to RMB 24.3 billion, accounting for 85.0% of the total.
  • International markets have also become more important to the company’s gaming revenue. “International markets now contribute a teens percentage of our games revenue,” Tencent president Martin Lau said during the earnings call.
  • PC client games revenues dropped 7% year on year due to a lower number of paying users from legacy titles such as “Dungeon Fighter Online.”
  • Tencent also revealed its cloud revenue for a single quarter for the first time, which reached RMB 4.7 billion in the third quarter, around half of e-commerce giant Alibaba’s cloud sales for the same period.
  • Revenue from online advertising rose 13% year on year, powered by ad placements in WeChat Moments. However, media advertising revenue fell 28% year on year to RMB 3.7 billion due to weaker performance from platforms such as Tencent Video, which was affected by the challenging economic environment and unpredictability in scheduling major content releases. “We believe the worst of this trend is now appears to be behind us,” Chief Strategy Officer James Mitchell said during the earnings call.

Context: In addition to challenging macro environments, Tencent has had to navigate controversy related to the  National Basketball Association (NBA), which arose following a tweet from a Houston Rockets executive in support of the months-long Hong Kong protests.

  • Tencent secured a five-year partnership with the NBA for $1.5 billion in July that gives the company exclusive rights to stream NBA games in China. Following the controversy, however, Tencent paused all NBA livestreams for five days.
  • Tencent President Martin Lau said during the earnings call that the company hopes the problem will resolve itself over time.

China’s tech giants hit pause on NBA ties after executive’s Hong Kong tweet

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US senator warns Army about using TikTok for recruitment https://technode.com/2019/11/13/us-senator-warns-army-about-using-tiktok-for-recruitment/ https://technode.com/2019/11/13/us-senator-warns-army-about-using-tiktok-for-recruitment/#respond Wed, 13 Nov 2019 10:18:50 +0000 https://technode-live.newspackstaging.com/?p=121911 tiktok Bytedance US national securityThe senator asked whether the Army had assessed TikTok's security and analyzed alternatives.]]> tiktok Bytedance US national security

US Senate Minority Leader Chuck Schumer has raised questions about the US Army’s use of Bytedance short video app TikTok to recruit teenagers, citing potential privacy and national security risks, BuzzFeed News reported.

Why it matters: As one of the fastest-growing apps in the US, lawmakers are scrutinizing TikTok for its content filtering practices and potential security risks associated with Chinese company Bytedance’s ownership.

  • At the request of Senator Marco Rubio, the Committee on Foreign Investment in the United States on Nov. 2 opened a probe to investigate Bytedance’s acquisition of Musical.ly in 2017.
  • In October, Senators Schumer and Tom Cotton asked for a separate review of the potential national security risks posed by TikTok.
  • Republican Senator John Hawley held a congressional hearing on Nov. 5 to explore the privacy and security concerns posed by social platforms such as TikTok, though the company declined to attend.
  • Bytedance said it hasn’t and wouldn’t remove content even if requested by the Chinese government.

US senators call for national security probe of Bytedance’s TikTok

Details: In a letter to Army Secretary McCarthy dated Nov. 7, Schumer said that while he recognizes the need for the US Army to adapt its recruiting techniques to attract young Americans, it should do so after assessing the potential national security risks associated with Chinese-owned platforms such as TikTok.

  • In the letter, Schumer cited concerns about TikTok’s collection and handling of user data, such as user communication and location-related data, adding that China has laws that compel companies to support and cooperate with Chinese intelligence work.
  • Schumer asked whether the Army had consulted with the Department of Homeland Security about the national security risks TikTok and other Chinese-owned social media apps pose as platforms for recruitment.
  • Schumer also requested that the Army answer whether it had conducted an analysis of alternative recruiting platforms prior to opting for TikTok.

Context: While TikTok has repeatedly denied claims that it censors politically sensitive content, former employees of the company said otherwise.

  • Former employees said that they had to follow content filtering rules set by managers in Bytedance’s Beijing headquarters, who often ignored their requests not to block or penalize content deemed sensitive.
  • While some flagged videos were removed altogether, others were simply blocked from user feeds, according to the former employees.
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User base growth boosts live-streaming platform Huya’s Q3 profits https://technode.com/2019/11/13/user-base-growth-boosts-live-streaming-platform-huyas-q3-profits/ https://technode.com/2019/11/13/user-base-growth-boosts-live-streaming-platform-huyas-q3-profits/#respond Wed, 13 Nov 2019 03:43:40 +0000 https://technode-live.newspackstaging.com/?p=121875 The company doubled Q3 profits to RMB 406 million ($58 million).]]>

Chinese game live-streaming platform Huya reported substantial increases in monthly active users (MAUs) and paying users in the third quarter, powering the company’s strong revenue and profit growth for the period.

Why it matters: As one of China’s largest game live-streaming platforms, Huya has been expanding its content offerings to include other entertainment genres such as talent shows and anime.

Details: Total net revenues for the third quarter rose 77.4% year on year to RMB 2.27 billion ($317 million).

  • Live-streaming revenues for the period surged 77.2% year on year to RMB 2.16 billion, accounting for around 95.2% of Huya’s total revenue for the quarter. The company attributed the growth to higher average spending per paying user and an overall increase in paying users, though it did not disclose specifics.
  • The company’s gross profit more than doubled year on year in the three months ended Sep. 30, reaching RMB 406 million. Gross margin rose to 17.9% compared with 16.7% in the previous quarter and 15.2% in the third quarter of 2018.
  • Average mobile MAUs grew 29.1% year on year to 64 million, while total MAUs—including users from all of Huya’s domestic platforms—increased 47.6% year on year to 146 million.
  • Huya recorded 5.3 million domestic paying users for the third quarter, a 28.5% increase compared with the same period last year.
  • Cost of revenues for the third quarter also expanded 71.7% year on year to RMB 1.86 billion, primarily due to increases in revenue-sharing fees and content costs.

Context: In addition to including more diverse entertainment content, Huya has also recently started to construct its own mini program ecosystem to enrich user experience.

  • One of the mini programs Huya unveiled (in Chinese) in November is an artificial intelligence-powered virtual pet assistant that performs at the command of livestreamers and responds to live comments from users.
  • Huya also pledged to invest RMB 1 billion-worth of resources over the next three years to support mini program developers.
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New tech could bring big changes for entertainment content: Maoyan CTO https://technode.com/2019/11/13/new-tech-could-bring-big-changes-for-entertainment-content-maoyan-cto/ https://technode.com/2019/11/13/new-tech-could-bring-big-changes-for-entertainment-content-maoyan-cto/#respond Wed, 13 Nov 2019 02:40:07 +0000 https://technode-live.newspackstaging.com/?p=121823 New technological advancements like 5G, AI and blockchain are going to have a major impact on the entertainment industry.]]>

Advances in technology are expected to bring fundamental changes to the pan-entertainment industry, as they have in other sectors. The changes will range from how content is produced to how material is distributed among audiences. 

Coined in 2011 by Cheng Wu, chief executive of Tencent’s filmmaking arm, pan-entertainment refers to multi-level products developed from intellectual property, such as games, anime, drama, films, and fiction.

Burgeoning tech such as 5G, AI, and blockchain are going to have a significant impact on the entertainment industry, according to Chen Qingyang, chief technology officer of Tencent-backed online ticketing platform Maoyan Entertainment.

Chen highlighted virtual idols, digital avatars that feature their own voices and personalities. Taking hologram form, they perform live shows for thousands of adoring fans. Enabled by big data and AI, virtual idols like Luo Tianyi, have gained great popularity among younger generations over the past two years, Chen noted.

“With the rise of 5G and AI, the capability to generate a complete and whole visual scene on stage is going to bring fundamental changes to entertainment production and consumption,” he said at TechCrunch Shenzhen 2019 on Tuesday. VR is another key area for entertainment. While the technology can provide an immersive experience, Chen expects adopters to face obstacles in updating devices, improving display resolutions, and enriching content.

Different from countries such as the US, Chinese movie-goers typically secure their seats by buying tickets online from dealers. China’s box office boom over the past decade has given rise to online ticketing platforms like Maoyan and Alibaba-backed Taopiaopiao.

As the market leader with a share of more than 60%, Maoyan has pioneered some of the sector’s most popular features in recent years, from online seat selection, snack purchases, ticket refunds, and ticket changes.

Expanding beyond its core ticketing business, the Hong Kong-listed firm refocused its strategy in July to beef up crucial business areas, including operational efficiency, big data, marketing, and funding. At the same time, the move highlights its determination to enter the pan-entertainment market, especially at a time when China’s box office revenue is experiencing a downturn.

In line with the strategic shift, Maoyan entered a new partnership with Tencent, through which Maoyan gains access to resources from Tencent’s entertainment empire that includes Tencent Pictures, Tencent Video, Tencent Holdings, and Tencent Music Entertainment Group.

“Maoyan is quite a big player in online ticketing, but we are small when looking at the pan-entertainment market, which is expected to be worth RMB2.3 trillion by 2020,” said Chen.

China is the second-largest entertainment market in the world, according to data from iResearch, which brought in RMB 1.7 trillion (around $247 billion) in revenue in 2018. This figure is projected to hit RMB 3.2 trillion in 2022.

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4G is enough for cloud gaming for now: Tencent technical lead https://technode.com/2019/11/12/4g-is-enough-for-cloud-gaming-for-now-tencent-technical-lead/ https://technode.com/2019/11/12/4g-is-enough-for-cloud-gaming-for-now-tencent-technical-lead/#respond Tue, 12 Nov 2019 11:12:57 +0000 https://technode-live.newspackstaging.com/?p=121692 Despite the hype about what 5G means for gaming, insiders believe 4G is enough for a seamless cloud-based experience.]]>
From L to R: John Artman, editor in chief at TechNode, Paul Yang, technical lead at Tencent Cloud, and David Dai, senior analyst at Sanford C. Bernstein, during Emerge at TechCrunch Shenzhen 2019 (Image credit: TechCrunch)

5G has the long-term potential to bring significant improvements to cloud gamers. But for now, 4G will continue to be sufficient for providing solid user experiences, said Paul Yang, technical lead at Tencent Cloud, during Emerge at TechCrunch Shenzhen 2019. The industry’s development is not dependent on the rapid mass-adoption of the next-generation communication network in China, he added.

While acknowledging that 5G will be a “plus,” he said that 4G was already enough. Tencent remains focused on delivering a “good” 4G-based experience for casual gamers, and even some pro-gamers.

The commercial rollout of 5G announced on Oct. 31 has been touted as a boon for cloud gaming, where games reside on company services and are streamed directly to devices.

Ultimately it means better graphics and less lag, an issue which can often frustrate gamers. 4G took three to four years to become mainstream, while 5G will likely be slower, said David Dai from research and brokerage firm Sanford C. Bernstein. 5G penetration in China is expected to reach 30% by the end of 2021 and 54% by the end of 2022, said Dai, citing his own company’s data. 4G penetration rates for China Mobile in the same time frame were 47% and 67%, respectively.

Cloud gaming connections tend to be stable as long as people stay still. Yang said that switching base stations means users could experience a jitter. But even when users are in taxis or riding the subway, he believes that 4G will be enough. “The strategy for cloud gaming is little to no buffer, so users will see a jitter scene and jump to the latest scene,” said Yang.

When asked whether AR and VR technologies could integrate with cloud gaming, Yang said that VR equipment currently was too clunky to create a seamless experience. Until more lightweight gear arrives, cloud gaming may see more integration with existing trends like live broadcasting. Fans currently watch their favorite gamers play solo, but cloud gaming could make it far easier for them to play alongside.

China debuting 5G service 2 months ahead of schedule

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Regulator censures Bytedance’s search engine for smearing national hero https://technode.com/2019/11/12/regulator-censures-bytedances-search-engine-for-smearing-national-hero/ https://technode.com/2019/11/12/regulator-censures-bytedances-search-engine-for-smearing-national-hero/#respond Tue, 12 Nov 2019 09:47:21 +0000 https://technode-live.newspackstaging.com/?p=121795 china cybersecurity law rules critical information infrastructure five-year planIt ordered Jinri Toutiao to clean up its act and punish those responsible.]]> china cybersecurity law rules critical information infrastructure five-year plan

The Beijing office of the Cyber Administration of China (CAC) on Monday summoned executives from Bytedance’s Jinri Toutiao for allowing search results which defamed a late Communist Party military leader, ordering the company to clean up its search function.

Why it matters: As one of the largest and most popular content aggregators in China, Jinri Toutiao is known for sensationalized content, leading to censure from internet regulators on a number of occasions. However, low quality content continues to thrive on the platform despite cleanup efforts.

  • The CAC summoned executives of Jinri Toutiao in November 2018, demanding that the platform conduct a self-cleanup campaign.

Details: In a post on its official WeChat account, the internet regulator said that the search engine on Jinri Toutiao linked to slanderous search results about Fang Zhimin, who is officially recognized as a revolutionary martyr in China.

  • The Beijing office of the CAC said requested Jinri Toutiao to “thoroughly clean up relevant information and punish responsible personnel,” as well as improve the platform’s search function.
  • Jinri Toutiao should “strengthen its management of searches to prevent the dissemination of any information that distorts, demonizes, blasphemes, and denies the deeds and spirits of heroes and martyrs” (our translation), the CAC post said.
  • Jinri Toutiao executives said they would carry out a full-scale rectification in time, according to the post.

Context: Bytedance has been trying to expand into online search with Jinri Toutiao since 2017 but has been met with pushback from Chinese search giant Baidu.

  • Baidu filed a lawsuit in April against Bytedance, accusing the company of stealing search results from Baidu. Bytedance sued Baidu the same day for appropriating trending videos from Douyin.
  • Jinri Toutiao rolled out its standalone search site in August.
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Paying user growth drives Tencent Music’s Q3 revenue beat https://technode.com/2019/11/12/paying-user-growth-drives-tencent-musics-q3-revenue-beat/ https://technode.com/2019/11/12/paying-user-growth-drives-tencent-musics-q3-revenue-beat/#respond Tue, 12 Nov 2019 04:10:52 +0000 https://technode-live.newspackstaging.com/?p=121688 TME earned RMB 6.51 billion ($910 million) in revenue for the quarter.]]>

Tencent Music Entertainment Group (TME) reported strong growth in the number of paying users across its apps in the third quarter, driving the company’s revenue for the period to exceed analyst expectations.

Why it matters: TME owns some of the most popular music apps in China such as Kugou Music and QQ Music. The company is also known for entering exclusive licensing deals with major music labels and then passing the costs to its smaller competitors.

Details: Total revenues for the third quarter rose 31.0% year on year to RMB 6.51 billion ($910 million), beating IBES estimates of RMB 6.45 billion, according Reuters. Gross profit for the company increased by 12.6% to RMB 2.21 billion compared with the third quarter in 2018.

  • Paying users for TME’s online music services rose 43.2% year on year and its social entertainment services attracted 23.2% more users than the same period a year earlier.
  • The company may be converting paying users from its existing users rather than attracting new subscribers, as mobile MAU growth figures were relatively modest: online music mobile MAUs rose 0.9% year on year and social entertainment MAUs increased 7.6% compared with the same period a year earlier.
  • Revenues from online music services increased by 26.2% compared to the same period last year, mainly attributable to increased paying users and better paying user retention.
  • Revenue from social entertainment services rose 32.9% year on year to reach RMB 4.66 billion, driven primarily by growth in the number paying users for the online karaoke and music live-streaming services.
  • The monthly average revenue per paying user (ARPPU) growth for TME’s social entertainment apps slowed significantly compared with the previous two quarters, growing 7.4% year on year compared to 16.5% the previous quarter and 28% in the first quarter of the year.
  • The company reported 661 million total monthly active users (MAUs) for its online music business and 242 million MAUs on its social entertainment platforms during the quarter, which include karaoke app WeSing and music live-streaming platforms Kugou Music and Kuwo Music.

Context: In August, Bloomberg reported that the State Administration of Market Regulation was looking into TME’s deals with music labels such as Universal, Sony, and Warner Music, causing its shares to drop by 6.8%.

  • Licensing from Tencent Music could be twice as expensive as licensing directly from major labels, according to the report.
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QQ Music GM vows to bring fans closer to their idols https://technode.com/2019/11/11/qq-music-gm-vows-to-bring-fans-closer-to-their-idols/ https://technode.com/2019/11/11/qq-music-gm-vows-to-bring-fans-closer-to-their-idols/#respond Mon, 11 Nov 2019 13:03:03 +0000 https://technode-live.newspackstaging.com/?p=121584 Younger generations make up the bulk of China's music streaming market and demand more from leading players. ]]>

China’s music streamers face a struggle to keep their users satisfied if they provide them with only songs, said the general manager of QQ Music.

Young and tech-savvy internet users make up the bulk of paid subscribers on music-streaming platforms in China. “The traditional way of consuming music is not enough to satisfy younger users. They are looking for more opportunities to engage with their idols, as well as the opportunity to become a create music themselves,” said GM Oscar Hu at TechCrunch Shenzhen 2019 on Monday.

Founded in 2008, QQ Music has built up a userbase of around 300 million, said Hu. The country’s online music market has undergone a rapid transformation in recent years, fueled by intensifying mobile internet penetration.

Up to just a few years ago, the streaming market was plagued by illegal file-sharing and unlicensed music downloads. The shift from pirates to paid-users has created a more favorable environment for companies to thrive, he said.

QQ Music, a music streaming service owned by New York-listed Tencent Music Entertainment Group, is one of a handful of major players to find success.

The industry has benefited tremendously from the improving environment for intellectual property (IP) protection—a stark contrast from a few years ago when several large record labels suffered due to piracy.

Users in different countries are similar in their move toward licensed music, as well as their listening and paying habits. But China is a leader in the development of pan-entertainment—a concept started by Tencent Entertainment referring to multi-level creative products developed from IP. In contrast, other overseas markets like Europe, the US, and Southeast Asia are more unitary, Hu noted.

Technology is playing a more significant role in the streaming business, from making music using digital tools to distributing records through digital channels.

Hu said that young people and music enthusiasts are making and putting their music out into the public domain, and it has created a drastic change in the industry over the past two years. “A lot of talented musicians now create music on their computer,” Hu said. “As copyright laws become more developed, supply and demand in music become less ambiguous.”

QQ Music has been using emerging technologies such as artificial intelligence (AI) for its song recognition tools. Hu noted that the company is using AI to suggest music to users across different demographics and age groups, though it remains a major challenge. One of the areas QQ Music is researching is the prediction of a correct target group for unreleased music.

The development of the music streaming business goes hand-in-hand with the development of network technology, said Hu.

“Next year, when 5G arrives,” Hu said, “the industry can leverage the more abundant bandwidth and reduced latency to link up different applications and people, and achieve a better immersive entertainment experience as well as engagement.”

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China’s online gaming cheats turn to hardware to evade detection https://technode.com/2019/11/07/chinas-online-gaming-cheats-turn-to-hardware-to-evade-detection/ https://technode.com/2019/11/07/chinas-online-gaming-cheats-turn-to-hardware-to-evade-detection/#respond Thu, 07 Nov 2019 09:33:46 +0000 https://technode-live.newspackstaging.com/?p=121389 Manufacturers create plug-in devices that underhandedly assist gamers, and they are hard for gaming firms to spot. ]]>

The recent banning of high-profile “Fortnite” pro-gamer FaZe Jarvis laid bare the prevalence of software-based cheating as players look to gain the upper hand over their fellow competitors. In China, the practice is rife too—Tencent bans more than 10,000 “League of Legends” players per week for using hacks to win.

Gaming companies have worked hard to reduce the use of cheating software and bots to ensure that users are not put off from playing by such activity, thereby protecting their all-important revenue streams. With the use of hacks outlawed, cheat creators are increasingly turning to hardware. Since 2018, manufacturers have been creating plug-in devices that underhandedly assist gamers, and they are hard for gaming firms to spot.

Indeed had FaZe Jarvis used a cheat device rather than an aimbot to better target enemies, he would have stood a far greater chance of getting away with it. The use of these devices is significantly harder to detect compared with software, according to a report from Tencent Game Security. From TechNode’s observations, these cheats are particularly prevalent in the shooter games segment, where small boosts in accuracy can give players a significant upper hand.

Unlike their software counterparts, hardware cheats are still legal or are at least in the legal grey area for now. A quick search on Taobao and Tmall pulls up hundreds of stores openly selling such gear, each lauding their products’ ability to avoid detection. Gaming companies again face a rush to combat such activities to keep their punters interested.

Sights set on shooter games

There are two main types of cheat hardware on the market aimed at shooter games: mouse pointing devices with macroinstruction (macro) functions—a set of commands that convert specific input sequences such as clicks and keystrokes into preset output sequences, and USB input devices featuring microchips that mimic the functionality of mice.

Simple macros can be used to speed up mouse clicks, enabling semi-automatic guns that require individual mouse clicks to fire like automatic weapons. Typically, a long press of a mouse button only outputs one click, but the macro can set the output to a rapid sequence of continuous left clicks, with the button virtually released after 0.03 seconds each time. Once applied to shooter games, this lets players fire more than 30 rounds in a single second by just holding down the mouse button.

And it’s not just the speed of shooting that these devices improve, they can also boost accuracy. More advanced macros can completely offset the effect of weapon recoil, massively reducing the movement of the crosshairs after each round of fire. These so-called “no recoil macros” automatically compensate for recoil by moving the mouse in the opposite direction, leaving players to concentrate solely on tracking enemies’ movement.

“Weapon recoil in shooter games generally follows a certain pattern. The game CS:GO used to have completely fixed spray patterns for weapons, which means when you hold the left mouse button, your muzzle will always move in the same way. With no recoil macros, you can basically land every shot on the same dot,” an employee at an organizer of “PlayerUnknown’s Battlegrounds” esports events surnamed Huang, told TechNode. He declined to be named in full due to his position within the industry.

Although software-based tools can achieve essentially the same, and often better, results as hardware cheats, game developers around the world have come up with various means to weed them out. They have also enlisted the help of professional anti-cheat companies such as BattlEye to counter them. Hardware cheats, however, are tough to detect using traditional means as they are no different from standard peripherals used on a computer. Even if game developers attempt to track abnormal accuracy or recurring recoil correction patterns, hardware cheat makers can quickly tone down their effects or insert random variables in the script so that users blend in with the crowd.

Readily available

Hardware cheats are easy to find on Chinese online marketplaces such as Alibaba’s Taobao and Tmall. A quick search for “no recoil macros” or “no recoil microchips” reveals dozens of stores that have racked up at least 200 sales each. The most popular sellers shipped over 1,200 USB devices in October alone.

The gear does not come cheap. The most inexpensive no-recoil macros for massively popular battle royale title PUBG, for instance, are priced at around RMB 300 (USD43). Pricier options, such as those with more functions, fetch as much as RMB 600. More advanced niche products also exist with “live streamer-specific” macros, for example, going for upwards of RMB 800.

Search results of “no recoil macros” on the e-commerce platform Taobao. (Image Credit: TechNode)

One of the best-selling no recoil macros is the “Zhilian Digital,” with 11,000 sales on Tmall. Priced at RMB 479, the dongle features more than 13,000 recoil compensation macros that are automatically applied to guns once plugged into a computer. The store also claims the device can optimize recoil compensation by identifying accessories and scopes for in-game weapons and pinpointing the position of players on-screen.

The store emphasizes that different from some “lower-end” products, which use software cheats but disguise them as hardware ones, its products carry out all the corrections on the hardware level. According to screenshots in the product’s description, upon being plugged into computers, the dongle would be recognized as two mice and a keyboard with default drivers.

In addition to promising an effortless cheating process without the risk of a ban, stores that sell no recoil macros also offer premium after-sale services, providing buyers with unique customized remote adjustments as well as frequent free updates to perfect recoil compensation.

Unfair playing field

Unlike macros used in massively multiplayer online role-playing games (MMORPGs), which players use to generate vast amounts of in-game currency, hardware cheats for shooter games upset the game balance in clear ways.

They firstly help players to cut corners in honing their in-game skills. They no longer need to form muscle memory to deal with the effects of recoil. “Compensating for recoil takes practice, a lot of practice. If you are talented enough, you could manage to keep weapons in a game under control in, say, three to four months,” Huang, the PUBG events organizer said. “With mouse macros, you could skip this step entirely.”

Hardware cheats can also help players to surpass human limits with ease. While many shooter games put restrictions on the fire rate of weapons to guard against speed click macros, cheaters can still use no recoil macros to reach the maximum theoretical fire rate while also maintaining incredible accuracy, Huang said. “They can rapid-fire a sniper rifle with very high recoil and still manage to land most shots,” he added.

Compared to software cheats such as aimbots that automatically lock crosshair on targets’ heads, hardware cheats are often less visible to players. But according to Huang, they are widely used among regular players and game-centric content creators alike. “Many content creators on Douyin are using no recoil macros or similar things,” Huang told TechNode. “You can’t be sure when you see them, but the fire rate and accuracy give something away. Ordinary players are rarely that good.”

Players of Tencent’s shooter game “CrossFire” have also complained about a surge in the number of hardware cheaters. “I see no recoil Gatling guns every day and can’t kick them from my game. Goddamn it,” a user going by the handle “if my mouse is good, I am good” commented on a thread on CrossFire’s official forum. “If they don’t ban mouse macros, a lot of people are going to quit this game,” a user named “attending physician,” said on the Baidu Tieba for CrossFire.

Developers’ reactions and legality

It may have taken longer for game developers and operators of shooter games to cotton on to the scale of damage caused by hardware cheats, but they have been quick to devise detection schemes and ban offenders.

Tencent, for instance, found that 30% of mice and keyboards used to play one of its first-person shooter games have macro functions. Tencent’s CrossFire also started to ban users based on abnormal activities such as very short intervals between shots and low recoil effects around March this year. The move followed widespread criticism about its inaction over mouse macros. Suspicious activities will result in a one-hour suspension, and repeat offenders will receive permanent bans.

Blue Hole, the developer and publisher of PUBG, also started to ban macro devices earlier this year to curb rampant in-game cheating. Players who are found to be using a macro mouse will be kicked from games with a message reading, “Your client will now close due to the detection of an unauthorized device. Mouse macros and devices used to gain an unfair advantage are strictly prohibited.”

Despite being able to ban players who use hardware cheats, game developers could have a tough time taking legal action against those who make the gear in China. If cheats don’t have software components, the producers of them are not punishable according to China’s criminal law, He Jing, a lawyer at the Beijing branch of Merits & Tree Law Offices, told TechNode.

“Macros that achieve what they do by making changes on the hardware connected to computers and not the games themselves are not illegal,” He said. “China currently does not have any laws related to hardware cheating.”

However, He says a considerable percentage of hardware cheats sold on Taobao and Tmall are actually software cheats such as scripts in disguise, meaning that they can be considered malware, and their distribution is a criminal offense.

Although game developers can’t file criminal lawsuits against creators of real hardware cheats, civil lawsuits are not entirely off the table, though no gaming company has opted for them as of yet.

“The production of hardware cheats could violate the law against unfair competition since they damage the rights of game operators and other players,” He told TechNode. “But since no company has filed a lawsuit of this kind, we are not sure about the court’s opinion on this.”

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Former TikTok employees say videos were censored: report https://technode.com/2019/11/06/former-tiktok-employees-say-videos-were-censored-report/ https://technode.com/2019/11/06/former-tiktok-employees-say-videos-were-censored-report/#respond Wed, 06 Nov 2019 07:32:17 +0000 https://technode-live.newspackstaging.com/?p=121231 tiktok Bytedance US national securityBytedance managers in Beijing have the final say about content, former TikTok employees say.]]> tiktok Bytedance US national security

Several former employees of short video app TikTok have said that managers in the Beijing offices of parent company Bytedance have the final say about what content appears on the app despite executives’ repeated denials of claims that it censors politically sensitive content, The Washington Post reported.

Why it matters: US legislators are scrutinizing Bytedance out of concern about its censorship and data security practices following the leak of documents detailing its content filtering policies in September. The company has denied nearly all of the accusations, but provided little information about its policies.

“They want to be a global company, and numbers-wise, they’ve had that success…But the purse is still in China: The money always comes from there, and the decisions all come from there.”

⁠—A former Bytedance manager who left the company this year to The Washington Post

Details: According to former TikTok employees, content moderators based in Beijing routinely ignored their requests not to block or penalize videos related to certain social and political topics, possibly to prevent the Chinese government from punishing other Bytedance apps, according to the report.

  • The former employees also said they were instructed to follow rules set by managers at Bytedance’s Beijing headquarters, which were inconsistent and shifted frequently.
  • Former US-based TikTok moderators said that content rules are intended to shield the platform from anger and negativity, as well as content that is deemed culturally problematic in China, such as videos with suggestive dance moves.
  • While some flagged videos were removed outright, others are blocked from appearing in user feeds, making it difficult for content creators to determine that their videos had been penalized, some former moderators told The Post.
  • TikTok US general manager Vanessa Pappas said in a written response to The Post that the company is no longer using a universal set of standards for content moderation and that her California-based team is managing the US market.
  • Bytedance also said that the internal content moderation guidelines reported by the Guardian in September were retired in May, adding that the company had previously used “a blunt approach” to reduce conflict.

Context: TikTok declined to testify at a Tuesday congressional hearing organized by Republican Senator John Hawley that explored issues such as data security and censorship on the platform.

  • Instead of attending, TikTok sent a letter to Congress repeating its earlier claims. The company said that it hasn’t and wouldn’t remove content at the request of the Chinese government, and that it stores all US user data in the US with backups in Singapore.
  • During the hearing, Hawley cited The Post’s report and asked TikTok executives to appear in person and answer for the discrepancies between the letter sent to Congress and what former employees said.

TikTok reaffirms independence from China in letter to US lawmakers

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TikTok integrates third-party apps with new developer program https://technode.com/2019/11/05/tiktok-integrates-third-party-apps-with-new-developer-program/ https://technode.com/2019/11/05/tiktok-integrates-third-party-apps-with-new-developer-program/#comments Tue, 05 Nov 2019 08:32:55 +0000 https://technode-live.newspackstaging.com/?p=121105 tiktok Bytedance US national securityIntegrating services may help monetize the platform but increases data privacy risks.]]> tiktok Bytedance US national security

Short video app TikTok has recently unveiled a new developer program containing tools that allow third-party developers to integrate their apps onto the platform, TechCrunch reported.

Why it matters: TikTok has lagged its Chinese version, Douyin, in terms of integrated services such as editing and e-commerce, and Bytedance has been actively trying to bridge the gap to better monetize the platform in overseas markets.

Details: The main tool in the program is a “Share to TikTok” software development kit (SDK), which allows users to edit videos in apps that partner with TikTok to publish directly to the short-video platform.

  • One of the apps supporting the SDK is Adobe Premiere Rush, Adobe’s mobile video-editing tool, which was launched in October 2018.
  • Other apps that have teamed up with TikTok include image-animating app Plotaverse, augmented reality tool Fuse.it, gaming highlights recorder Medal, and three others.
  • Teaming with third-party apps opens user data to other parties and could increase risk of data privacy violations such as the Cambridge Analytica debacle that Facebook grappled with, according to a Bloomberg report.

Context: Lawmakers in the US have been suspicious of TikTok’s data security protocols. US Senate Minority Leader Chuck Schumer and Republican Senator Tom Cotton in October requested an assessment of the security risks posed by TikTok, voicing concerns about the platform’s data collection practices.

  • Bytedance on Monday declined to attend a congressional hearing organized by Republican Senator John Hawley to explore potential privacy and security concerns posed by social media platforms, including TikTok, and their ties to Beijing.

TikTok declines to testify to Congress about China ties

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Bilibili introduces music incentive program to entice artists https://technode.com/2019/11/05/bilibili-introduces-music-incentive-program-to-entice-artists/ https://technode.com/2019/11/05/bilibili-introduces-music-incentive-program-to-entice-artists/#respond Tue, 05 Nov 2019 03:59:54 +0000 https://technode-live.newspackstaging.com/?p=121030 The platform is moving beyond its anime, comics, and gaming origins to mainstream entertainment.]]>

Anime video platform Bilibili has recently launched an incentive program with the aim to grow the number of music content creators on the site, offering rewards such as cash prizes and exposure, media outlet 36kr reported.

Why it matters: Bilibili has been broadening its content beyond the anime, comic, and game (ACG) content it became known for to a more mainstream entertainment platform. Music is a major draw for short video giants Douyin and Kuaishou, and Bilibili aims with the new initiative to create a similarly hospitable environment for music artists and attract more talent.

  • Douyin and Kuaishou have significantly lowered the barrier for entry into the music industry, enabling ordinary content creators to achieve fame overnight without the backing of major labels.

Details: The program, named “Music Star Project,” is open to amateur content creators and professional artists alike.

  • Artists verified on music platforms such as NetEase Cloud Music and QQ Music, as well as content creators with more than 50,000 followers on major music, short video, or social platforms, can apply for verified accounts on Bilibili.
  • Musicians with more than 5,000 followers can also apply for verified accounts if they have produced three original music videos in the past month with more than 10,000 views each.
  • Bilibili promises verified artists more exposure, “millions of cash prizes,” operational support for their accounts, and cooperation opportunities with the platform.
  • New content creators who upload original music videos with the hashtag #musicstarproject between Oct. 30 and Nov. 30 that meet certain upvote and subscriber thresholds are eligible to divide a cash prize worth up to RMB 700,000 (around $100,000).

Context: Bilibili has more than 500,000 music content creators who publish a total of 1,000 original music tracks monthly on its platform as of end-October, a company spokeswoman told TechNode.

  • View count for music-related videos posted in the ten months ended Oct. 31 increased by 47% year on year, according to the spokeswoman.
  • In September, a singer named “Baoshi Gem,” who became wildly popular on short video platform Douyin with a vaporwave track “Ye Lang Disco,” or “Wild Wolf Disco,” officially joined Bilibili as a verified artist.
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TikTok declines to testify to Congress about China ties https://technode.com/2019/11/04/tiktok-declines-to-testify-to-congress-about-china-ties/ https://technode.com/2019/11/04/tiktok-declines-to-testify-to-congress-about-china-ties/#respond Mon, 04 Nov 2019 03:06:06 +0000 https://technode-live.newspackstaging.com/?p=120882 tiktok Bytedance US national securityApple has also opted out of attending Tuesday's hearing.]]> tiktok Bytedance US national security

Leadership of short video app TikTok has declined to testify at a congressional hearing that will explore privacy and security concerns brought by social platforms and their ties to Beijing, The Washington Post reported, citing people familiar with the matter.

Why it matters: As TikTok’s influence becomes more widespread, suspicion about its content filtering and privacy protection practices has also began to emerge, prompting regulators around the world to scrutinize the platform for potential security risks.

  • Beijing-based Bytedance, the owner of TikTok, has denied all accusations and maintained that TikTok stores user data locally and does not censor content at the request of the Chinese government.

Details: The hearing was organized by Republican Senator John Hawley and is set for Tuesday.

  • In addition to covering privacy and security concerns, the session will also focus on China’s domestic censorship rules.
  • TikTok’s decision came just a day after the Committee on Foreign Investment in the United States opened a probe to investigate the platform’s acquisition of Musical.ly in 2017 for potential national security threats. The probe was requested by Senator Marco Rubio last month, who cited censorship concerns.
  • Executives from Apple, which Hawley has criticized for its business in China, have also declined to attend the hearing.

Context: US Senate Minority Leader Chuck Schumer and Republican Senator Tom Cotton have also asked the acting director of national intelligence, Joseph Macguire, for a separate review of the potential national security risks posed by TikTok.

  • In a letter to Macguire, the two senators said that the number of downloads TikTok has in the US, which has reached 120 million according to research firm Sensor Tower, makes the app a big counter-intelligence threat.
  • The wave of investigations followed shortly after The Guardian reported on TikTok’s censorship guidelines, which involves removing videos deemed politically sensitive by the Chinese government.
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Chinese IP-based game company CMGE raises $167.2 million in HK IPO https://technode.com/2019/11/01/chinese-ip-based-game-company-cmge-raises-167-2-million-in-hk-ipo/ https://technode.com/2019/11/01/chinese-ip-based-game-company-cmge-raises-167-2-million-in-hk-ipo/#respond Fri, 01 Nov 2019 06:27:21 +0000 https://technode-live.newspackstaging.com/?p=120783 The proceeds will go toward expanding and enhancing its content offerings.]]>

Chinese mobile gaming giant CMGE Technology Group went public on the Hong Kong stock exchange on Thursday, returning to the capital markets following its delisting from Nasdaq in 2015, game media GameLook reported.

Why it matters: As competition in the Chinese mobile games market intensifies, CMGE is looking to secure more funding to expand its line of products and prolong the lifespan of its existing titles.

Details: CMGE raised HK$1.31 billion (around $167.2 million) from its initial public offering, boosting the company’s market capitalization to HK$6.53 billion as of market close on Thursday.

  • Half of the net proceeds will be used to expand and enhance CMGE’s IP-based game publishing and development, while around 40% would be allotted to merger and acquisition activities.
  • The seven cornerstone investors—including heavyweights such as short video app Kuaishou, entertainment and video-streaming platform Bilibili, and Tencent’s online literature arm China Literature—invested a total of HK$250 million in CMGE.
  • CMGE is known for holding a large number of licenses for series or individual games commonly referred to in the industry as IP, or intellectual properties. It holds licenses for more than 31 series and owns another 68 for proprietary IP as of June 30, including popular names such as Naruto and Dragon Ball Z, according to its filing.
  • The company booked RMB 1.53 billion in revenue in the six months ended June 30, marking a 127% increase compared with the same period a year prior.
  • CMGE’s net profit for the first half of 2019 was RMB 250.0 million, increasing by 53.4% year on year. During this period, the company’s average paying user conversion rate of 7.3% was significantly above the industry average, according to research firm Analysys cited in the IPO filing.
  • The company has plans to launch up to 29 new games by the end of 2020.

Context: Founded in 2011 in Shenzhen, CMGE listed on Nasdaq in 2012 but delisted in 2015 after being taken private by Pegasus Investment.

  • The company had plans to list in mainland China after its US delisting, but dropped them due to “government policy changes,” according to a media report (in Chinese) citing CEO Xiao Jian.
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An in-depth look at WeChat’s new rules on incentivized sharing https://technode.com/2019/10/31/an-in-depth-look-at-wechats-new-rules-on-incentivized-sharing/ https://technode.com/2019/10/31/an-in-depth-look-at-wechats-new-rules-on-incentivized-sharing/#respond Thu, 31 Oct 2019 09:28:49 +0000 https://technode-live.newspackstaging.com/?p=120703 WeChat is bringing out its most rigorous policy to date on regulating incentivized sharing, a tactic often used in marketing campaigns.]]>

Editor’s note: A version of this post by Thomas Graziani first appeared on WalktheChat, which specializes in helping foreign organizations access the Chinese market through WeChat, the largest social network on the mainland.

WeChat has just released its most rigorous policy to date on regulating incentivized sharing and external links. The policy will ban some of the most common campaign tactics. Here are some of the highlights:

  • Group buy campaigns to be heavily regulated
  • Incentivized app downloads to be banned
  • Editing or re-using a user’s profile pictures or user information to be banned
  • Sharing a link that contains users’ profile picture and username to be banned
  • Providing a service similar to WeChat features to be banned

While the purpose of the regulation is to improve end-user experience and protect users’ privacy, it could be a deadly trap for companies trying to acquire marketing leads.

Here are some of the biggest updates. The full regulation is accessible here (in Chinese).

General incentivized sharing rules

These rules are not specific to the new regulation (they were already in place previously), but it is good to have a refresher on them as the new regulation suggests they might be enforced more strictly:

  • It is forbidden to give any incentive to a user (including but not limited to red envelopes, coupons, vouchers, points, credits, data, content) so that they perform an action on WeChat (share, like, read, comment, etc.)
  • It is forbidden to offer any incentive to a user (including but not limited to red envelopes, coupons, vouchers, points, credits, data, content) that they will have to claim outside of WeChat (in another App or website)
  • It is forbidden to use any strong language when asking user to share content (“You’re not Chinese if you’re not sharing this”, “You must share this right now!”, etc.)

Group buying is heavily regulated

Group buys are a great way to spread your marketing messages to the direct contacts of your customers. Many merchants took it a step further, spreading false or misleading information to trick users into purchases.

This is now explicitly prohibited by WeChat:

  • Fake group purchase events, where … the amount paid by some group participants is obviously not equivalent to other participants
  • Group purchase events of a lottery nature
  • Group purchase events with no clear and definite rules, or the rules are not publicized to the users in an obvious notice

For example, the above group buy is considered to break the new term since the group-buy rule is not clearly displayed in a visible space. It also contains a lottery feature that could mislead users to make an unintended purchase.

Other information that needs to be clearly displayed includes whether the customers are able to receive a refund if the group buy deal did not meet the target.

Incentivized sharing 2.0

As we mentioned, WeChat has always been strict on incentivized sharing, meaning giving any kind of incentives (red packet, coupon, points, information…) to encourage users to share content. And the updated WeChat regulation takes the incentivized sharing ban to another level.

For example, the most common e-commerce practice of Pinduoduo called “share to bargain” is now banned. Pinduoduo was able to grow its user base among older users who live in lower-tier cities with the “share to bargain” campaign. Users can “bargain” down the price by asking friends on WeChat group to participate in the campaign.

Another common tactic that got banned is asking your friend to help you increase the chance of winning a prize. Ticketing companies have been using this strategy to get more users to register for membership or to download apps.

Download an app to win a prize

Be careful about the content you put in the app download landing page. A common tagline such as:

  • “Download the App to get XXX RMB red packet”
  • “Invite a friend to receive XXX amount of coupons”
  • “Get a data package of XXX if you download the App”

Privacy & data protection 

Have you ever seen campaigns using the user’s profile picture as the thumbnail picture? This is banned as well!

Brands will not be able to use users’ profile picture or WeChat name in any kind of first-layer sharing previews to increase the click-through rate.

Brands will need to explicitly inform the user and acquire specific permission if they want to store or use any kind of user information, such as phone number, open ID, Chinese ID, date of birth.

 

Above are two viral campaigns that added a filter/icon on a user’ profile picture. Both campaigns were banned by WeChat. Previously Toutiao got itself into a lawsuit with Tencent by trying to re-map a user’s contact map and use the user’s profile picture. As WeChat sees a user profile as an important asset, it’s not something any third party can reuse.

Competition with WeChat

Any kind of feature build that competes with the existing features of WeChat is not allowed. A list of companies that were or still are blocked by WeChat includes Douyin, NetEase Music, Xiami Music, and Alibaba, among others.

WeChat is a perfect platform to promote physical products or traditional services. But it remains very defensive toward other applications that might attempt to steal its user base.

Effective date

The new regulation will take effect as early as Oct 28th, 2019.

What might be the punishment if you infringe on the above rules?

Potential sanctions for violating the WeChat terms of use include:

  • Blocking the website or IP address
  • Limiting or blocking the traffic to the content on WeChat Moments
  • Partially or fully limiting features of the Official Account
  • Temporarily blocking or event permanently deleting the account
  • Banning the company from using the WeChat system

Usually, WeChat will give the account a warning before completely blocking the account. But in the case of a viral campaign, the harshest punishment could apply on the first strike.

As is often the case, WeChat has a relatively vague approach to infringement and punishment. This strategy forces companies to remain as far as possible from violating the rules (as it’s not clear where is the line that will get the punished)

The direction of WeChat is clear: anything that affects user experience on WeChat shall not be allowed. Content should only be shared if the user likes voluntarily wants to do so.

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Anime video platform Bilibili is beta testing paid courses https://technode.com/2019/10/31/anime-video-platform-bilibili-is-beta-testing-paid-courses/ https://technode.com/2019/10/31/anime-video-platform-bilibili-is-beta-testing-paid-courses/#respond Thu, 31 Oct 2019 04:27:05 +0000 https://technode-live.newspackstaging.com/?p=120623 The company is expanding its content ecosystem to shore up growth.]]>

Anime video-streaming website Bilibili on Wednesday started beta testing a paid course system, marking the platform’s entry into China’s online learning market, media outlet 36Kr reported.

Why it matters: As mobile game revenue growth continues its sluggish pace, Bilibili is stepping up efforts to further boost its value-added services, one of the platform’s fastest-growing businesses.

  • The company’s mobile game revenue rose 16% year-on-year in the second quarter, while its revenue from live broadcasting and value-added services jumped 175% year on year.
  • The number of paying users on the platform more than doubled year on year in the second quarter to 6.3 million.

“For Bilibili, paid content is an important link to building a high-quality content ecosystem. We will roll out more types of paid content based on user feedback and requirements to satisfy different learning needs.”

—a Bilibili spokeswoman to TechNode

Details: Paid courses on Bilibili include those intended to teach practical skills such as essay-writing, creating PowerPoint presentations, and programming, as well as informational lessons that focus on history or art appreciation.

  • All paid courses on the platform are sold in packages, and users are not allowed to purchase individual lessons.
  • The prices of courses appear to be set by content creators but are generally between RMB 50 and RMB 129, with most courses priced around RMB 75 (around $10).
  • During beta testing, only content creators invited by Bilibili can create paid courses. Famous creators include Chinese military theorist and admiral Zhang Zhaozhong, who has been popular on Bilibili for years.
  • The paid course system is only available for users based in mainland China for copyright reasons.

Context: Prior to introducing the paid course system, Bilibili already had an ample supply of free videos from content creators on a number of topics such as learning Japanese and computer-building.

  • Bilibili COO Li Ni said on Oct. 25 that more than 20 million people had used Bilibili’s courses this year, though she did not specify the standards of measurement.
  • Li also said that Bilibili would open up its ecosystem to all of its brand partners in 2020.
  •  Bilibili is known for its anime and gaming content, though it has been expanding recently to include broader entertainment categories. Its users tend to be younger, with 78% between the ages of 18 to 35 as of the second quarter.

Updated: This story was updated to include recent user age data.

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Who’s who in the battle for streaming https://technode.com/2019/10/30/whos-who-in-the-battle-for-streaming/ https://technode.com/2019/10/30/whos-who-in-the-battle-for-streaming/#respond Wed, 30 Oct 2019 03:46:40 +0000 https://technode-live.newspackstaging.com/?p=120360 An in-depth look at the seven key players—from the well-established iQiyi to Bytedance's Xigua Video—along with insights on their business models and prospects in the fast-changing market.]]>

This two-part article by Sky Canaves originally appeared on China Brand Insider, a weekly publication presented by China Film Insider to offer insights into the business of brand integration and entertainment marketing in China.

In the first half of this two-part series, we looked at some of the broad industry considerations that brand owners should be aware of as they consider working with Chinese video streaming services. This week, we look at a group of seven key players—from the well-established iQiyi to up-and-coming challenger Xigua Video (a Bytedance company)—and share insights on their business models and prospects in the fast-changing market.

iQiyi

Background: Founded in 2010 by internet search giant Baidu, iQiyi is most often referred to as the “Netflix of China,” a not entirely accurate comparison, since it is controlled by a larger tech firm. The platform also offers a free, ad-supported viewing option, and is worth far less than Netflix.

But Baidu’s fortunes have fallen as a result of declines in the broader ad industry fueled by an economic slowdown, and the trend is for remaining ad money to move away from search. Baidu’s reputation has also been hit by repeated scandals involving its paid search results. Over the long term, it remains to be seen whether Baidu’s troubles will affect iQiyi’s budget, as has been the case with other streaming services such as Sohu and Le.com.

User base (mid-2019): 538 active monthly users and 100 million subscribers (98% paid).

Content focus: iQiyi leads the Chinese market for online dramas. The service moved away from a reliance on Korean content in the aftermath of a politically-driven ban on most things South Korean back in 2016, and has more recently promoted its own blockbusters, such as the hit political costume drama “The Story of Yanxi Palace” (Yanxi Gonglüe). iQiyi is leading a push into interactive video – it launched a pilot for an interactive drama in June  and produced the first interactive online video ad in August.

Major hit: Hip-hop talent competition “Rap of China” (中国有嘻哈 / 中国新说唱 Zhongguo You Xiha / Zhongguo Xin Shuochang; see our recent case study on brand presence throughout its three seasons to date).

Pros: Commitment to content spending (both original IP and licensing), which has emphasized the development of new formats that bring subcultures into the mainstream. The focus on interactive content can also leverage Baidu’s expertise in AI to collect and analyze relevant consumer data from viewers.

Cons: Parent Baidu lacks the expansive, multi-platform digital footprint of rivals Alibaba and Tencent and looks past its prime, with some suggesting that it’s time for the “B” in BAT to be replaced by TikTok parent Bytedance, the super-unicorn now estimated to be worth about twice as much as Baidu.

Youku has won acclaim for realistic dramas such as ‘Day and Night.’ (Image credit: China Film Insider)

Youku

Background: The OG “Chinese Youtube,” launched in 2006 as a hub for user-generated content (and plenty of pirated video thrown in). At its peak, Youku was the top online video platform in China, a position it boosted through a merger with rival Tudou in 2012. Alibaba acquired the company in 2015 and took it private.

User base: Alibaba doesn’t disclose user numbers for Youku, though it reports that paid subscribers increased by 40% from 2018 to 2019, which is roughly in line with the trend among its competitors. It had 30 million paid subscribers at the end of 2016, the last date such a figure was released.

Content focus: Original content has long played a big role in streaming services. Prior to Alibaba’s acquisition and privatization, Youku was subject to shareholder scrutiny and lacked a deep-pocketed parent company to fund bidding wars for increasingly expensive overseas content. Nowadays, it has regained some ground on rivals with licensed content such as “The Advisors Alliance” (Dajun Shi Si Mayi) and has also created some of the most popular and critically acclaimed original content, including this summer’s top variety show (“Street Dance of China,” Zhe! Jiu Shi Jiewu) and the best-reviewed drama (“Longest Day in Chang’An,” Chang’an Shier Shichen).

Major hit: Gritty detective drama “Day and Night” (Baiye Duixiong).

Pros: Opportunities for e-commerce integration on Alibaba’s Taobao and Tmall platforms are expanding, and Youku is poised to reap the rewards as the current vogue for “livestreaming + e-commerce” moves onto its platform with more entertaining content.

Cons: Youku lagged behind iQiyi and Tencent Video on spending, and there have been recent rumors of further cutbacks, along with some uncertainty regarding the future of Alibaba’s entertainment sector ambitions following the retirement of Jack Ma.

Talent show ‘Produce 101’ allowed Tencent to leverage its music industry might. (Image credit: China Film Insider)

Tencent Video

User base: 550 million monthly active users, 96.9 million paid subscribers.

Content focus: International content was once Tencent’s forte: whether it’s foreign-language film and dramas, overseas shows licensed for Chinese remakes, or an exclusive partnership to broadcast NBA games live in China. As with the competition, priorities have shifted markedly in recent years, and original content now prevails, especially in the areas of reality shows and programming based on IP from Tencent’s literature and ACG (anime, comic and games) businesses.

Major hit: Girl-group talent competition “Produce 101(Chuanzao 101), developed under license from South Korea’s CJ E&M.

Pros: Tencent owns major businesses across the entertainment sector—in music, gaming, literature, and film—and uses popular IP developed in one sector across others, leveraging the “fan economy” along the way. It also owns the dominant social media platform WeChat, with an enormous user base to draw upon.

Cons: Tencent Video’s original content lacks some diversity compared to its rivals, and the reliance on the “fan economy” depends on young viewers, many under 18. Though this demographic is clearly willing to spend to support their favorite celebrities (and the products they endorse), they lack the more significant spending power of older consumers. While WeChat remains the dominant social media app, it is also associated more and more with daily life and work, less so as a destination for entertainment, and faces a significant challenge from Bytedance’s short-video app Douyin/TikTok.

Celebrities solve crime for entertainment in Mango TV’s ‘Who’s the Murderer.’ (Image credit: China Film Insider)

Mango TV

Background: Established in 2008 to serve as the online presence for the provincial Hunan Broadcasting System, China’s second-largest TV network after the centrally operated CCTV. HBS’s national network, Hunan Satellite TV, has played a pioneering role in the development of higher-quality content on Chinese television over the past 20 years. Mango TV has recently come into its own, and is now often discussed in reports about China’s video streaming market alongside its three large rivals.

User base: 120 million monthly active users, 15 million paid subscribers.

Content focus: While it was originally established as an online vehicle for HBS programs, Mango is building an independent reputation for creating a buzzworthy flow of its own dramas and reality shows.

Major hit: Celebrity murder-mystery reality show “Who’s the Murderer” (Mingxing Da Zhentan).

Pros:  As the exclusive online destination for HBS, Mango has a steady stream of high-quality, big-budget productions available for less than what rivals pay for similar types of content. It is reported to be the only one of China’s major video streaming services to turn a profit.

Cons: It operates on a much smaller scale than its three big rivals, and Mango’s connection with the Hunan provincial network limits its ability to draw content from other sources.

Bilibili documentary series Story of Chuan’er engaged viewers with foodie narratives. (Image credit: China Film Insider)

Bilibili

Background: Despite its youthful orientation, Bilibili is a bit of an old-timer in this industry, having celebrated its 10th anniversary in June. It is the central hub for China’s ACG (anime, comic and games) subculture, and is somewhat notorious for requiring users to pass a 100-question “geek test” in order to become “official members” of the site. (A distinction that carries privileges such as the right to add the platform’s signature “bullet comments” that stream across videos as they play.) Bilibili is also a creative hotbed for China’s active meme culture.

User base: 110 million monthly active users, 5.3 million paying subscribers. Premium members who have passed the 100-question exam enjoy more benefits, while paid subscribers who have not passed the test have limited access to some interactive features such as bullet comments. Bilibili has 54 million members who have passed the exam.

Content focus: Bilibili’s members are its creators, but outside of its original ACG orientation, the network has more recently gained acclaim for original documentary content that appeals to an emerging class of foodies and travelers. It is also investing in content creators with a particular emphasis on the current vogue for vlogs in the Chinese market, and may be best positioned to become China’s next YouTube since — as yet — there are no pre-video ads on Bilibili. (Youtube has been blocked in China since 2009.) Brands seeking to reach young, hip consumers have been paying attention in growing numbers.

Major hit: Street-food documentary series “Story of Chuan’er” (人生一串).

Pros: A highly engaged and loyal community of users who appreciate its unique content offerings. Fast-rising revenues and potential for further growth.

Cons: A relatively small user base, though Bilibili recently announced that it would ease its membership test requirements, paving the way for a rise in paying subscriber numbers.

‘Driving You Home’ is part of Sohu TV’s ‘small and beautiful’ content strategy. (Image credit: China Film Insider)

Sohu TV

Background: Owned by one of China’s first big internet companies, web portal Sohu, this video site was one of the biggest players in the online video market just a few years ago, paying top dollar for hit foreign series such as Netflix’s “House of Cards.” But that spending exacerbated losses incurred by parent Sohu, which fell behind as its competitors poured attention and funding into mobile, and has forced a change in strategy for the video service.

User base: No recent data is available, but it reported 39.6 million monthly active users in August 2018.

Content focus: Sohu TV announced a “small and beautiful” content plan last year to emphasize self-produced shows with lower budgets, eschewing expensive celebrities and licensed content. This year it has updated its strategy to include short-video projects as well. Some of its series have been critically well-received, such as “Well Intended Love” (Naihe BOSS Yao Qu Wo), which has been picked up by Netflix for overseas distribution.

Major hit:Driving You Home(Song Yibai Wei Nühai Huijia), a reality series about the lives of urban women.

Pros: Well developed channels for producing original content targeting specific audience groups.

Cons: Smaller audience numbers create a challenge to reach a mass audience, and Sohu is unable to compete with the vast resources of its competitors.

‘Top Task’ marked a turning point in Xigua Video’s move into original content. (Image credit: China Film Insider)

Xigua Video

Background: Launched by Bytedance in 2016 as Toutiao Video and rebranded a year later, Xigua has primarily served as a platform for user-created short videos. The name Xigua, which means “watermelon,” refers to the popular Chinese term “watermelon-eating crowd,” or onlookers who just want to watch events unfold without getting involved. Key factors that distinguish Xigua from Douyin (TikTok) are the longer length of user videos (at least several minutes long), their organization into distinct categories (makes it easier to find videos by topic or interest), and the lack of emphasis setting videos to music.

User base: 169 million monthly active users, 0 paid.

Content focus: Xigua may be going through a transitional phase as the service branches out from user-generated short videos and livestreaming into developing its own reality shows and original dramas, but generally with shorter episodes than traditional programming. This comes as Douyin is testing longer short-video options with some of its users.

Major hit: Interactive problem-solving variety show “Top Task(Touhao Renwu).

Pros: With Bytedance’s formidable AI behind it, data collected directly from Xigua Video users can be used to guide the production of original content. Bytedance has also shown how capable it is of spending heavily to acquire users, with a track record of success at home with Douyin and news aggregator Jinri Toutiao, and globally through TikTok.

Cons: Users tend to come to Xigua for humorous videos, and reliance on Xigua’s algorithms could limit the diversity of original content offerings.

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Kuaishou launches curated short video app Taizan https://technode.com/2019/10/29/kuaishou-launches-curated-short-video-app-taizan/ https://technode.com/2019/10/29/kuaishou-launches-curated-short-video-app-taizan/#respond Tue, 29 Oct 2019 09:36:44 +0000 https://technode-live.newspackstaging.com/?p=120477 Chinese short video app KuaishouTaizan does not allow user uploads and only uses content created on Kuaishou at present.]]> Chinese short video app Kuaishou

Douyin rival Kuaishou has recently launched “Taizan,” a short video platform that features curated content from Kuaishou, media outlet TechPlanet reported.

Why it matters: In addition to boosting daily active users (DAUs) of its main app, Kuaishou has been actively building out its content ecosystem to compete with Bytedance.

  • In June, Kuaishou announced that it was targeting a goal of 300 million DAU for late January 2020, though its average DAU in October fell well short at 200 million to 210 million, according to TechPlanet.

Details: Taizan currently does not allow user uploads and only uses content created on Kuaishou.

  • Short videos on Taizan are categorized into different topics, and comments are displayed at the bottom of the screen like a chat channel.
  • Taizan has two curated feeds: “recommended” allows users to browse content from popular topics, and “attitude,” consisting of trending short videos of the day.
  • Taizan users can log into the app with their Kuaishou, WeChat, and QQ accounts.
  • The app’s functionalities are still being updated, a person familiar with the matter told TechPlanet.
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Chinese audio platform Lizhi targets $100 million in US IPO https://technode.com/2019/10/29/chinese-audio-platform-lizhi-targets-100-million-in-us-ipo/ https://technode.com/2019/10/29/chinese-audio-platform-lizhi-targets-100-million-in-us-ipo/#respond Tue, 29 Oct 2019 05:29:46 +0000 https://technode-live.newspackstaging.com/?p=120406 Lizhi is China's second-largest online audio platform in terms of user base size.]]>

Chinese interactive podcast platform Lizhi on Monday filed for an initial public offering (IPO) in the US, pulling ahead of its rival Ximalaya in the race toward becoming the first publicly traded audio platform in China.

Why it matters: As competition within the online audio market intensifies, Lizhi is seeking additional funding to maintain its competitive edge and boost growth.

Details: Lizhi said it will use the proceeds from the IPO to develop new products, invest in artificial intelligence (AI) technologies, and expand the company’s overseas operations. No pricing terms were disclosed.

  • Founded in 2013, Lizhi is the second-largest online audio platform in China in terms of monthly active users (MAUs) for the nine months ended Sept. 30, trailing rival Ximalaya.
  • The platform’s MAU for the third quarter was 46.6 million, of which 5.7 million are hosts.
  • Lizhi’s net revenue for the third quarter grew 32.4% year on year to RMB 486.6 million (around $70.9 million).
  • Lizhi features user-generated content (UGC) and is the largest online audio community of its kind in China based on statistics from research firm iResearch, hosting more than 160.6 million podcasts as of Sept. 30.
  • In July, the company launched Sugar Chat, an audio entertainment product targeting the Middle Eastern and North African markets.
  • Credit Suisse and Citi Group are the joint bookrunners on the deal.

Lens: China’s ‘ear economy’

Context: China has one of the world’s largest and fastest-growing online audio markets, with the number of users expected to exceed 901.5 million in 2023 from 377.2 million in 2018, according to iResearch.

  • Lizhi’s most recent round of funding was a $50 million Series D in January 2018.
  • In June, regulators removed Lizhi along with Ximalaya from major Chinese Android app stores for 30 days for hosting audio content that promotes “historical nihilism” and superstitions.
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Bytedance’s music streaming product is taking shape https://technode.com/2019/10/28/bytedances-music-streaming-product-is-taking-shape/ https://technode.com/2019/10/28/bytedances-music-streaming-product-is-taking-shape/#respond Mon, 28 Oct 2019 04:11:37 +0000 https://technode-live.newspackstaging.com/?p=120256 Bytedance Tiktok Singapore InvestmentThe company has balked at paying higher royalties demanded by major music labels.]]> Bytedance Tiktok Singapore Investment

Bytedance has been building an online music platform named “Yinyuebang” as it advances further into the Chinese digital music market dominated by Tencent, media outlet TechPlanet reported.

Why it matters: Access to copyrighted music may be limiting growth for Bytedance’s short video app Douyin and its overseas version TikTok, with major record labels such as Universal Music and Sony Music demanding substantially higher royalties.

  • Yinyuebang may be the company’s music-streaming app that targets listeners in emerging markets that had been reported in May.

Details: Yinyuebang currently only has a website and is not available on Apple’s China App Store or any Android stores.

  • The music platform’s website has a library which currently consists of 26 songs popular on Douyin, the domestic version of TikTok. The songs are created by artists in Douyin’s independent artist support program and are owned by the short video app.
  • Bytedance’s Yinyuebang website is an updated version of one previously used by its home design app, “Zhuxiaobang.”
  • The music platform’s slogan translates to “listen to popular music, make like-minded friends,” according to the text embedded in the website’s code, according to TechPlanet.
  • Yinyuebang’s functionalities are very basic at the moment, with only three tabs: “discover music,” “music categories,” and “trending music.”

Bytedance has reportedly acquired UK music AI startup, Jukedeck

Context: Bytedance has been reluctant to pay music labels higher royalties for access to copyrighted music, with the company’s head of global music business development cited as saying that the platform does not require a label’s entire collection.

  • TikTok started a talent search in South Korea and Japan in April to discover and support independent musicians.
  • Bytedance in July also acquired Jukedeck, a music AI startup that enables users to create music generated by artificial intelligence, to bolster its short video apps.
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Chinese social fitness app Keep to lay off up to 15% of staff https://technode.com/2019/10/25/chinese-social-fitness-app-keep-to-lay-off-up-to-15-of-staff/ https://technode.com/2019/10/25/chinese-social-fitness-app-keep-to-lay-off-up-to-15-of-staff/#respond Fri, 25 Oct 2019 07:00:33 +0000 https://technode-live.newspackstaging.com/?p=120199 Keep joins a list of Chinese tech firms including JD.com and Didi tightening headcount.]]>
Screenshots of the Keep app. (Image credit: TechNode)

Chinese social fitness app Keep is laying off a sizable portion of its employees after reportedly quadrupling its workforce just last year.

Why it matters: Keep is joining a list of Chinese tech firms including Huawei, Didi, and knowledge-sharing site Zhihu in tightening headcount amid the country’s economic slowdown, compounded by a decline in outside investment referred to as “capital winter.”

  • Fueled by “bubble-like” valuations from private investors, some Chinese tech firms expanded quickly to multiple businesses at a high cost.

Details: Discussions about Keep’s layoffs have been circulating on the Chinese professional networking platform Maimai since Thursday.

  • “I was notified that I was laid off at 2 a.m. on October 24, had a talk at 3 a.m. and asked to leave at 4 a.m.,” said a Maimai user who is a verified Keep employee. “The number of Keep colleagues in our working group dropped from 856 to 797, and this is going to continue tomorrow,” he said in the post.
  • Another Maimai user said the layoffs will affect 300 employees, which the company refuted, saying that it is “optimizing around 10% to 15%” of its more than 800 employees, meaning up to 120 staff members.
  • The job cuts take place after the company’s rapid expansion in 2018, when the headcount jumped from around 200 at the beginning of the year to 800 at year-end, according to another Maimai user.
  • The job cuts were mainly for technical positions, according to Chinese media reports.
  • The company suspended a recruitment livestreaming on the online hiring platform Lagou slated for Friday morning.
  • Cutting jobs on October 24 or “1024,” known as Programmer’s Day in China, also drew ire from netizens.

Capital winter is forcing China’s startup scene to get mature

Context: Keep, founded in 2014, started as a mobile fitness community that provided online fitness training programs. It gradually expanded its offline presence into fitness equipment, wearable hardware, and workout apparel.

  • The company closed a $126 million Series D in July 2018 led by Goldman Sachs with the participation of Tencent, GGV Capital, and Morningside Venture Capital, which increased its fundraise total to nearly $175 million.
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US senators call for national security probe of Bytedance’s TikTok https://technode.com/2019/10/25/us-senators-call-for-national-security-probe-against-tiktok/ https://technode.com/2019/10/25/us-senators-call-for-national-security-probe-against-tiktok/#respond Fri, 25 Oct 2019 04:45:39 +0000 https://technode-live.newspackstaging.com/?p=120185 tiktok douyin bytedanceThe senators voiced concern about the app’s collection of user data and content censorship.]]> tiktok douyin bytedance

Two US senators on Wednesday requested American intelligence officials investigate Chinese-owned video-sharing app TikTok for potential national security threats, Reuters reported on Friday.

Why it matters: The virally popular app, owned by Beijing-based tech firm Bytedance, is attracting growing scrutiny in overseas markets for content censorship and data protection procedures.

  • Bytedance has repeatedly denied the accusations, saying that TikTok stores American user data in the United States and that the Chinese government does not require its content to be censored.

“Our data centers are located entirely outside of China, and none of our data is subject to Chinese law… TikTok does not remove content based on sensitivities related to China. We have never been asked by the Chinese government to remove any content and we would not do so if asked.”

—TikTok in a statement on Friday

Details: US Senate Minority Leader Chuck Schumer and Republican Senator Tom Cotton asked in a letter on Wednesday to Joseph Macguire, acting director of national intelligence, for an assessment of the security risks posed by TikTok.

  • The senators voiced concerns about the app’s collection of user data and whether the Chinese government censors content viewed by US users.
  • “With over 110 million downloads in the US alone, TikTok is a potential counter-intelligence threat we cannot ignore,” the senators said in the letter.
  • The letter also hinted that TikTok could be targeted by foreign influence campaigns and urged investigators to look into the issue of TikTok’s collection of user location-related data and other sensitive personal information.
  • TikTok said in the statement that it has a dedicated technical team focused on adhering to robust cybersecurity policies, data privacy, and security practices.
  • “We are not influenced by any foreign government, including the Chinese government; TikTok does not operate in China, nor do we have any intention of doing so in the future,” said the company.

US official presses for review of Bytedance’s Musical.ly acquisition

Context: TikTok said last week that it plans to hire two former US congressmen as part of an external team to review its content moderation policies, including child safety, hate speech, misinformation, and bullying.

  • US Senator Marco Rubio earlier this month requested that the Committee on Foreign Investment in the United States (CFIUS) review Bytedance’s 2017 acquisition of short video app Musical.ly, which was later rebranded as TikTok, citing concerns that Bytedance apps are increasingly used to censor content.
  • The Guardian reported last month that TikTok instructs its moderators to censor videos that are deemed politically sensitive by the Chinese government, citing leaked documents detailing the platform’s guidelines.
  • TikTok, meanwhile, may be losing its appeal. New data show there is an unprecedented slowdown in the app’s quarterly downloads, which fell 4% year on year to 177 million in the quarter ended September, according to mobile data provider Sensor Tower.
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CHINA VOICES | Douban’s journey from book reviews to gossip site https://technode.com/2019/10/23/china-voices-doubans-journey-from-book-reviews-to-gossip-site/ https://technode.com/2019/10/23/china-voices-doubans-journey-from-book-reviews-to-gossip-site/#respond Wed, 23 Oct 2019 03:00:22 +0000 https://technode-live.newspackstaging.com/?p=119930 Douban had a great run. As Jane Li wrote recently in Quartz, political pressures have finally gotten to one of China’s last mainstream outlets for relatively free discourse. In the past few weeks, many popular groups have been deleted, and the newsfeed feature has been blocked, in turn dramatically stifling community interaction.  Yu Han’s viral […]]]>

Douban had a great run. As Jane Li wrote recently in Quartz, political pressures have finally gotten to one of China’s last mainstream outlets for relatively free discourse. In the past few weeks, many popular groups have been deleted, and the newsfeed feature has been blocked, in turn dramatically stifling community interaction. 

Yu Han’s viral article, written a month ago on online content blog Hedgehog Commune, doesn’t directly address new censorship, but it’s a deep dive into the platform’s evolution. Douban as a product has no parallel in the west. It started as a Goodreads before Goodreads existed, and then expanded into allowing users to review and comment on music, movies, plays and events. 

If there are celebrities on Weibo and classmates and colleagues on WeChat, then on Douban there is a group of strangers connected through the same interests and viewpoints. They know what you are thinking even better than folks on WeChat.

Old users passionate about culture have grown resentful of the “melon-eating masses” who post about gossip, troll critical reviews of their idols’ movies and flood the zone with nationalism. But Douban, as of earlier this month, still occupied a unique role in the Chinese Internet landscape.

There is a topic on Douban called “Why do you like Douban?” The top answer listed a series of harsh critiques, and finally said: “but there is nothing sadder than the thought that one day this place might disappear.”

Yu’s piece, which received over well over 100k views, is translated below nearly in full. 

Douban Can’t Die

Yu Han

Published September 19th on Hedgehog Commune

Literary and artistic youth are not without commercial value, you just have to find out how to realize it.

If you’re not a Douban user, it’s hard to understand just how important Douban is to its base.

A decade ago, Douban was considered a shrine for literary youth. With the emergence of Douban, its use has expanded, but even in its 15th year, Douban has not completely shed the label of “literature and art.”

For most people, douban is just a book and movie rating site. But Douban has also developed a variety of other products around its core offering, together forming a unique ecosystem. A significant number of social groups live in this ecosystem. Only on Douban do they interact. 

While the entire Internet world is chasing third-tier and fourth-tier cities, Douban is still struggling to break through. Douban is much more popular than it was a decade ago, but most of its target users are still in first- and second-tier cities. For the stability of the existing ecosystem, Douban can’t really target lower-end consumers too fast.

Yang Bo founded Douban in 2005 and still serves as its CEO. He graduated with a bachelor’s degree from Tsinghua University and a doctorate [in physics] from the University of California, San Diego. 

There seem to be two worlds in Douban. Literary youth gather around books, movies and music; “melon eating masses” occupied the gossip group. There seems to be an invisible boundary between the two sides. 

Yang Bo [the site’s founder and CEO] originally positioned Douban as a “community site” for books and videos, helping users “find like-minded people through the things they like, and then find more good things through them.” Until now, Douban is a rare website in China that has no analogue in the foreign internet.

The old users who signed up before 2012 were mostly attracted by the site’s books, music, and video ratings system. Birds of a feather flock together – Douban has always been synonymous with literature and art.

Books were the original center of Douban. Most of the first users came for books, where they used its library feature. Until now, no Chinese website has been able to replace Douban for reading.

After books, Douban quickly launched film and music verticals. Two months after its launch, Douban opened a standalone movie feature because of the rapid development of the “movie-watching” group. No one will deny that Douban Film is one of Douban’s most successful products. By Q2 2019, there were 196 million registered Douban users, among whom were about 100 million monthly active users of Douban Film. 

From books, movies, and music, to city activities [analogous to Facebook Events], and then to group discussion, this is a smooth product chain. Douban’s idea is that books, movies, and music are the most common cultural consumer goods in daily life, so the city and group verticals are a natural extension of the review products. People who like reading books, watching movies, and listening to music together are likely to like the same exhibitions, movie shows, stage plays, and other activities. And when these people get together, there’s a natural need for group discussion.

Groups have for a long time now generated the most traffic for Douban. At first, many old users liked these groups. Early, in addition to book, music, and movie groups, photography, postcard exchange, paranormal groups, silly groups, and other gossipy group also flourished.

For many users, moving from books to groups is a natural progression.

This year is the 10th year that user Jon Snow has been on Douban. On the anniversary of creating his account, he sighed: “When I was a kid, I liked watching movies and writing reviews. I was an authentic literary youth.” Another regular user, who signed up in 2008, replied: “My dream was to be a screenwriter and director. Now I only read gossip.”

The influx of gossip not only changed the proportion and influence of entertainment to the group, but also brought “pink circle culture” (fenquan wenhua – rabid “fandom” of the sort you might imagine around a KPop star) into Douban.

One obvious change is in declining freedom people feel when scoring shows. On the one hand, the influence of Douban rating in the industry is gradually growing, and it is inevitable to receive pressure from the outside world. But what affects  book, video, and music users is that their ratings and comments may be “scolded” by other users.

After Douban’s rating was released, the rating participants’ expanded from movie fans to the general public, and the way people evaluated films also changed. Take the Oscar-winning film “The English Patient”: The film, which scored 8.5 points on Douban, was rated by some users as “talking about extramarital love in a big way”; others said it “blew my mind.” Such non-professional reviews are now common on Douban films.

A researcher with Fudan University’s School of Economics said at the Shanghai Film Festival in 2015 that a movie released over the weekend with a higher score on Douban could earn an extra 350,000 yuan at the box office, proving the commercial value of Douban ratings. This kind of commercial value is honey to Douban – but it’s arsenic to the user.

In one anonymous user’s opinion, Douban has always been a place for self-entertainment. The old users are more immersed in their own world, choosing their neighbors, commenting, and sharing their lives, and they will not take the initiative to bicker with those who have different ideas with them.

When it was first launched in 2005, the CEO’s slogan for Douban was “radish or green vegetables – to each their own,” which was intended to include all types of users and hobbies. Early users mostly followed this rule, and even if there were different views, they also tried to “seek common ground while reserving differences.” 

But now, something that didn’t belong on Douban has been brought in. New users changed the balance of Douban and the tone of communication between users, upsetting book, music, and video users; new users feel that the book, music, and video crowd are snobbish literary youth.

Douban is known as a “slow company” in the internet industry and is not eager to make a profit [perhaps akin to Reddit in its early days]. Take ratings: compared to other ratings sites, Douban is so good as to act as the industry’s conscience. Users have a hard time ratings bombing, and most bots are caught. Douban rarely follows the big internet trends – perhaps to the detriment of its investors. 

Most of the old users are sticking with Douban, both because of its cultural content, but also because of the people they’ve met on the channel. If there are celebrities on Weibo and classmates and colleagues on WeChat, then on Douban there is a group of strangers connected through the same interests and viewpoints. They know what you are thinking even better than folks on WeChat.

In addition, many regular users attach great importance to the marks they leave on Douban. To this end, users have even developed their own backup tools. 

Up to now, Douban is still regarded as a Pure Land in the Chinese Internet world by many users. Even the typical artistic youth users like N, who have numerous complaints, acknowledge Douban’s unique value: “If Douban dies, it will be a great loss to the overall environment of China’s Internet.”

  There is a topic on Douban called “Why do you like Douban?” The top answer listed a series of harsh critiques, and finally said: “but there is nothing sadder than the thought that one day this place might disappear.”

The success of the Internet is not just a measure of how much money you make. There is such a group of users can not leave Douban. Douban will not die, it can not die.

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Understanding China’s streaming landscape https://technode.com/2019/10/22/understanding-chinas-streaming-landscape/ https://technode.com/2019/10/22/understanding-chinas-streaming-landscape/#respond Tue, 22 Oct 2019 05:20:29 +0000 https://technode-live.newspackstaging.com/?p=119912 CBI gives a primer on the streaming market in part one of a two-part series.]]>

This two-part article by Sky Canaves originally appeared on China Brand Insider, a weekly publication presented by China Film Insider to offer insights into the business of brand integration and entertainment marketing in China.

While the US market braces for “streaming wars,” which will see Disney, Apple, and other media giants attempting to chip away at the dominance of Netflix, China has long offered a more diversified ecosystem for online video content, with no single service yet coming close to attaining a market share comparable to Netflix’s 87 % in the US.

Netflix doesn’t operate in China. Instead, the bulk of the domestic market is split between iQiyi, Youku, and Tencent Video, known collectively as Aiyouteng. They are respectively controlled by the country’s big three internet companies, Baidu, Alibaba, and Tencent, or BAT.

Just a few years ago, it was relatively easy to differentiate between the services and their specific content emphases: While all had some original programming, much of their appeal came from licensed content: iQiyi had the hottest Korean dramas and movies; Tencent had HBO shows, the best of Britain, and NBA games; while Youku briefly fell behind in the bidding wars for overseas content.

Nowadays, content strategies are converging as these sites move away from spending on imports – which may be subject to restrictions from state regulators – and invest more in original productions, jumping on the latest domestic programming trends (often at the same time). The big three also face competition from smaller services that have upped the quality of their original programming, such as Mango TV, Bilibili, Sohu, and Xigua Video (Bytedance’s foray into long-form video).

The rise of content tailored to mainland China provides greater opportunities for brand integration that speaks directly to consumers in that vast market. In doing this, it is important for brand owners to understand the strengths of each platform and the relative advantages each offers, as these can help to guide decisions on potential placement opportunities.

Each service will be profiled separately in the second part of this report [coming to TechNode next week — ed.]. Below we introduce key features of the Chinese video streaming market that brand owners should be aware of:

  • Brand integration, including product placements on scripted series, operates on an ad-buying model controlled by the platforms. This is very different from industry practices in the US, where brands more often work directly with producers to place products into shows and often no money changes hands. Brands in China pay for varying levels of exposure, and their broadcast presence is counted in seconds.
  • Chinese productions rely more heavily on advertisers and sponsorships. Brand money is often integral to funding productions, rather than “rainy day money” for production extras. In some cases, non-scripted shows will start airing even as the producers seek to recruit additional sponsorship support.
  • All of the major sites in China offer free, ad-supported versions, and increasing the number of paid subscribers has been a priority as content costs rise. In the drive for paying members, streaming services team up with other major companies to offer discounted joint memberships, such as Tencent Video’s recent partnership with retailer Suning. In that promotional deal, consumers were offered dual VIP member status for only RMB 99 ($14) for one year, compared to RMB 497 for memberships purchased separately. Tencent has also given existing members opportunities to watch episodes of popular shows in advance for additional fees, which has drawn the ire of some viewers.
  • There is far more content sharing across platforms than in the US. The Chinese market abounds in deals between rival streaming services, as well as with major satellite networks, so it’s not uncommon to see several of the top-rated shows running on at least one satellite channel and one or two streaming platforms. In some cases, shows are co-produced by a network and streaming service, while in others one party will license the content from the other. With the current government-mandated focus on patriotic content for the 70th anniversary of the founding of the People’s Republic of China on October 1, streaming sites have been setting aside their own content to offer officially approved television programs with themes that celebrate the nation.
  • Most drama series are released in a single season with a large number of episodes available over a condensed period of several weeks, encouraging a sort of binge-watching, but not extending audience anticipation and engagement over many years in the way top US series such as “Game of Thrones” are able to. This partly reflects an emphasis on short-term gains at the expense of carefully thought-out productions, and it is common to see popular celebrities as the main draw with producers depending on the “fan economy” to draw viewers. Reality shows are more likely to air over an extended period and, if successful, will be renewed for multiple seasons.
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Disney partners with China Literature for new ‘Star Wars’ content https://technode.com/2019/10/18/disney-partners-with-china-literature-for-new-star-wars-content/ https://technode.com/2019/10/18/disney-partners-with-china-literature-for-new-star-wars-content/#respond Fri, 18 Oct 2019 04:26:51 +0000 https://technode-live.newspackstaging.com/?p=119749 https://www.bigstockphoto.com/zh/search/?contributor=yobro Disney has announced a major new publishing partnership for Star Wars in China, creating the first Chinese web novels for the brand.]]> https://www.bigstockphoto.com/zh/search/?contributor=yobro

Editor’s note: A version of this article by Allison Jiang originally appeared on RADII, a new media platform covering culture, innovation, and life in today’s China.

Tencent-backed China Literature and Disney China will join forces to produce the first Chinese-language “Star Wars” web fiction, as well as the first storylines in the Star Wars universe written by a Chinese author.

The project, which is still in early developmental stages, will be gradually released on China Literature’s digital platform in the form of 40 web novels. The Chinese author slated to collaborate with the Lucasfilm Story Group previously wrote a popular e-book series under the pen name “His Majesty the King,” which was adapted into anime series “Spirit Blade Mountain: Feast of the Stardust” by Tencent in 2016.

The move is a significant one for the Star Wars franchise in China, which has historically underperformed in the country, with the last film making a relatively poor 9.5 million USD on opening day. Although a series of bootleg Star Wars comics were produced in China in the 1980s, the country largely missed out on the original franchise’s explosive success due to the Cultural Revolution and China’s on-again-off-again controls over Western culture imports at the time.

Nevertheless, Disney has been keen to push the Star Wars brand in China since acquiring the IP, casting popular actors Jiang Wen and Donnie Yen in Rogue One and pursuing local partnerships such as Stars Wars-branded Feiyue sneakers. The move also comes as the science fiction genre — in terms of movies, animes, and online novels — sees increasing interest in China, with a slew of Liu Cixin adaptations in the works courtesy of the blockbuster success of The Wandering Earth.

Disney is clearly hoping this new deal with China Literature will help foster a new generation of Star Wars followers and allow Chinese fans to explore the iconic universe on their terms.

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Bytedance to release study companion for kids early next year https://technode.com/2019/10/17/bytedance-to-release-study-companion-for-kids-early-next-year/ https://technode.com/2019/10/17/bytedance-to-release-study-companion-for-kids-early-next-year/#respond Thu, 17 Oct 2019 06:22:23 +0000 https://technode-live.newspackstaging.com/?p=119703 Douyin Shanghai short video ByteDanceBytedance remains tight-lipped about the product, which will 'accompany' kids as they study.]]> Douyin Shanghai short video ByteDance

Owner of Douyin and Jinri Toutiao short video apps Bytedance on Tuesday said it would release an education product that functions as a study companion for children, venturing further into China’s highly competitive education and hardware market, Caixin Global reported.

Why it matters: Bytedance has experimented in different sectors to expand its line of products. Most recent trials include social apps Duoshan and Feiliao, as well as online reading apps Tomato Novel and Honguo Novel.

  • Bytedance also launched an in-app search engine in its content aggregator Jinri Toutiao in August.

Details: According to Bytedance, the education hardware will “accompany” children while they are studying and will be powered by artificial intelligence. The company declined to offer further details when contacted by TechNode on Thursday.

  • The study buddy machine project entered into the design stage half a year ago and is currently being led by Wu Dezhou, a former employee of smartphone maker Smartisan. Smartisan was acquired by Bytedance in January.
  • Bytedance told Caixin that the product is still “being polished.”
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Qutoutiao’s online reading platform Midu raises $100 million in Series B https://technode.com/2019/10/17/qutoutiaos-online-reading-platform-midu-raises-100-million-in-series-b/ https://technode.com/2019/10/17/qutoutiaos-online-reading-platform-midu-raises-100-million-in-series-b/#respond Thu, 17 Oct 2019 03:15:39 +0000 https://technode-live.newspackstaging.com/?p=119666 Midu's daily active users spend an average of two hours on the platform.]]>

Online reading app Midu has closed a Series B worth $100 million, according to its parent company, content aggregator Qutoutiao, on Wednesday.

Why it matters: As one of Qutoutiao’s main growth drivers, Midu is receiving more support from its parent company to prepare for a comeback following its three-month suspension.

  • In July, Midu Novels was suspended along with two other major reading apps for allowing lowbrow and sexually suggestive content.

“Midu continues to play a crucial part in Qutoutiao’s overall content platform strategy. We have a clear roadmap ahead for Midu, and our objectives of reaching more than 10 million DAUs [daily active users] by the end of the year and becoming the largest online literature platform in China by 2020 remain unchanged.”

—Tan Siliang, Chairman and CEO of Qutoutiao

Details: The financing round in the Midu business unit, which includes Midu Novels and Midu Novels Lite, was led by CMC Capital and included Qutoutiao.

  • The cash infusion will be used for acquiring content, constructing a content creator ecosystem, and marketing purposes.
  • Qutoutiao remains Midu’s holding company.
  • Midu Novels has undergone a series of upgrades since its suspension on July 16. The app resumed regular content updates and commercial activities on October 16.

Regulators suspend three reading platforms for lowbrow content

Context: Launched in May 2018, Midu Novels has around 6.2 million DAU as of March 2019, according to figures from analytics firm QuestMobile.

  • Midu Novels has a self-reported average use time of two hours per DAU.
  • The company said during its Q2 earnings call that it expects by year-end 10 million to 15 million total DAU for Midu Novels and Midu Novels Lite, and daily revenue of RMB 2 million to RMB 3 million, according to 36Kr.
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League of Legends Mobile is launching in 2020; registration for beta testing opens https://technode.com/2019/10/16/league-of-legends-mobile-is-launching-in-2020-registration-for-beta-testing-opens/ https://technode.com/2019/10/16/league-of-legends-mobile-is-launching-in-2020-registration-for-beta-testing-opens/#respond Wed, 16 Oct 2019 06:15:50 +0000 https://technode-live.newspackstaging.com/?p=119569 The title will preserve the gameplay of the primary PC version but will be tweaked for mobile platforms.]]>

Tencent has on Tuesday opened up reservations for the mainland China beta tests of “League of Legends: Wild Rift,” the mobile version of the highly popular PC game, according to media outlet 36Kr.

Why it matters: League of Legends is one of the world’s most profitable titles with full year revenue of $1.4 billion globally in 2018. The launch of its mobile version may prove a major revenue driver for both Riot Games and its parent company Tencent, and extend the 10-year old game’s lifespan.

Details: League of Legends: Wild Rift will preserve the gameplay of the primary PC version but will be tweaked for mobile platforms.

  • Riot Games’ official website said the title will be released in 2020, though Tencent declined to comment on specific timing for beta testing and official launch.
  • Tencent’s reservation website crashed for a brief period on Tuesday morning.
  • Players who sign up for the beta testing will receive rewards such as limited-time access to all heroes and in-game experience boosts.
  • The new mobile version will not support cross-platform between mobile and PC, according to Riot Games’ website, as it may compromise the fairness of the game.
  • League of Legends: Wild Rift will also have redesigned character models, animation, and graphics.

Context: Formally released in 2009, League of Legends officially launched in China two years later.

  • The game had 8 million average daily peak concurrent players in August, according to statistics released by Riot Games.
  • Tencent and Riot Games had previously created demos for several prototypes of the mobile version.
  • Tencent’s mobile multiplayer online battle arena (MOBA) smash hit title “Honour of Kings” borrowed heavily from League of Legends.
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NetEase education unit Youdao looks to raise $116 million in US IPO https://technode.com/2019/10/16/netease-education-unit-youdao-looks-to-raise-116-million-in-us-ipo/ https://technode.com/2019/10/16/netease-education-unit-youdao-looks-to-raise-116-million-in-us-ipo/#respond Wed, 16 Oct 2019 04:26:42 +0000 https://technode-live.newspackstaging.com/?p=119544 NetEase is competing with Tencent and Bytedance for a larger share of the booming online education sector.]]>

Gaming giant NetEase’s learning services and products unit Youdao on Tuesday updated its filing to the US Securities and Exchange Commission for its listing on the New York Stock Exchange, specifying a fundraise amount of up to $115.9 million, TechWeb reported.

Why it matters: NetEase is pushing for a larger share of the booming online education market amid competition from other major players such as Tencent-backed VIPKid and several platforms from Bytedance.

  • Online English teaching platform VIPKid just closed a Series E led by Tencent on Oct. 8. Neither company confirmed the amount, though Chinese media reported Tencent invested $150 million.

Details: Youdao will offer 5.6 million American depositary shares (ADS) with an expected IPO price range of $15 to $18. Including the greenshoe option of an additional 840,000 ADS, the company could raise up to $115.9 million, according to the filing.

  • Each ADS upon IPO is equal to one of Youdao’s Class A ordinary shares.
  • NetEase’s largest shareholder Orbis Investment Management has agreed to purchase $125 million worth Class A ordinary shares from Youdao in a concurrent private placement.
  • NetEase’s CEO Ding Lei said he is interested in purchasing up to $20 million worth of ADS at Youdao’s IPO.
  • Credit Suisse, Citigroup, Morgan Stanley, China International Capital Corp, and HSBC are the underwriters for the offering.

Context: Founded in 2006, Youdao has main two categories of products: online education platforms and learning tools.

  • The company’s education platforms include math skills app Youdao Math for high school students, a massive open online course (MOOC) app for university students, and adult education platform NetEase Cloud Classroom.
  • Youdao’s learning products include Youdao Dictionary and Youdao Translation, as well as hardware such as a translation pen and pocket translators.
  • The company’s net revenues for the first half of 2019 was $79.9 million, growing 67.7% year on year. Net losses for the period also expanded 102.9% year on year to $24.5 million.
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Tencent resumes NBA preseason broadcasts after brief suspension https://technode.com/2019/10/14/tencent-resumes-nba-preseason-broadcasts-after-brief-suspension/ https://technode.com/2019/10/14/tencent-resumes-nba-preseason-broadcasts-after-brief-suspension/#respond Mon, 14 Oct 2019 05:53:11 +0000 https://technode-live.newspackstaging.com/?p=119344 TencentThe game suspension started on Oct 8 and lasted just five days.]]> Tencent

Tencent, the National Basketball Association’s primary media partner in China, resumed livestreaming preseason games on its sports website on Monday, ending a five-day-long suspension of all such games from the league, NetEase Tech reported.

Why it matters: Following Beijing’s moves to defuse the furor directed toward the NBA from Chinese citizens, Tencent has been handed the opportunity to preserve business interests associated with its $1.5 billion NBA deal, which was called into question following the incident.

Details: Resumed livestreams include a match between Maccabi Haifa and the Minnesota Timberwolves and one between the Toronto Raptors and the Chicago Bulls.

  • Tencent Sports has unpinned its Oct. 8 Weibo announcement about suspending all NBA preseason livestreams. It now appears as a regular post.
  • Chinese netizens lashed out at Tencent on Weibo, spamming all posts from Tencent Sports’ official account during the height of the incident with criticism that the company was not being patriotic enough.
  • “Tencent Sports perfectly demonstrated the saying, ‘There are no permanent enemies, only permanent interests,’” a user with the handle “Yue Ju” commented under a post about the Chinese Super League from Tencent Sports’ Weibo account.

Context: The Chinese government has been trying to rein in public outrage ignited by a tweet supporting Hong Kong’s months-long protests from a Houston Rockets executive in the run-up to high-level trade talks between China and the US, as well as the 2022 Winter Olympics to be held near Beijing, according to the New York Times.

  • Reporters at state news outlets have been instructed to avoid emphasizing the NBA issue to avoid fueling discussions.
  • The top editor of party mouthpiece the Global Times told the New York Times that he believes the issue will gradually de-escalate.
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Q&A platform Zhihu adding livestream feature https://technode.com/2019/10/12/qa-platform-zhihu-testing-livestream-feature/ https://technode.com/2019/10/12/qa-platform-zhihu-testing-livestream-feature/#respond Sat, 12 Oct 2019 03:18:06 +0000 https://technode-live.newspackstaging.com/?p=119307 The new feature allows viewers to tip livestreamers with virtual gifts.]]>

Chinese knowledge platform Zhihu on Friday rolled out a live-streaming feature, enabling selected content creators to use live videos to interact with users in what had been a largely text-based community, media outlet 36Kr reported.

Why it matters: Zhihu has been increasing its monetization efforts, launching a paid membership system that gives users access to premium content and building its native ad system to deploy less intrusive ads.

  • Adding a live-streaming feature may help with user engagement and drive monetization growth.

Details: Zhihu is testing the live-streaming function and only available for users who have received invites from the platform.

  • Users are selected based on their “Zhihu Yanzhi” point system or Zhihu “salt level,” which can be increased by answering questions and posting articles on the platform.
  • Similar to other live-streaming platforms, Zhihu’s new feature allows viewers to tip livestreamers with virtual gifts purchased with real money. The platform did not disclose whether it was
  • A large number of users responded to questions posted on the platform saying that they couldn’t find the portal to the new feature despite updating the app to the newest version, TechNode observed at the time of publication.
  • As of Saturday morning, Zhihu’s livestreaming feature was not accessible on iOS devices.

Context: In August, Zhihu completed a $434 million Series F led by short video platform Kuaishou. The funding was the largest fundraise in China’s online content and entertainment segment for the past two years.

  • The platform’s E-round in August 2018 raised around $270 million, giving the company a valuation of $2.5 billion.
  • Zhihu has 220 million registered users and more than 130 million user-generated answers as of November 2018. The platform had 34 million daily active users as of March 2018, according to the company.
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US official presses for review of Bytedance’s Musical.ly acquisition https://technode.com/2019/10/10/us-official-presses-for-review-of-bytedances-musical-ly-acquisition/ https://technode.com/2019/10/10/us-official-presses-for-review-of-bytedances-musical-ly-acquisition/#respond Thu, 10 Oct 2019 03:27:40 +0000 https://technode-live.newspackstaging.com/?p=119125 Bytedance Tiktok Singapore InvestmentSenator Marco Rubio said that Chinese apps are used to silence open discussion of topics.]]> Bytedance Tiktok Singapore Investment

US Senator Marco Rubio on Wednesday requested that the Committee on Foreign Investment in the United States (CFIUS) review Bytedance’s 2017 acquisition of short video app Musical.ly, citing concerns that Bytedance apps are increasingly used to censor content, Reuters reported.

Why it matters: As trade tensions between China and the US intensify, an increasingly wider swath of Chinese companies are facing scrutiny by US regulators.

“TikTok US is localized, adheres to US laws, and stores all US user data in the US. Our content and moderation policies are led by our US-based team and are not influenced by any foreign government. The Chinese government does not request that TikTok censor content, and would not have jurisdiction regardless, as TikTok does not operate there.”

—TikTok spokeswoman to TechNode

Details: In a letter to the CFIUS chair, Treasury Secretary Steven Mnuchin, Rubio said that Chinese apps are more frequently being used to silence open discussion of topics considered sensitive by the its government.

  • Rubio said that China is using apps such as TikTok to advance its foreign policies and control on freedom of speech.
  • CFIUS reviews mergers and stock purchases to prevent harm to national security, and has been more closely scrutinizing Chinese investments in the US, the Reuters report said.
  • It is unusual for CFIUS to use censorship concerns to review an acquisition, according to the Reuters report citing lawyers familiar with the committee.
  • Rubio previously criticized the National Basketball Association for expressing regret over a now-deleted tweet by Houston Rockets general manager Daryl Morey, which voiced support for Hong Kong anti-government protestors.

Context: Co-founded by current Bytedance executive Alex Zhu in 2014, Musical.ly was acquired by Bytedance in December 2017 for nearly $1 billion.

  • In August 2018, Bytedance scrapped Musical.ly and moved its users to an updated version of its own short video platform TikTok.
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Tencent’s ‘Call of Duty Mobile’ installed 100 million times in its first week https://technode.com/2019/10/09/tencents-call-of-duty-mobile-installed-100-million-times-in-its-first-week/ https://technode.com/2019/10/09/tencents-call-of-duty-mobile-installed-100-million-times-in-its-first-week/#respond Wed, 09 Oct 2019 07:38:31 +0000 https://technode-live.newspackstaging.com/?p=119036 TencentThe number of downloads far exceeded those of other heavyweights such as PUBG Mobile and Fortnite.]]> Tencent

“Call of Duty Mobile,” developed by Tencent’s Timi Studios in partnership with Activision, recorded more than 100 million downloads globally after its release on October 1, data from analytics firm Sensor Tower showed.

Why it matters: With regulators enforcing stricter rules on games in China, Tencent is looking at alternatives to maintain its lead in the mobile first-person shooter genre such as partnering with other publishers and expanding overseas.

Details: First-week download figures for Call of Duty Mobile far exceeded those of other heavyweights. “PUBG Mobile” was downloaded 28 million times and “Fortnite” generated 22.5 million installs in the first week.

  • The majority of Call of Duty Mobile’s downloads were on iOS, which comprised 56.9 million installs, while Android accounted for 45.3 million.
  • Players in the US downloaded the game 17.3 million times, followed by those in India, who installed the game 13.7 million times.
  • Call of Duty Mobile brought in $17.7 million in revenue during its first week, of which $9.1 million was earned via Apple’s App Store.
  • Purchases from US players accounted for 43.1% of total spending for the period.
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China’s tech giants hit pause on NBA ties after executive’s Hong Kong tweet https://technode.com/2019/10/09/chinas-tech-giants-hit-pause-on-nba-ties-after-executives-hong-kong-tweet/ https://technode.com/2019/10/09/chinas-tech-giants-hit-pause-on-nba-ties-after-executives-hong-kong-tweet/#respond Wed, 09 Oct 2019 04:34:56 +0000 https://technode-live.newspackstaging.com/?p=118994 china cybersecurity law rules critical information infrastructure five-year planTencent said on Tuesday that it would temporarily suspend all NBA preseason broadcast plans.]]> china cybersecurity law rules critical information infrastructure five-year plan

Several major Chinese tech companies, including Tencent and Alibaba, have suspended cooperation with the National Basketball Association or removed content and products related to the league following a tweet from a Houston Rockets executive in support of the months-long Hong Kong protests.

Why it matters: Chinese tech giants are becoming increasingly wary of regulatory and public backlash against any lack of action in the face of political controversies.

Details: The reactions came after a tweet from the Houston Rockets’ general manager Daryl Morey expressing support for anti-government protesters in Hong Kong, attracting widespread criticism on Chinese social media.

  • Tencent, the primary media partner of the NBA in China, said on Tuesday that it would temporarily suspend all NBA preseason broadcast plans. All Houston Rockets-related news have also been removed from Tencent’s sports website.
  • E-commerce platform JD.com, as well as Alibaba’s Taobao and Tmall, have taken down all franchised products related to the team.
  • Alibaba executive vice-chairman and Brooklyn Nets owner Cai Chongxin stated in an open letter to Chinese basketball fans that the territorial integrity and sovereignty of China are non-negotiable.
  • Smartphone maker Vivo, the sponsor of upcoming exhibition games in Shanghai and Shenzhen, said that it would cease all cooperation with the NBA in a statement issued on Tuesday, voicing dissatisfaction with Morey’s tweet and  the NBA’s response.
  • Bytedance-backed sports community platform Hupu also said that it would pause all updates of Houston Rockets games.

Context: In July, Tencent secured a five-year partnership with the NBA for $1.5 billion, giving the giant the exclusive right to stream NBA games in China.

  • Tencent charges users subscriptions to watch NBA games on its sports streaming platform. Regular subscribers, who pay RMB 22 or around $3 per month on an annual basis, can watch matches of a single NBA team, while premium subscribers, who fork over RMB 60 monthly on an annual basis, have access to all matches, according to the company’s website.
  • Tencent does not disclose the size of its sports subscriber base, though its registered subscriptions for value-added services in the second quarter of the year numbered at 168.9 million.
  • Game six of the NBA 2019 finals was viewed by 21 million Chinese fans on Tencent platforms, according to the NBA, and 490 million users watched Tencent’s NBA content during the 2018 season.
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Content aggregator Qutoutiao is developing two short video products https://technode.com/2019/10/08/content-aggregator-qutoutiao-is-developing-two-short-video-products/ https://technode.com/2019/10/08/content-aggregator-qutoutiao-is-developing-two-short-video-products/#respond Tue, 08 Oct 2019 03:23:43 +0000 https://technode-live.newspackstaging.com/?p=118914 Qutoutiao's unnamed short video products intend to combine the functionalities of short video apps and cash rewards features.]]>

Nasdaq-listed content aggregator Qutoutiao has been developing two short video apps to target Douyin and Kuaishou, media outlet TechPlanet reported, citing people familiar with the matter.

Why it matters: Facing widening losses and declining time spent on the platform, Qutoutiao is looking at the large yet highly competitive short video landscape for growth opportunities.

  • Qutoutiao’s net loss in the second quarter jumped 167% year-on-year to RMB 560 million.
  • The average time spent on the platform per daily active user has been dropping for two consecutive quarters.

Details: The two unnamed short video products intend to combine the functionalities of short video apps and cash rewards features that Qutoutiao has been using.

  • Qutoutiao started working on the two platforms in July and could release them before the end of 2019.
  • The two short video apps are led by Zhang Jing, the leader of Qutoutiao’s online novel platform, Midu Novel, and an unspecified former project manager of Douyin.
  • Qutoutiao is likely to push whichever of the two products to launch first and could merge them in the future, a former Qutoutiao employee told TechPlanet.
  • Qutoutiao’s earlier experiments in short video proved unsuccessful. Two of its released short video products, “Quduopai” and “QiuQiu Video,” can’t be found in any app store.

Context: The past few months have been turbulent for Qutoutiao. The company’s growth has slowed down in the second quarter, following which at least eight middle managers from the company’s product, algorithm, and analytics departments.

  • Several other middle managers are also preparing to leave Qutoutiao, according to the TechPlanet report.
  • Midu Novel, one of Qutoutiao’s major drivers of growth, was also suspended for three months for uncompliant content in July during a cleanup campaign targeting online novel platforms.
  • Before the IPO, Qutoutiao raised money from Tencent, Alibaba, and The Paper, a state-owned digital-only news publication.
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The Chinese social media stars unknowingly going viral in the West https://technode.com/2019/10/04/the-chinese-social-media-stars-unknowingly-going-viral-in-the-west/ https://technode.com/2019/10/04/the-chinese-social-media-stars-unknowingly-going-viral-in-the-west/#respond Fri, 04 Oct 2019 02:00:57 +0000 https://technode-live.newspackstaging.com/?p=118794 A growing number of Chinese viral short videos are reuploaded on Western social media accounts, bringing them global attention. And in most cases, the original creators are not even aware of it.]]>

“I can hardly believe that so many people abroad have seen my videos,” Chinese viral sensation Liu Shichao told TechNode.

Liu was shocked when told that some of his short videos had gone viral on Twitter, a social network blocked in the country he lives. “I’m very, very surprised because that video was made about two years ago, and I don’t even know who spread it abroad,” he said.

The 33-year-old Chinese farmer has never left China, nor has he ever accessed foreign social media platforms like Twitter or Instagram. But that didn’t stop his clips uploaded to Chinese social network Kuaishou from scaling the Great Firewall and racking up clicks in the West.

Liu’s videos join a growing trend in which Chinese viral content is reuploaded on Western social media accounts, bringing them global attention. And in most cases, the original creators are not even aware of it.

While one of his short videos originally posted on Kuaishou racked up nearly 12 million views on Twitter, Liu’s life remains relatively unchanged. When TechNode reached out to Liu last Thursday, he was busy harvesting corn in a small village in northern China’s Hebei province.

In the aforementioned video, Liu glugs down a half bottle of beer followed by a ghastly concoction containing the rest of the beer, a glass of burning baijiu liquor, a can of Pepsi, and even a raw egg. The whole process takes less than one minute.

He first became aware of the situation late last month when he woke to messages from many newly registered users on Kuaishou. It took a while for him to figure out why all these people were contacting him since the messages were mostly in English and he had to translate them.

“One message told me that I was a celebrity now in America,” he said. “So I chatted with the person [who sent the message] for a whole day, with the help of translation software.”

A picture of life in rural China

Liu is one of the thousands of Kuaishou bloggers who are willing to test their limits by performing dangerous or just plain bizarre acts, to please their followers.

The Beijing-based social network allows users to upload short videos varying in length from a few seconds to a couple of minutes each and has accumulated around 300 million monthly active users (MAU) as of July, dwarfed by Bytedance’s similar offering Douyin with over 400 million MAUs as of November.

Kuaishou is especially popular among rural communities and migrant workers in the country, leading some to refer to the app as a “mirror of life in rural China.”

Close to two-thirds of Kuaishou users live in China’s third-tier cities or below, which excludes most larger provincial capitals and major metropolises such as Beijing and Shanghai, according to a report by Chinese research firm TalkingData.

The app’s content, however, is often chastised by cyberspace watchdogs and state media for being “vulgar.”

In a yearlong campaign aimed at “cleaning up” the web, the Cyberspace Administration of China, the country’s top internet regulator, in March 2018 ordered Kuaishou to remove harmful and vulgar content. The app was later removed from the country’s Android app stores and was not allowed to provide updates for iPhone users via the App Store.

The app became available again after the company made a public apology and promised to remove vulgar, pornographic, or violent content.

Though the above-mentioned video was a hit on Twitter, it’s no longer available on Kuaishou, to which it was uploaded in January 2018.

The video racked up over 50,000 likes and 6,100 comments within one month of going live before it was taken down by Kuaishou. The platform marked the video as “inappropriate for publishing,” according to a screenshot of Liu’s Kuaishou user interface seen by TechNode.

Liu said that Kuaishou removed more than 100 of his clips and suspended his account for nearly four months during what he called “tough crackdown” in the first half of 2018.

He told TechNode that he rarely makes videos similar to that one because Kuaishou no longer “promotes this kind of content.”

“They might think that these videos encourage teenagers to consume alcohol,” he said.

He recently registered an account on Twitter and began to post similar videos that are no longer welcomed by Kuaishou. He soon amassed nearly 250,000 followers on Twitter and each of his videos usually earns him hundreds of retweets and thousands of views.

Kuaishou declined to comment.

Blurred boundaries

It is widely acknowledged that Chinese internet culture usually doesn’t translate well in a global context. It is rare to see Chinese internet slang or memes spread to other countries.

This is mainly due to language barriers, as well as the fact that the country’s strict internet controls force people to express themselves in more obscure ways.

But when it comes to online video content, international boundaries are disappearing.

“Videos, animations, and games are more visual, so they are easier to absorb and understand,” Ross Settles, an adjunct professor of media innovation and entrepreneurship at the University of Hong Kong, told TechNode.

“The great thing about the short video is that it has to tell a very quick and simple story,” he added. “It’s very crisp and the message is very clean.”

The fact that most short-video content produced on China’s internet is light-hearted is also a contributor. Fun content is a universal need and a language that everybody can understand.

Chen Zhanwei, a 25-year-old vlogger based in the southwestern city of Chengdu, has also been garnering large viewer numbers on YouTube, another platform inaccessible within China.

Screenshot of Chen Zhanwei’s YouTube channel, CatLive. (Image credit: YouTube)

These videos, which tell the stories of the four cats that he raises, were originally uploaded to Chinese video-streaming sites such as Bilibili and Weibo. But they have also gained a following beyond the Great Wall after Chen uploaded them to YouTube, despite them being in Chinese.

“It was unbelievable because my videos are all in Chinese, but there are millions of people watching them, and many of them are commenting in other languages besides Chinese,” said Chen, adding that his most popular upload on Youtube has attracted more than 43 million clicks.

Settles suggests that that Chinese internet culture used to thrive in platforms that were only used by Chinese or people connected with the country, such as Tencent’s social networking app WeChat. However, thanks to Chinese short video apps like TikTok, the international version of Douyin, Chinese internet culture is drawing eyes in the outside world.

“It’s not that Chinese internet culture is so different that no one would understand. It’s that it was just not visible for most international users,” he said.

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A closer look at China’s video game livestreaming duopoly https://technode.com/2019/10/02/a-closer-look-at-chinas-video-game-livestreaming-duopoly/ https://technode.com/2019/10/02/a-closer-look-at-chinas-video-game-livestreaming-duopoly/#respond Wed, 02 Oct 2019 07:00:02 +0000 https://technode-live.newspackstaging.com/?p=118802 huya, douyuI argued last week that video game streaming is emerging as the strongest part of China’s vast livestreaming sector, driven by the rise of e-sports and the dedication of relatively committed fans. Today, I’d like to return for a closer look at the sector, evaluate the current leaders—and ask if both will experience more competitive […]]]> huya, douyu

I argued last week that video game streaming is emerging as the strongest part of China’s vast livestreaming sector, driven by the rise of e-sports and the dedication of relatively committed fans. Today, I’d like to return for a closer look at the sector, evaluate the current leaders—and ask if both will experience more competitive pressure if another tech titan enters the sector. I’ll take a close look at the numbers for these companies, showing how you can see value in this sector.

Huya-Douyu duopoly

China’s leading game streaming platforms, Huya and Douyu, control over 60% of the industry. The current market expectation is for this number to grow even higher with further consolidation. Huya went public in May 2018, while Douyu recently IPO’ed in July 2019, both in the US. Huya is more than 80% larger than Douyu with a ~$4.9 billion valuation, vs. Douyu’s ~$2.7 billion valuation as of August 26. Moreover, compared to Douyu, Huya has a slightly higher tilt towards game streaming with over 50% revenue derived from gaming, compared to 45% for Douyu.

When we look at streaming companies, what should we focus on? First, it’s important to understand how these companies generate revenue. Like entertainment streaming platforms, both companies receive over 85% of their revenue through virtual gifts. When we’re looking at these companies, the key factors are simple: how much revenue do they generate, and how much of it do they have to pay back to streamers to keep them on the site?

Revenue share: Over 80% of streaming revenue in China comes from virtual items that are gifted to broadcasters, in contrast to Western broadcasters and platforms, which rely almost exclusively on advertising and subscriptions as their primary revenue sources. The largest cost for any livestreaming platforms is the percentage of revenue share with content creators. A higher-quality platform should have better leverage with streamers, and therefore be able to payout less in revenue share while maintaining the same growth rate. Huya has been a better operator with stronger focus on unit economics, paying out just 47% of revenue to content creators, compared to over 50% for Douyu.

Streamer acquisition costs: Another large expense for game streaming companies is contracting professional streamers to its platform. For example, Ninja, one of the top game streamers on Twitch, announced that he was going to exclusively stream with Microsoft’s Mixer platform for a rumored $6 million over the next three years. While large signings make for splashy headlines, they generally do not benefit the platforms themselves because streamers will often migrate to a different platform after their contract ends. Many platforms failed in 2017 after a bidding war locked them into overpriced contracts with semi-professional and professional gamers. Although both platforms continue to acquire streamers, Huya has been more efficient, paying just ~10% of revenue to professional content creators in 2018 vs. Douyu at ~24%.

Mobile growth drivers: Mobile continues to be a strong area of growth for game streamers, both as a vector of viewing and of gameplay. Mobile counts for more because gamers tend to be more engaged on a mobile device vs. desktop streaming, which users may watch while multitasking. Huya has a higher user base for mobile games, particularly in Honor of Kings and Peacemaker Elite, two of the top e-sport titles in China. On the other hand, Douyu’s focus has been on PC games, which tend to have a shorter tail than mobile games.

Investing in emerging markets: Another key source of streaming growth is global expansion. Southeast Asia and Latin America are two emerging markets with high potential for a thriving livestreaming industry due to an increase in GDP/capita, high internet penetration and the presence of a strong gaming culture. Generally speaking, the cost of acquiring streamers in these regions of the world also tends to be lower. Private companies such as Omlet Arcade, which focuses exclusively on mobile game streaming and has nearly 1 million monthly unique streamers, have already made their way to these two particular markets to take advantage of the growth potential. Huya has a regionalized streaming service called NimoTV which competes with Omlet Arcade’s product. In the past two years, the platform has launched in a number of markets including Indonesia and Brazil. During its earnings call last quarter, management said that the platform has over 10 million MAUs and “growing rapidly.”

Margin expansion + multiple rerate: Falling initial signing bonuses for new streamers bodes well for the industry as it matures. Content delivery is currently a large cost for all livestreaming platforms, but this should come down as prices for bandwidth on content delivery networks (CDNs) across the industry fall due to increased competition and decreased bandwidth cost per user (the cost of CDNs have come down ~1/3 between 2016–2018). It is also likely that the revenue sharing ratio will drop a couple more points towards the low 40% range as the industry continues to consolidate. As e-sports grow in popularity, all companies in games streaming are likely to see stock prices rise in the coming three years.

While I believe that both companies will benefit from the upside in game livestreaming, Huya’s lower cost structure, higher profitability and a focus on emerging markets around the world make it a more attractive investment than Douyu.

Disruption from Kuaishou?

Kuaishou started as a short video platform known for a large user base of individuals hailing from Tier 3–4 cities and rural parts of China. It has distinguished itself from its rivals by giving users a glimpse of the Chinese countryside, attaining over 300 million DAUs. Tencent invested over $1.35 billion into the company, and it is now rumored to be valued at over $25 billion.

Unlike other short videos platforms, Kuaishou has decided to expand its livestreaming platform in order to grow and compete against rival Douyin. Kuaishou’s ambitions could put competitive pressure on the industry if there is a bidding war for streamers.

Kuaishou is at a disadvantage selling ads. Insiders say that many brands are reluctant to run advertisements on Kuaishou, since lower-quality user-generated content could hurt the brand. However, through streaming, Kuaishou could potentially capture an additional revenue stream in lower-tier cities previously not seen on Huya and Douyu.

Kuaishou disclosed in July 2019 game streaming DAUs of about 35 million, slightly higher than Douyu’s estimate of 26 million in 1Q19. The company is also planning to revamp its game streaming strategy to focus on professionally generated content similar to Huya and Douyu. While there is some concern that the entrance of Kuaishou could disrupt the current duopoly, I believe that the company will not be too aggressive about pushing users completely to livestreaming, lest it cannibalize Kuaishou’s main platform.

Conclusion: Games livestreaming is a very dynamic industry with both incumbent and new entrants. While the industry has certainly consolidated since 2017, leaving Huya and Douyu as the current leaders in the space, companies such as Kuaishou are also vying for a piece of the growing pie. I continue to believe that Huya will be a leader in this space given its lower streamer acquisition costs. Additionally, I can also see companies that focus on emerging market mobile game streaming, such as Omlet Arcade, gain more traction. I believe that as the domestic Chinese market becomes more saturated, games livestreaming companies in China will look to invest in emerging market platforms to further boost growth. Once a niche industry in China, the games livestreaming market has finally gone mainstream.

Clarification: article updated to reflect that Omlet Arcade has nearly 1 million monthly unique streamers.

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Google Play removes 46 apps from Chinese developer iHandy: report https://technode.com/2019/09/27/google-play-removes-46-apps-from-chinese-developer-ihandy-report/ https://technode.com/2019/09/27/google-play-removes-46-apps-from-chinese-developer-ihandy-report/#respond Fri, 27 Sep 2019 08:34:59 +0000 https://technode-live.newspackstaging.com/?p=118615 As of Friday afternoon, only six of the company’s apps remain on Google Play.]]>

Last week, Google removed at least 46 apps by Chinese developer iHandy from its Android app marketplace Google Play without explanation, BuzzFeed News reported.

Why it matters: As app fraud from malicious advertising practices and leaks of personal data become increasingly prevalent among Android apps, marketplaces such as Google Play are taking a more rigorous approach when vetting products to distribute.

Details: As of Friday afternoon, only six of the company’s apps remain on Google Play, down from the eight that Buzzfeed reported.

  • The 46 removed apps cover selfie, security, and health apps. One of the most popular apps was a face filter and selfie-editor tool named “Sweet Camera” which had been downloaded more than 50 million times.
  • Google said that it is conducting an investigation of iHandy but refused to disclose further details.
  • A vice president from iHandy told BuzzFeed that the removal was unexpected, adding that the company is trying to find out the reasons and is in contact with Google to restore the apps.
  • Beijing-based iHandy filed to list on the Shenzhen Stock Exchange in April, claiming to have 180 million monthly active users across its apps worldwide. It also listed Google as its biggest customer in 2018.

Context: Google banned two other major Chinese app developers, Do Global in April and CooTek in July, from its ad platforms and Google Play, citing violations of advertising policies. Apps from the two companies had racked up more than 1 billion downloads on Google Play.

  • Do Global, partly owned by search engine giant Baidu, was banned for committing ad fraud and concealing app ownership details from users.
  • CooTek’s ban came after its apps continued to bombard users with disruptive ads even when the company claimed to have removed the malicious ad plug-in causing such activities.
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The Chinese startup that brought female-oriented games mainstream https://technode.com/2019/09/27/the-chinese-startup-that-brought-female-oriented-games-mainstream/ https://technode.com/2019/09/27/the-chinese-startup-that-brought-female-oriented-games-mainstream/#respond Fri, 27 Sep 2019 03:27:55 +0000 https://technode-live.newspackstaging.com/?p=118549 The success of Paper Games' dress-up smash-hit “Shining Nikki” is bringing female Chinese gamers to the forefront.]]>

Mobile gaming firm Paper Games has recently made a splash in China’s video game sector with yet another female-focused smash-hit title. The success of the dress-up game “Shining Nikki” is bringing games targeting female Chinese users to the forefront.

The backstory: Paper Games develops dress-up games and relationship simulators that cater to the demands of female users, who have long been overlooked by developers in China.

  • The company has five released titles, with the two most recent and most popular ones being “Shining Nikki” and relationship simulator “Love and Producer.”
  • The firm was valued at RMB1 billion in 2015, following an RMB 150 million ($21.1 million) Series B led by Orient Securities.
  • Yao Runhao, an economics graduate from Waseda University in Japan, founded Paper Games in 2013. The first installment in the “Nikki” series was a side project that Yao finished with the help of several online friends. After its success, he returned to Suzhou and started Paper Games, consisting of a team of seven people.
  • The company is headquartered in Shanghai with offices in Suzhou and Wuhu.

Unique selling point: Paper Games is one of the first companies in China to create mobile games for a female audience. The second installment in the “Nikki” series, “Nikki UP2U World Traveller,” was the first dress-up game to make it to the mainstream mobile gaming market.

  • While most developers have started to create female-oriented games in recent years to expand on their mainly male-facing line of products, Paper Games has consistently treated female players as their primary audience, with all published titles being aimed at them.
  • Paper Games is also among the few video game startups to rack up 100 million registered users globally for two of its titles—“Miracle Nikki” and “Love and Producer.”
  • Female gamers could spend as much as RMB 53.1 billion on games in 2019, according to estimates from research firm Gamma Data.

“We keep our design concepts largely uniform but at the same time give designers enough freedom, that’s our core competitiveness…We don’t punish failed innovations because we respect the space needed during the creative process.”

 —Yao Runhao to video game media Youxi Putao

The investors: The company’s B Series, led by Shanghai-listed Orient Securities, also included Songcheng Performance, a company that works in performance, tourism, live entertainment, and online entertainment.

Present condition: Paper Games is looking to expand its current 600-person team to 1,000 employees by the end of 2020 to further support its growing line of products and create new titles, according to a report from Youxi Putao.

  • The company has also been creating comics for “Miracle Nikki” with plans to further venture into animation and motion pictures for female audiences, according to the company’s website.

The landscape: Other players in the female-oriented game market include Friend Times, a Suzhou-based company that creates titles combining features such as dressing-up and palace intrigue, anime-streaming platform Bilibili, as well as industry giants Tencent and NetEase, who have just entered the market.

  • Friend Times’ three major titles targeting female audiences raked in a total of RMB 384 million in the first quarter of 2019, according to the company’s prospectus.
  • NetEase’s “Yujian Love” and Tencent’s “Shiwuyu” have garnered over 5 million and 4 million downloads across iOS and Android since their launches in June and September, respectively, according to analytics firm Qimai.
  • In addition to competition from new entrants, Paper Games also faces more regulatory oversight. Under the new game approval process implemented in April, China’s top game regulator, the State Administration of Press and Publication (SAPP), will approve fewer titles and impose a stricter set of standards.

China moves to monetize its growing female gamer market

Prospects: Paper Games could face greater competition from larger game developers such as Tencent and NetEase as they turn their attention to the female-oriented market. However, Paper Games’ rich experience in creating content for female audiences and managing a largely female user base, together with its massive following, could help the company stay ahead in the game.

  • The purchasing will and power of female users in games are only going to increase, Liu Jiehao, an analyst with research company iiMedia told TechNode.
  • Paper Games’ newest release, Shining Nikkii, is likely to make headway, similar to its predecessors in non-mainland China markets, where there are fewer restrictions on game content.
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Bytedance looking to sell its overseas content aggregator TopBuzz: report https://technode.com/2019/09/26/bytedance-looking-to-sell-its-overseas-content-aggregator-topbuzz-report/ https://technode.com/2019/09/26/bytedance-looking-to-sell-its-overseas-content-aggregator-topbuzz-report/#respond Thu, 26 Sep 2019 09:22:11 +0000 https://technode-live.newspackstaging.com/?p=118488 Douyin Shanghai short video ByteDancePotential buyers include US-based media companies.]]> Douyin Shanghai short video ByteDance

Bytedance has been in talks for three months with potential buyers to sell TopBuzz, the company’s news app for overseas markets, the Information reported, citing people familiar with the matter.

Why it matters: Bytedance is trying to do away with products that are underperforming in order to focus on TikTok, the expansion of which has been guzzling considerable amounts of resources.

Details: Potential buyers include some US-based media companies, though it is unclear whether their discussions with Bytedance will result in a deal.

  • TopBuzz News ranks 35th among all news apps on iOS in the US, whereas TopBuzz Video ranks 727th among entertainment apps on iOS in the country, according the Information’s analysis of figures from App Annie on Wednesday.
  • Launched in 2015, TopBuzz has 36 million monthly active users (MAU) worldwide, according to its website.
  • TopBuzz is essentially the overseas version of Bytedance’s content aggregator for the China market, Jinri Toutiao.

Context: TopBuzz has published problematic content in the past, ranging from questionably sourced clickbait articles to content that is indisputably inaccurate.

  • Short video platform Douyin has 500 million MAU in China as of January 2019, a figure which doesn’t include global users for its overseas version, TikTok.
  • Bytedance said in July that it has 1.5 billion monthly active users across all of its apps, 700 million of which use its apps daily.
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Short video platform Kuaishou widens its influencer crackdown https://technode.com/2019/09/26/short-video-platform-kuaishou-widens-its-influencer-crackdown/ https://technode.com/2019/09/26/short-video-platform-kuaishou-widens-its-influencer-crackdown/#respond Thu, 26 Sep 2019 03:44:40 +0000 https://technode-live.newspackstaging.com/?p=118422 Chinese short video app Kuaishou This round of cleanups brings the number of popular influencers suspended from the platform to over 100. ]]> Chinese short video app Kuaishou

Short video app Kuaishou on Wednesday banned 39 popular content creators for hyping their videos, continuing a platform-wide cleanup that started earlier this month.

Why it matters: As regulators continue to scrutinize all kinds of platforms for inappropriate content, short video apps are imposing stricter self-regulation to avoid costly suspensions or an altogether ban.

  • Kuaishou was censured by the National Radio and Television Administration (NRTA) for lowbrow content in April 2018. The company was ordered to pause all new uploads to the platform until all content on the platform was filtered.

Details: This round of cleanups brings the number of popular influencers suspended from the platform to over 100. All of the offending content creators have followings numbering in the several hundreds of thousands; one banned user with the handle “Xiaojianing” has more than 2 million followers.

  • Kuaishou provided details on several types of content it considers “malicious hyping,” such as fabricated sob stories, videos that exaggerate the circumstances of disadvantaged groups, and videos that promote harmful views on marriage and families.
  • Also targeted are clickbait videos, including those with panic-inducing or sexually suggestive titles and thumbnails. Short videos that use “bizarre” thumbnails will also be removed from the platform.
  • In addition to banning repeated and severe offenders, Kuaishou said it will limit the traffic directed to content creators whose infractions are minor, and that “malicious hyping” videos will never appear on the platform’s trending list.

Context: Kuaishou has long been accused of hosting vulgar and inappropriate content, with local regulators frequently castigating influencers on the platform for irresponsible behavior aimed at attracting more views.

  • Following the NRTA censure in 2018, Kuaishou increased the size of its content filtering team from 2,000 to 5,000 people.
  • Under the request of the Cyberspace Administration of China, Kuaishou and its rival Douyin both rolled out a “youth mode” in March to restrict the access of underage users, limiting them to feeds consisting primarily of educational videos.
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China moves to monetize its growing female gamer market https://technode.com/2019/09/24/china-moves-to-monetize-its-growing-female-gamer-market/ https://technode.com/2019/09/24/china-moves-to-monetize-its-growing-female-gamer-market/#respond Tue, 24 Sep 2019 05:30:27 +0000 https://technode-live.newspackstaging.com/?p=117955 The transformation of female-oriented gaming from a niche interest into a mainstream segment is something that industry players can no longer ignore.]]>

While Tencent releases may continue to dominate the gaming headlines coming out of China in 2019, imaginative titles explicitly aimed at female users are quickly gaining mainstream attention as they forge their own position in the vast market.

China is home to more gamers than any other country in the world, and one-third of them play on their phones. The transformation of female-oriented gaming from a niche interest into a mainstream segment is something that industry players can no longer ignore, especially when thinking about monetization.

Since the second half of 2017, mobile dress-up games and dating simulators have surged in popularity in China. The latest dress-up hit is “Shining Nikki,” which racked up 44 million downloads on local app stores within a month of its August 6 launch, according to estimates from the analytics firm Qimai.

Choosing the most in-style outfit for your virtual avatar or wooing a digital boyfriend are not new or unusual concepts in modern gaming. However, these aspects are typically intended to complement the bigger picture and make content more immersive. A rare sparkling golden mantle in a multiplayer game can help the wearer stand out, regardless of his or her level of skill, while a well-written love story can inject life into role-playing game (RPG) characters.

However, female-focused games opt to focus purely on romantic aspects or making virtual characters look good. In contrast to the multiplayer online battle arena (MOBA) and first-person shooter (FPS) genres, which appeal mainly to male audiences, these new emerging titles target the other half of China’s population.

Coupled with the popularization of smart devices and the broader acceptance of gaming in recent years, these female-oriented games are creating a market segment of their own, analysts said. But like any rapidly expanding market, targeting female players is not without its issues and risks.

Stylish outfits and loot boxes

“Shining Nikki” is best described as a 3D dress-up RPG. Players control a young girl named “Nikki” and compete with AI-controlled characters in “styling battles,” in which the side with the highest score wins. Users are tasked with pairing clothing and accessories according to attributes such as “elegant,” “cute,” “mature,” and “pure,” to fit the theme of the battle and achieve a higher score.

Just like in other RPGs, “Shining Nikki” players earn desired items either by completing quests or spending real money on loot boxes. Clothing items are available at different levels of rarity; the less common items grant better stats. Players can also boost their score by using “phantoms of designers,” which are on upgradeable cards of varying stats and levels of rarity.

Once players progress far enough into the main story—traveling back in time to prevent a disastrous future with non-stop “styling battles”—the battle arena feature is unlocked, enabling users to participate in higher levels and generally more demanding matches with their fellow players.

As the third installment in the “Nikki” franchise, “Shining Nikki” is the first to adopt full 3D graphics, featuring highly-detailed character and clothing models, as well as realistic physics. When users rotate their character, the sleeves and skirt of her dress move dynamically.

Clothing such as dresses in “Shining Nikki” have different rarities and stats. (Image Credit: TechNode)

Relationship simulator games tend to feature less sophisticated graphics, but their stories and systems are no less complex. In one of the genre’s best-selling titles, “Love and Producer,” players take on the role of a female producer trying to revive a media company on the brink of bankruptcy. They simultaneously develop romantic relationships with four handsome male characters: a genius scientist, a special forces officer, a corporate CEO, and a superstar who is also a genius hacker. Each has his own superpower, such as flight and time-manipulation.

While the plot in the early chapters of the game is identical to that of a corny romance novel, the story develops darker themes as it starts to integrate conspiracy theories, higher dimensions, and time travel.

To progress in “Love and Producer,” players need to collect and upgrade “bonding cards” of varying levels of rarity to produce TV shows with traits such as “affinity” and “creativity.” “Bonding cards” consist of artwork featuring the four male characters, with the rarest ones requiring users to pay considerable sums of real-world money to acquire and upgrade them.

Players can also collect special items and complete certain quests to unlock additional dating events, which generally come in the form of voiced artwork, as well as text message conversations with the male characters.

Although most female-oriented games are free, players say that in some cases spending money is unavoidable if they wish to enjoy a semi-decent gaming experience. “Love and Producer,” for instance, features timed events that reward users with extra rare “bonding cards.” The system gives users a few free event passes, but to complete the mission, users have to spend real money. “Try the events and you’ll find that there is no way you can get the final reward with just the free passes,” said Zhu Xiaoyu, a 24-year-old player of “Shining Nikki” and its 2D predecessor “Miracle Nikki.”

Less-competitive gaming

Compared to more hardcore mobile games such as MOBA title “Honour of Kings” and FPS game “Peacekeeper Elite,” which require rapid reaction time and strategic thinking, female-oriented releases are generally far less demanding in terms of focus and are relaxing to play, several female players told TechNode.

“You don’t need to think when playing female-oriented games,” said Yu Xueqi, a 25-year-old Ph.D. student. “Other titles stimulate your brain, but games like ‘Shining Nikki’ are just sweet, soft, and soothing.”

Although most female-oriented tiles have modes where users can battle in matches with each other, Yu told TechNode that she feels that competition is not central to the game, and she has never felt the pressure to be better than other players.

According to the players we interviewed, dress-up games also provide a wider and more aesthetically appealing array of clothing as compared with mainstream titles that allow users to customize their characters’ appearances. “You can also change how your character looks in ‘Peacekeeper Elite,’ but the skins are just ugly. The beautiful clothes in the ‘Nikki’ series are the primary reason why I play them,” said Zhu.

As for relationship simulators, the appeal for female players lies in the personas of the virtual boyfriends. In the App Store review section of “Love and Producer,” for instance, a user with the handle “Linxi uses the same name for every game” explained her preference for one of the main male characters.

“My favorite is Zhou Qiluo. He can switch from being sweet to cool to serious at any time. His naturally curly blond hair and clear blue eyes are also super cute,” the user commented. Another user named “poolijbsec” was more straightforward, writing “Xu Mo is so hot,” in reference to another male character in the game.

In January 2018, a group of fans took their affection for “Love and Producer” characters to another level. They reportedly spent RMB 250,000 (around $39,000 at the time) to hang an LED banner on a skyscraper in Shenzhen to celebrate the birthday of Li Zeyan, their in-game boyfriend.

While female gamers make up the lion’s share of players of such titles, they also attract some male users, who appear more interested in the competitive aspect. “I find the ranking system in ‘Shining Nikki’ pretty interesting. Most people did not pay much attention to the player-versus-player system when the game first launched, so I was able to quickly rise high in the rankings and receive some nice rewards. It felt pretty awesome,” said 21-year-old student Luo Yuxuan. “I didn’t find any of the clothing particularly attractive, but for the sake of having a full collection, I would try to get them all.”

A booming industry

Female-oriented games aren’t new. Paper Games, the developer of “Shining Nikki” and “Love and Producer,” has been developing dress-up games for mobile platforms since as early as 2013, but the market segment has remained relatively niche for several years. During this period, several female-focused titles from Paper Games and several other developers successfully secured a user base, says Liu Jiehao, an analyst at research firm iiMedia.

Female-oriented games went mainstream in China in 2017, with the help of viral titles such as “Love and Producer” and ”Travel Frog,” a game in which players help a cute amphibian prepare for trips by providing food and money. The category hit a market size of RMB 43.1 billion that year, according to a report from game research firm Gamma Data. Relationship simulators like “Love and Producer” have also helped the market better to define the idea of games for women, Liu said.

This new emerging market is expected to generate RMB 53.1 billion in revenue in 2019—and to achieve RMB 56.8 billion in 2020, according to the Gamma Data report. Female-oriented mobile titles are expected to drive the growth, bringing in an estimated RMB 40.2 billion next year, or 70% of the segment’s total revenue.

Analysts attribute the recent growth to growing interest among female gamers, coupled with greater purchasing power, as well as a greater emphasis on female players from the perspective of gaming companies.

“When the development of an industry reaches a certain stage, companies will start to experiment in more niche market segments,” Liu told TechNode. “As an essential part of the gaming market, female users and their needs will naturally attract the attention of developers,” he added.

Room for smaller players

In contrast to mainstream genres, dominated by industry giants Tencent and NetEase, the landscape for female-oriented games is less hostile to small- and medium-sized developers, analysts said.

Paper Games, for instance, remained a small studio for the first three years after it was founded; only recently did they expand from a medium-sized company of fewer than 500 employees to more than 600 staff. Happy Elements, the developer of the match-three title “Anipop” and male idol mobile game “Ensemble Stars,” was also a mainstay of the medium-sized tier until recently.

However, this doesn’t mean that barriers to entry in the market are low. “Compared with traditional mainstream genres that emphasize gameplay design and numerical setup, female-oriented games can be more demanding about art design and storytelling,” Liao Xuhua, an analyst with research firm Analysys, told TechNode. “The market could become increasingly competitive as the experience of existing players grows,” he added.

Player gripes

The rise of female-oriented games is not without its issues. Several well-known titles, such as Paper Games’ “Love and Producer” and NetEase’s “Yujian Love” have large numbers of what appears to be bot-generated positive reviews on their respective Apple China App Store pages, with some of them making it to the “most helpful reviews” section. Based on TechNode’s observations, a considerable number of fake reviews for “Love and Producer” were posted around the game’s launch in December 2017, possibly to create hype for the title.

Many players of female-oriented games have left reviews on app stores to complain about the overly aggressive monetization strategies of certain titles—such as Paper Games’ more recent releases and Tencent’s “Shiwuyu.” “Every event can cost several hundred [yuan]. Could you people be less greedy?” reads one comment on the “Love and Producer” App Store page from a user with the handle “You love to talk about this.” Many users have also expressed dissatisfaction that they cannot progress in the story if they don’t spend enough money on in-game purchases or grind away on repetitive gameplay.

“Shining Nikki” has been called out for trying to entice male users with inappropriate advertisements on platforms such as Weibo, the video streaming site Bilibili, and Q&A platform Zhihu.

One game ad frequently seen on different platforms reads: “Games that guys are addicted to! Choose whichever clothing and figure you want. Do you prefer cute lolis or domineering ladies?” Other ads employ slightly different phrasing but convey similar messages. “A game that all the guys around you are playing! Mature women, young girls, stylish girls …which style do you prefer?” a video ad on Zhihu says.

Some ads go even further by using sexually suggestive phrases such as “Raise your daughter until you are physically exhausted every day. This is the game that real men should play!” The slogan uses a Chinese phrase that, when understood in relation to the concept of “real men,” often means fatigue from excessive sexual activities.

“I support Paper Game’s effort to attract male users … but how would this type of phrasing come across to people who treat Nikki as their imaginary daughter?” one anonymous user commented on Zhihu.

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The rise of video game livestreaming in China https://technode.com/2019/09/23/the-rise-of-video-game-livestreaming-in-china/ https://technode.com/2019/09/23/the-rise-of-video-game-livestreaming-in-china/#respond Mon, 23 Sep 2019 07:00:35 +0000 https://technode-live.newspackstaging.com/?p=118059 playstation China cloud gaming video streamingThe market experienced a period of boom and bust in 2016–2017, as smaller platforms lost both broadcasters and users. ]]> playstation China cloud gaming video streaming

When we think about livestreaming in the West, we mainly think of it as a recent trend introduced by companies such as Justin.tv and Twitch. However, countries in the East have been experimenting with livestreaming since early 2006, with companies such as YY in China being early movers. Today, the livestreaming industry in China continues to be significantly larger than the US in terms of users, demographics, and innovation, especially when it comes to product design and monetization methods.

The Chinese livestreaming industry experienced a period of boom and bust in 2016–2017. During this time, over 200 mobile apps with livestreaming features emerged. However, after government restrictions and a washout on a large number of platforms, the industry consolidated significantly. Today, only a few leaders in each vertical remain.

Source: iResearch

Out of all verticals, I am most optimistic about the gaming category because of the growth of e-sports. Compared to entertainment streaming, video game streaming is much more mass market, with limited revenue concentration among top customers. Additionally, its audience is more engaged and demonstrates a higher stickiness to the content itself.

Why video game streaming?

Simply put, China has the largest gaming population in the world with over 630 million participants. Even with the recent regulations on new gaming licenses in 2018, China remains the largest gaming market globally, bringing in revenues of ~$30 billion annually, according to Newzoo.  The industry is expected to grow at a 10% CAGR over the next five years. E-sports are a global phenomenon and an even stronger secular trend in China. In 2016, China’s National Development and Reform Commission even encouraged the development of e-sports tournaments on the premise of protecting intellectual property. With both the increase in gamer numbers and demand for quality content, the rise of e-sports in China has led to a boom in game streaming services.

A few reasons to expect steady growth:

  1. Growing TAM and sticky user base: It is estimated that in China there will be over 450 million e-sport gamers by 2021 compared with 350 million last year. As opposed to entertainment livestreaming, those who watch game livestreams are more engaged—nearly one-third of users watch on a daily or monthly basis. Additionally, game streaming platforms enjoy a higher average revenue per paying user (ARPPU) than non-game streaming platforms (non-gaming ARPPU peaked in 2018). This is likely because gaming is more relatable and participants enjoy watching others to improve their own skills.
  2. Rapid market consolidation: It is apparent that the biggest barrier to entry and threat to new and existing streaming platforms is the ability to preserve talent. Huya and Douyu have over 60% market share because of their brand presence and large capital base, allowing them to recruit the best streamers and organize the largest e-sports events. There is some brand equity associated with these platforms. Similar to a two-sided marketplace, users and broadcasters often gravitate towards platforms with the most content and the best well-known streamers.
  3. game streaming platforms = Monetizable opportunity in the e-sports value chain: The e-sports industry is still in the early innings of its growth cycle. Excluding games sold, streaming revenue makes up more than three-quarters of the e-sports industry earnings. In the future, revenue opportunities will arise through media rights, ticketing, and merchandising. Livestreaming platform investors can partake in the current growth opportunities and take advantage of the optionality of future media rights from e-sports events.

Major players—past, present, and future

Similar to China’s broader livestreaming industry, the game livestreaming market experienced a period of boom and bust in 2016–2017, as smaller platforms lost both broadcasters and users. The largest casualty came in March 2019 when Panda.TV, backed by the son of Dalian Wanda Chairman Wang Jianlin, shut down after running out of cash.

Today, the two leading pureplay game streaming platforms are Huya and Douyu. Both companies went public in the past year. As the largest gaming company in China, Tencent has a stake in the livestreaming market, owning over 30% of both Huya and Douyu. Despite the stiff competition, there are still some second-tier platforms in this space, namely Longzhu and Huomao. Some of these smaller players are likely to either be acquired or eventually run out of cash as more users migrate to the largest platforms.

Looking ahead, some short-form video platforms are attempting to break into the livestreaming space with a particular focus on gaming. One possible threat is Kuaishou, which boasts over 300 million MAUs. Earlier in 2019, Kuaishou launched an independent streaming app called Diaomiao.

In my next piece, I will take a deeper dive on Huya and Douyu to break down what to look for when investing in a public company this space.  Also, I will explore a bit more on the emerging competitors that could disrupt the two leading platforms.

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Bytedance’s short video app Huoshan Video adds mini-program feature https://technode.com/2019/09/23/bytedances-short-video-app-huoshan-video-adds-mini-program-feature/ https://technode.com/2019/09/23/bytedances-short-video-app-huoshan-video-adds-mini-program-feature/#respond Mon, 23 Sep 2019 04:47:29 +0000 https://technode-live.newspackstaging.com/?p=118018 Bytedance Tiktok Singapore InvestmentThe platform has nine mini games at the moment.]]> Bytedance Tiktok Singapore Investment

Bytedance’s short video platform Huoshan Video has rolled out a mini-program feature, enabling users to access mini games within the app, media outlet TechPlanet reported.

Why it matters: Bytedance has been actively building its mini-program ecosystem to take on Tencent’s WeChat, which recently expanded the ad formats it offers on mini programs.

  • Huoshan Video is the third Bytedance app to include mini programs. Content aggregator Jinri Toutiao launched its mini programs in November 2018 and short video app Douyin launched the feature in February 2019.

Details: Users can access mini programs on Huoshan Video in the “Mini Games” tab under “My Profile.”

  • The tab currently includes nine mini games such as Gobang and Tetris.
  • All nine mini games are featured in the “Recommended” area of the “Mini Games” tab, but do not show up in search results within the app.

Context: Bytedance’s mini program ecosystem has not enjoyed smooth sailing. Bytedance took down the mini program function on Jinri Toutiao on iOS devices in January, citing adjustments to the platform. Douyin has just one self-made music-themed mini game on iOS.

  • As of Monday,the mini program tab on Jinri Toutiao on iOS is still unavailable, and mini programs do not appear in search results on the app. Android users are not affected.
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Bytedance launches video ad tools for TikTok, Douyin https://technode.com/2019/09/20/bytedance-launches-video-ad-tools-for-tiktok-douyin/ https://technode.com/2019/09/20/bytedance-launches-video-ad-tools-for-tiktok-douyin/#respond Fri, 20 Sep 2019 04:36:48 +0000 https://technode-live.newspackstaging.com/?p=117927 Bytedance Tiktok Singapore InvestmentThe company is building out an advertising ecosystem with ad creation, deployment, and management tools to ramp up revenue growth.]]> Bytedance Tiktok Singapore Investment

Bytedance launched two video ad-creation tools this week, with one targeting the domestic market and the other specifically for ads on short video platform TikTok, Chinese media outlet TechPlanet reported.

Why it matters: Bytedance has been building an advertising ecosystem that streamlines ad creation, deployment, and management on its apps as the company strives to meet its minimum revenue goal of RMB 100 billion for 2019.

  • Prior to the two video-ad creation tools, Bytedance had released two apps that help brands track ad and marketing campaign performance.

Details: Named “TikTok AdStudio” and “Juliang Chuangyi” (or “massive amounts of creativity,” our translation), the two apps are designed to help users optimize video ads on the company’s various short video platforms in China and overseas. They were launched separately this week.

  • TikTok AdStudio is a new app for overseas users on TikTok.
  • Juliang Chuangyi has been on Apple’s China App Store for more than a year, and its launch on Thursday was for third-party Android marketplaces. It also provides users with guidance on creating effective video ads, but for Bytedance’s domestic short video apps, namely Douyin and Xigua Video.
  • The two apps have similar functions—providing users with video ad-related content that they can search and reference to help improve the quality of video ads.
  • Juliang Chuangyi hosts several types of content for advertisers: regular video ads, internally-produced courses on how to create eye-catching videos, examples and analysis of successful ads, target audience reports, as well as trending videos on Douyin.
  • One report from the platform, for instance, analyzes what short video app users born after 2000 are interested in and would be willing to spend money on.
  • Juliang Chuangyi also features artificial intelligence-assisted video editing, saying it helps content producers batch-produce certain types of videos and automatically complete tasks such as adding subtitles.
  • Bytedance has also been pushing Juliang Chuangyi in several advertiser-focused WeChat groups, TechPlanet said.

Context: In addition to launching new products at short intervals to enrich its product portfolio, Bytedance has also been doubling down on its advertising business as the company’s management sets increasingly ambitious revenue goals.

  • The expansion of Bytedance’s advertising business pressured Tencent’s advertising revenue growth in the second quarter.
  • Bytedance is aiming to bring in a minimum of RMB 100 billion of revenue in 2019, but is setting its sights on a range between RMB 120 billion and RMB 140 billion, according to a Chinese media report citing multiple unnamed sources.
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Mobile game revenue growth in recovery but hurdles remain: report https://technode.com/2019/09/18/mobile-game-revenue-growth-in-recovery-but-hurdles-remain-report/ https://technode.com/2019/09/18/mobile-game-revenue-growth-in-recovery-but-hurdles-remain-report/#respond Wed, 18 Sep 2019 05:24:13 +0000 https://technode-live.newspackstaging.com/?p=117752 playstation China cloud gaming video streamingShort video apps are challenging China's mobile game industry for user attention.]]> playstation China cloud gaming video streaming

Revenue growth for China’s mobile games industry rebounded after government approvals resumed late last year, though the industry has been steadily losing user time spent to short videos, according to recent research.

Why it matters: In addition to competing against one another for user attention, short video platforms such as Douyin and Kuaishou are also competing with apps in other market segments.

Details: Data released yesterday shows that revenue for China’s mobile games industry rose 21.5% year on year during the first half of 2019, recovering from the 12.9% seen the same period a year earlier when authorities froze game approvals for nine months beginning in March. However, H1 2017 figures of nearly 50% point to an ongoing throttling effect. Changes to the game approval process following the licensing hiatus in 2018 dramatically decreased the number of new games hitting the market while competition from short video apps is taking its toll on the segment, the report said.

  • The average number of mobile game monthly active players totaled 691 million in H1, growing 70 million from H1 2018.
  • Average time spent on mobile games per month per person, however, dropped 5.6% year on year to 18.5 hours from 19.6 hours.
  • Total time spent on mobile games has been declining since the beginning of 2018 when it peaked at 12.2%, accounting for only 8.5% of total screen time in June 2019. The percentage of screen time spent on short video platforms, however, has been steadily increasing, reaching 12.2% in June.
  • Short video app users are often hardcore or semi-hardcore players of mobile games. According to the report, around 73.3% of multiplayer online battle arena (MOBA) games such as “Honour of Kings” also use short video apps.

Context: China’s top game regulator, the State Administration of Press and Publication (SAPP), resumed its game approval process late last year, ending a nine-month freeze that took a heavy toll on the industry.

  • The SAPP updated its approval process in April to limit the number of games that could receive licenses, promising to reject low quality or copycat titles.
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Tencent’s QQ Music crashes after exclusive release of Jay Chou single https://technode.com/2019/09/17/tencents-qq-music-crashes-after-exclusive-release-of-jay-chou-single/ https://technode.com/2019/09/17/tencents-qq-music-crashes-after-exclusive-release-of-jay-chou-single/#respond Tue, 17 Sep 2019 04:43:10 +0000 https://technode-live.newspackstaging.com/?p=117631 Regulators are investigating Tencent's relationships with the the world's three biggest music labels.]]>

Tencent’s online music platform QQ Music crashed on Monday night shortly after it exclusively released a single from Chinese singer Jay Chou, Sina Tech reported.

Why it matters: Tencent has become increasingly dominant in the Chinese music landscape. Tencent Music Entertainment Group (TME) has exclusive rights to large chunks of music catalogs from the world’s three largest music labels—Universal Music Group, Warner Music Group, and Sony Music Entertainment—and sublicenses them to rivals, according to Bloomberg. Users often have no other option but to use the platform to listen to certain artists.

  • The State Administration of Market Regulation is currently investigating TME’s ties with the three music labels.

Details: Less than an hour into the single’s release, its page on QQ Music only displayed a message stating “an error has occurred, please tap the screen to retry.”

  • The single, priced as RMB 3, sold more than 2.4 million copies within an hour of the release. As of Tuesday morning, users have purchased more than 5 million copies.
  • Named “Shuohao Buku,” or “Promised Not to Cry,” the single was the subject of a number of trending topics on Weibo. The QQ Music’s crash garnered more than 210 million views as of Tuesday morning.
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Short video app Kuaishou eyeing US listing in 2020: report https://technode.com/2019/09/12/short-video-app-kuaishou-eyeing-us-listing-in-2020-report/ https://technode.com/2019/09/12/short-video-app-kuaishou-eyeing-us-listing-in-2020-report/#respond Thu, 12 Sep 2019 06:47:00 +0000 https://technode-live.newspackstaging.com/?p=117413 Chinese short video app KuaishouPre-IPO fundraising values the Douyin competitor at $25 billion.]]> Chinese short video app Kuaishou

Chinese short video platform Kuaishou could go public in the US next year to raise funds for its increasingly fierce competition with Bytedance, Bloomberg reported.

Why it matters: In addition to competing for a progressively overlapping domestic audience, the two short video giants have also started vying for the attention of users in overseas markets, where monetization has progressed relatively slowly for both companies.

Details: Kuaishou has also considered the option of listing in the US this year, according to the report, citing people familiar with the matter.

  • The company is raising $1 billion in a pre-IPO round mostly from Tencent, which was made public by several Chinese media outlets last month.
  • The $1 billion investment values Kuaishou at $25 billion.

A Kuaishou spokeswoman declined to comment when contacted by TechNode on Thursday afternoon.

Context: Tencent has been leveraging Kuaishou to compete with Bytedance after an earlier attempt to acquire Kuaishou was rejected by founder Su Hua, Chinese media LatePost reported.

  • Tencent is in talks with Kuaishou to form a new partnership, according to LatePost. The most promising plan at the moment is to form a joint venture specializing in gaming, which could also incorporate features such as live-streaming, short video, and forum.
  • Tencent’s $1 billion to $1.5 billion pre-IPO funding, together with its previous investments in Kuaishou, would give it a 30% to 40% stake in the short video platform.
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Internet regulator instructs platforms to create ‘healthy’ online environment https://technode.com/2019/09/12/cac-recommendation-algorithms/ https://technode.com/2019/09/12/cac-recommendation-algorithms/#respond Thu, 12 Sep 2019 04:58:30 +0000 https://technode-live.newspackstaging.com/?p=117364 china cybersecurity law rules critical information infrastructure five-year planContent that promotes Xi Jinping Thought, socialist core values, and Chinese culture is encouraged.]]> china cybersecurity law rules critical information infrastructure five-year plan

China’s internet regulator has instructed online platform operators ensure that their content recommendation algorithms create a “healthy” and “positive” online environment, according to draft rules released on Tuesday.

Why it matters: The Chinese government has taken an increasingly heavy hand when dealing with online content. Beijing has accelerated efforts to rid the internet of “inappropriate content.” Few of the country’s tech companies have managed to avoid censure during the campaign.

“Online platforms should strengthen management of information recommendation or presentation by methods including manual editing or machine algorithms to create a positive and healthy ecosystem.”

–Cyberspace Administration of China (CAC)

Details: The CAC’s draft regulations cover a wide range of online platforms from websites to apps and online forums. The document is open for public comment until October 10.

  • Recommendations by algorithms should not include content that undermines national unity, disseminates false information, subverts the national regime, or disrupts economic order.
  • However, the CAC promotes content that publicizes Xi Jinping Thought, socialist core values, and increases the influence of Chinese culture on the international stage.
  • Platforms are required to create systems to conduct real-time inspections, respond to emergencies, and handle online rumors, with the rules consolidating previously implemented measures.
  • Companies will also need to improve regulation of “hot topics” and top search terms to ensure they don’t contain prohibited content.
  •  Users should take an active role in governing online platforms through complaints and reporting illegal content, the CAC said.

Context: Operators of services ranging from dating apps to short video platforms have all been censured for hosting “vulgar” content. Companies including Tencent, Weibo, Baidu, and Bytedance have all been affected by an extended operation to clean up China’s cyberspace.

  • Regulators have also sought to expand social credit blacklists to online platforms and their users to punish conduct that is deemed to be untrustworthy.
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Douyin rival Kuaishou refocuses overseas, Brazil DAU surges to 3 million https://technode.com/2019/09/12/douyin-rival-kuaishou-refocuses-overseas-brazil-dau-surges-to-3-million/ https://technode.com/2019/09/12/douyin-rival-kuaishou-refocuses-overseas-brazil-dau-surges-to-3-million/#respond Thu, 12 Sep 2019 02:53:27 +0000 https://technode-live.newspackstaging.com/?p=117349 Chinese short video app KuaishouIntense competition in China's short video segment is pushing companies to seek growth in overseas markets.]]> Chinese short video app Kuaishou

Short video platform Kuaishou recently resumed overseas expansion efforts with its international version, “Kwai,” quickly seeing results with daily active users in Brazil jumping to more than three million, media outlet Jiemian reported.

Why it matters: As the domestic short video landscape becomes increasingly saturated, both Bytedance and Kuaishou are looking to grow in markets where there is less competition.

  • So far, Bytedance has a distinct upper hand with the viral popularity of TikTok, the overseas version of Douyin, in several overseas markets including the US and India.

Details: Kuaishou recently started mass hiring for Kwai, posting large numbers of openings for technical, design, product, and content-reviewing personnel.

  • Kwai was the most downloaded app on Google Play’s free app chart in Brazil from September 4 to 7, according to data analytics website Baijing Chuhai.
  • The company recently held an internal celebratory event for reaching a record high DAU in Brazil, where the globalization team was commended for their effort.
  • A personal familiar with the matter said that Kuaishou chose Brazil because competition there is less fierce than the TikTok-dominated Southeast Asian market, where the cost of user acquisition has more than tripled in the past two or three years, Jiemian reported.

TikTok narrows focus to US, Japan, and India as key growth markets

Kuaishou declined to comment to a TechNode reporter on Thursday.

Context: Following the resignation of globalization leader Liu Xinhua, Kuaishou’s overseas business started losing key personnel and soon the company stopped promoting Kwai in a number of markets such as Southeast Asia and India, according to the Jiemian report.

  • Kuaishou previously told Jiemian that overseas markets could provide the short video industry with an additional three billion users, adding that expanding outside China is strategically important to the company.
  • In response to the growth Kuaishou achieved in Brazil, Bytedance recently gave the Brazilian market a higher ranking in terms of average revenue per user and strategic importance.
  • The ranking of the country was increased from the lowest “B” to the second-highest “A” in Bytedance’s internal ranking system.
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Deepfakes are not a threat to facial payments, for now https://technode.com/2019/09/11/deepfakes-are-not-a-threat-to-facial-payments-for-now/ https://technode.com/2019/09/11/deepfakes-are-not-a-threat-to-facial-payments-for-now/#respond Wed, 11 Sep 2019 07:00:06 +0000 https://technode-live.newspackstaging.com/?p=117122 Using Zao’s face-swapping technology to bypass facial recognition systems may be a little bit farfetched, but that doesn't mean the app is free of security risks.]]>
WeChat facial recognition payment. (Image credit: TechNode/Shi Jiayi)

A new Chinese app allowing users to implant their faces into scenes from well-known movies and TV shows landed at the end of last month. Zao quickly stormed to the top of China’s free app download charts for both Android and iPhone. However, the app’s success was short-lived.

The country’s increasingly savvy online community quickly spotted some very questionable clauses in Zao’s user agreement, and a public backlash ensued. Executives from Momo, the online dating giant behind Zao, were summoned before Chinese authorities on September 4, just four days after the app’s launch, to discuss data collection practices and privacy protection. The app updated its privacy policy on the same day.

However, Zao’s rapid rise not only sparked concerns over questionable data collection practices but also about how the content could be used maliciously to bypass security systems such as those on facial recognition payment platforms.

Programs created solely to entertain users may not appear as technologically sophisticated as professional face-mapping software, but significant privacy risks still exist. “Given that these technologies use biometric data, which are irrevocable by nature, once the data is leaked or abused, it could bring severe and permanent consequences for users,” said Dong Jing, an executive committee member at IEEE Asia Pacific office, at a media event held by the association last Friday.

“It could even impact judicial investigations, insurance appraisals, and other serious and sensitive areas,” added Dong, who holds a Ph.D. in pattern recognition and serves as deputy general of the Chinese Artificial Intelligence Association.

Spotlight on facial recognition

As face-scanning tech becomes increasingly prevalent in China, it is unsurprising that the Zao pushback has spilled over to payment providers, forcing leading player Alipay to issue a public statement (in Chinese) defending its facial recognition capabilities. Alipay said that deepfake apps pose no risk to its payment tools and cannot be fraudulently used on its payment devices.

“Before scanning a user’s facial features, the device will detect whether the facial information is from an image, a video clip or generated by software, which can effectively avoid cases of identity fraud enabled by fake facial information (our translation),” the company said. With over one billion users globally, Alipay launched its facial recognition system in 2017 for commercial use.

Two days after Zao’s arrival, social media giant WeChat opted to block content shared from the face-swapping app. WeChat Pay had recently showcased its own new face-scanning device.

Using Zao’s face-swapping technology to bypass facial recognition systems may be a little farfetched, according to Dong. Although the technology has been around some time, using it to crack security systems would not be an easy task, she told TechNode.

Although Zao’s developers have not confirmed whether they used opensource deepfake technology, Dong said they bear a strong resemblance. The app likely trained algorithms on a database—TV and movie clips—and they refined the face-swap feature so that a user’s face looks realistic. However, the app is incapable of implanting a user’s chosen facial features onto video content. It has its limitations and is not as advanced as one might think, she added.

Deepfake detector

Dong is currently working on an artificial intelligence tool able to detect whether an image or video has been doctored by deepfake or morphing tech. In a world where face-scanning applications are increasingly being used, there should be “defense mechanisms” that can be used, for example, to tell software-generated videos from real ones. Such technology could also be used to find out if a person standing in front of a facial recognition camera is in disguise, said Dong.

In terms of doubts over the use of facial recognition in financial services, Dong said the technology is already quite mature and has seen widespread use in China. However, she attributes the lack of adoption in the financial sector to the degree of risk involved. Institutions are unwilling to bear these risks or deem them unnecessary. “This is not so much a technology problem, on a broader application level, the market is not yet mature,” she said, adding that for now, the regulatory framework remains murky.

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China Tech Investor 36: E-sports in China with Bloomberg’s Zheping Huang (Also Meituan’s earnings) https://technode.com/2019/09/10/china-tech-talk-36-e-sports-in-china-with-bloombergs-zheping-huang-also-meituans-earnings/ https://technode.com/2019/09/10/china-tech-talk-36-e-sports-in-china-with-bloombergs-zheping-huang-also-meituans-earnings/#respond Tue, 10 Sep 2019 04:01:11 +0000 https://technode-live.newspackstaging.com/?p=117141 Bloomberg’s Zheping Huang talls about the unique environment of e-sports in China, and why the business models of platforms like Huya and Douyu are not easily comparable to that of Twitch. ]]>

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

In this episode of the China Tech Investor Podcast powered by TechNode, the guys are joined by Bloomberg’s Zheping Huang to talk about the unique environment of e-sports in China, and why the business models of platforms like Huya and Douyu are not easily comparable to that of Twitch. James and Elliott also go into Meituan’s most recent quarterly earnings.

Please note, the hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • iQiyi
  • Xiaomi
  • JD
  • Pinduoduo
  • Meituan-Dianping

Guest

Hosts:

Editor

Podcast information:

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Ask China Anything: Would you use Zao to swap your face? https://technode.com/2019/09/10/ask-china-anything-would-you-use-zao-to-swap-your-face/ https://technode.com/2019/09/10/ask-china-anything-would-you-use-zao-to-swap-your-face/#respond Tue, 10 Sep 2019 02:00:40 +0000 https://technode-live.newspackstaging.com/?p=116982 Swapping your face with Leonardo DiCaprio might be fun, but the potential privacy leaks can't be ignored.]]>

If you can’t see the YouTube player above, try watching here instead.

Following on from the recent FaceApp Challenge craze, another deepfake app Zao has gone viral in China. It rocketed to the top of the iOS App Store in China within 48 hours of its release at the end of last month. However, like FaceApp, Zao quickly attracted scrutiny over potential privacy leaks.

Zao is a face-swapping app that uses deepfake technology to let users change their faces with celebrities in a mere 10 seconds with just one photo needed. The app is designed just for entertainment, but it soon received a backlash on social media due to its user agreement.

The original agreement allowed Zao “free, irrevocable, perpetual, transferable, and re-licensable rights” to all user-generated content as well as full copyright and ownership, triggering widespread debate on whether the clause violates users’ data privacy. While Zao moved swiftly to change the fine print, the damage was already done. The app was bombarded with thousands of negative reviews, and its average rating stands at 1.5 out of 5 in the App Store.

With the rise of digital payment as well as facial recognition payment, faces have become just a crucial part of a user’s data makeup.

“In fact, nowadays people’s faces also represent a symbol of authority, it is not just about a look anymore,” Stella Huang, a college student in Shanghai, told TechNode. “So I feel that there is indeed a risk,” she added.

It only takes five seconds to swap your face with Leonardo DiCaprio using deepfake technology, an artificial intelligence-based human image synthesis technique. It started trending in 2017 after a Reddit user named “deepfakes” uploaded a series of self-made face-swapping videos and since then it has become a controversial technology due to ethical risks.

“Deepfake technology is not very mature now, so it’s easy to recognize the differences between the real thing,” said another student Shen Shiyu. “But when this technology does mature, does that mean some original videos and information will be replaced and we won’t be able to figure out what’s real?”

The unexpected Zao fad laid bare the problems of personal information protection in China. College student Wang Yunjuan told TechNode that she had turned off her fingerprint and face recognition payment because of concerns over personal information leaks. “All the information links together,” she said.

“I do worry about my privacy,” Huang said. “Because no one cares about my data when I’m a nobody. But if people think they can make money from my information, it makes me worry about the security of my data.”

Most interviewees expressed the need for more regulations to protect personal information. “The law has not kept up with the development of the internet,” said Yin Yan, a student in Shanghai.

“Even if you are intentionally protecting your personal information, there is still a chance that it might leak. So I will always have a sense of fear,” said Tony Wang, another local student.

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TikTok narrows focus to US, Japan, and India as key growth markets https://technode.com/2019/09/09/tiktok-narrows-focus-to-us-japan-and-india-as-key-growth-markets/ https://technode.com/2019/09/09/tiktok-narrows-focus-to-us-japan-and-india-as-key-growth-markets/#respond Mon, 09 Sep 2019 08:28:58 +0000 https://technode-live.newspackstaging.com/?p=117043 tiktok Bytedance US national securityThe company removed the UK from its group of countries deemed strategically the most important.]]> tiktok Bytedance US national security

Short video app TikTok is prioritizing the US, Japanese, and Indian markets to boost growth, following a leadership shakeup at parent company Bytedance, Chinese media outlet LatePost reported.

Why it matters: Facing slower growth and fierce competition from rival short video app Kuaishou, Bytedance is placing greater emphasis on its faster-growing markets such as India.

Details: TikTok has removed the UK from a group of four countries it had previously deemed strategically important. The US, Japan, and India markets have been assigned their own general managers while others only have product managers at present.

  • According to the LatePost report, TikTok in India has grown its daily active users (DAU) by 50 million since the start of the year, accounting for half of TikTok’s total global DAU.
  • TikTok ranks all markets according to its average revenue per user (ARPU). The US, Japan, and the UK are labeled “S” while nations such as India, Korea, and some western European countries fall in the “A” group. Countries with the lowest ARPU are graded “B.”
  • Due to its rapid growth, India was still given the highest strategic importance despite its relatively low ARPU ranking.
  • The Brazilian market is also ranked higher in terms of ARPU and strategic importance due to continued efforts from rivals Kuaishou and YY to push their services in the country.
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INSIGHTS | Bytedance’s edtech play https://technode.com/2019/09/09/insights-bytedances-edtech-play/ https://technode.com/2019/09/09/insights-bytedances-edtech-play/#respond Mon, 09 Sep 2019 07:00:26 +0000 https://technode-live.newspackstaging.com/?p=116987 bytedance jinri toutiao tiktok topbuzzBytedance's edtech moves come under the spotlight after Tencent opted against funding industry darling Vipkid.]]> bytedance jinri toutiao tiktok topbuzz

I was mildly surprised last week to hear that Tencent is pulling out of a funding deal with edtech darling Vipkid, known for one-on-one remote tutoring. Sources close to the deal told Reuters that Tencent had already given verbal agreement, but changed course after stricter regulations for online education came into effect. Reuters reported that Vipkid was seeking funding at a valuation of $4.5 billion. The company’s previous round valued them at $3 billion.

The new regulations, issued in July, mandate that not only must all teachers on a platform have teaching qualifications, the platforms must also publish them along with teachers’ work experience. On top of that, over the last year, key management personnel as well as a large number of foreign staff have left as the company struggles to turn a profit.

Companies like Vipkid, however, represent only a small fraction of the edtech market. Similar to verticals like “medtech” and “proptech” (property), edtech is less a known market than a lot of entrepreneurs trying to figure out how to apply existing technology to profit in education. Early learning, K12, STEAM, professional development training, corporate training, as well as schools and classrooms, all look like fertile grounds for disruption. But in many cases, it’s still “solutions searching for a problem.”

A few weeks ago, reporters Tony Xu and Wei Sheng gave a general overview of Bytedance’s edtech endeavors. Intrigued, I decided to take a closer look.

Bottom line: The edtech market is huge. In 2018, Deloitte estimated that the market was then worth RMB 2.9 trillion (about $410 billion) and would be worth RMB 3.4 trillion in 2020. And one of China’s most successful content companies is poised to dominate. With their expertise in UX design and powerful AI recommendation engines, Bytedance is making a lot of different bets in different education areas—their most promising is the application of the recommendation algorithms it uses to keep viewers watching videos to online lessons, and using NLP to teach languages. While all of them are online, Bytedance’s education plays cover an interesting mix of pedagogical methods and design preferences. Of course, just because its Bytedance doesn’t mean they’re automatically successful; it just means that there’s a lot of money being thrown around. However, CEO and founder Zhang Yiming is personally passionate about education and, with his track record, is probably playing the long game.

A brief timeline of edtech at Bytedance

(A version of this section originally appeared in In Focus: Bytedance #12)

  • December 2017: Bytedance holds education industry conference to talk about the integration of the sector with technology. The event is the first hint of pedagogical ambition dropped by the Beijing-based unicorn.
  • March 2018: Bytedance acquires Openlanguage , an online English course provider.
  • May 2018: Launches Gogokid, a one-to-one tutoring platform for Chinese children to learn English online with foreign teachers.
  • July 2018: Launches Haohao Xuexi , a knowledge-sharing app that features content covering career advice, parenting, culture, and wealth management.
  • August 2018: Bytedance leads $49.5 million Series C funding round for San Francisco-based education technology company Minerva Project.
  • December 2018: Launches Aikid, a foreign teacher live-streaming platform.
  • January 2019: Bytedance licenses patents from now-defunct smartphone maker Smartisan. The company indicates that they are meant to expand and develop online education business. By this time, Bytedance had reportedly spent over RMB 400 million on Gogokid.
  • April 2019: Bytedance lays off half of Gogokid’s staff and reduces sales team to 200 employees. China media also report that Aikid had suspended operations four months earlier.
  • May 2019: Launches K-12 online education platform Dali Ketang, which offers courses from primary school to high school. Chinese tech news outlet 36Kr reports that Bytedance acquired another online teaching platform named Qingbei Wangxiao to help with the development of Dali Ketang.
  • July 2019: Tech Planet reports that Bytedance is testing short-video-based English-learning app named “Tangyuan English.” The app officially launches in August.

The state of education in China: Education has a high place in East Asian cultures. Japan, Korea, and China all put enormous amounts of pressure on their children to do well in school and on exams. However, for most, graduation does not end the educational journey:

  • In a 2019 report, L.E.K, a management consulting firm headquartered in London and Boston, estimated that the children’s education market in 2018 was worth RMB 500 billion, with an average growth rate of 15% from 2013.
  • In that same report, the firm estimated that the adult education market, including higher education and professional development training, in 2017 was worth RMB 633 billion with an average growth rate of 7.2% from 2013.
  • They predict that between 2017 and 2020, the market for white collar professional training will grow 12.6% from RMB 281 billion to RMB 509 billion.
  • Deloitte estimated that online education was 9.32% of the education market in 2018. In 2020, they predict it will be 10.41%.
  • By 2020, the consultancy also predicts that K12 and STEAM education will make up 44.7% of the online education market while corporate training and professional development training will account for 10% and 18%, respectively

The tech in edtech: Let’s face it, most of us roll our eyes when we hear about the latest “AI+[insert sector]” or “blockchain+[insert sector]” company. Most of these companies do absolutely nothing with their buzzword tech. At this point, more often than not companies peddling AI aren’t talking about :the textbook definition referring to machine learning-driven algorithmic decision making systems.  Read marketing-speak AI as a colloquial definition meaning anything that has a complex logic path, i.e. the same as “smart.”

Unfortunately for us, there are no word police in the tech industry (Well, almost none—it’s a lonely fight.). Marketing and sales people can walk around linking the latest buzzword with a product that has little to do with it. While there certainly is a lot of room for technology in classrooms, both real and virtual, it is hard to find much of it in publicly described use cases.

The Bytedance play: Bytedance, as a company specializing in developing AI systems, does actually have in-house tech that it can immediately apply to its edtech projects: behavior-driven predictive recommendation algorithms. At least two of their apps, Dubai Bei Danci and Tangyuan English, include content feeds similar to those found in Jinri Toutiao and Douyin/TikTok. Almost all of the giant’s education apps that don’t feature real people are also built with one of the most mature implementations of AI: natural language processing.

Tangyuan English, for example, has you learning spoken English via short and sometimes funny skits. After your virtual instructor, a pre-recorded video, gives you a line, you have to repeat it back. Based on how well you matched their database’s baseline for good pronunciation, your virtual instructor will react negatively or positively. When I tried it, there were a few instances where I was not able to move on because my pronunciation was slightly too far off from a Chinese English speaker, the dataset most English language learning NLP systems in China are trained on.

There is, of course, a lot of room for more sophisticated implementations of artificial intelligence: truly personalized programs and courses that adapt to the needs and learning style of the student. But the technology just isn’t ready to scale and there’s little evidence that Bytedance is exploring this currently. However, they may be the only company doing edtech that can legitimately claim to be using AI in their products.

Holding a bucket in a storm: To paraphrase a piece of economic wisdom, “edtech is recession proof.” The fact that one-on-one tutoring has taken a hit recently (a la Vipkid and Bytedance’s Aikid/Gogokid) doesn’t mean we’re seeing a downturn in the edtech vertical. Rather, they were a combination of over-specialization, poor management, and tightened regulations. Edtech is a huge space and there’s a lot of opportunity inside and outside the app economy. Bytedance is the best placed 2C company to actually apply real technology to education.

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YY rebrands social platform to speed-dating app ‘Zhuiya’ https://technode.com/2019/09/06/yy-rebrands-social-platform-to-speed-dating-app-zhuiya/ https://technode.com/2019/09/06/yy-rebrands-social-platform-to-speed-dating-app-zhuiya/#respond Fri, 06 Sep 2019 04:26:17 +0000 https://technode-live.newspackstaging.com/?p=116929 Users can have three-minute private speed-dating sessions with other users.]]>

Live-streaming social media company YY on Wednesday relaunched its “Shiting PK” social app to “Zhuiya” to include speed-dating functionalities based on common interests, targeting users between 18 and 30 years old.

Why it matters: Social media appears to be the new forefront for competition among Chinese internet firms. Companies have been trying to nab share of the market with frequent launches of new apps, though so far none have come close to challenging WeChat’s throne.

  • The year 2018 saw the release of 159 social apps. In the first two months of 2019, 53 social apps were launched, WeChat media TechPlanet (in Chinese) reported.
  • Weibo pulled its new Instagram clone, Oasis, from app store shelves just two days after its high-profile September 3 launch after a netizen pointed out that the logo had been plagiarized from a South Korean design firm’s logo for a music festival.

Details: Developed by a subsidiary of YY, Zhuiya—which roughly translates into “Chase’em”—is described in Apple’s China App Store as a dating and relationship platform.

  • Upon logging in, users are required to choose from a number of interest tags, after which they are redirected to a chat room with other users who have picked the same tags, featuring a matchmaker moderator.
  • In the chat room, users can start up to nine three-minute private speed-dating sessions with other users.  During a speed dating session, users can either type or use voice chat to talk with their date. Users who are not in any sessions are allowed to connect in the public chat.
  • Zhuiya also has live-streaming features that pit two livestreamers against each other with the goal of comparing the number of virtual gifts they receive.
  • YY downplayed the rebranding as an update to an old app, saying that it is not a social product of strategic importance to the company, Sina Tech reported.

Context: The speed-dating feature is new to the social app market. Other popular dating apps, such as location-based dating app Momo which boasts 115 million users as of end-June, have chatting and interest-based features without time limits.

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Content platform Qutoutiao doubles user base as losses climb in Q2 https://technode.com/2019/09/05/content-platform-qutoutiao-doubles-user-base-as-losses-climb-in-q2/ https://technode.com/2019/09/05/content-platform-qutoutiao-doubles-user-base-as-losses-climb-in-q2/#respond Thu, 05 Sep 2019 04:48:38 +0000 https://technode-live.newspackstaging.com/?p=116817 The content platform's focus on lower-tier city users is powering growth.]]>

Content aggregator Qutoutiao more than doubled the size of its user base in the second quarter, an achievement that powered strong revenue growth but drove significantly wider losses, according to company statements released Wednesday.

Why it matters: Qutoutiao’s rapid revenue growth while companies such as Tencent see advertising income decelerate sharply showcases the content platform’s ability to monetize its lower-tier city-focused content services.

Details: Qutoutiao recorded a 187.9% year-on-year increase in net revenues, which reached RMB1.39 billion (around $201.9 million) during the quarter ended June 30.

  • Advertising and marketing revenues increased 209.2% year on year to RMB 1.36 billion, accounting for 98% of the company’s net revenues for the second quarter. Qutoutiao attributed the growth to increases in user base, time spent, and the ability to monetize user traffic.
  • Combined monthly active users (MAUs), which include users from both Qutoutiao and online novel platform “Midu Novels,” surged 250.2% year on year, reaching 119.3 million. Combined daily active users (DAUs) also jumped 207.6% year-on-year to 38.7 million.
  • Average daily time spent per DAU also grew 27.5% year on year to 60 minutes, though it weakened compared with 62 minutes in the previous quarter.
  • Net losses widened 165.0% to RMB 561.3 million compared with the same period last year.
  • Sales and marketing expenses rose 178.8% year on year to RMB 1.32 billion, primarily attributable to the platform’s loyalty program, which gives users monetary rewards for using the app.
  • User acquisition expenses per new install reached RMB 6.9, compared to the RMB 5.15 during the same period in 2018.
  • The company expects net revenues for the third quarter 0f 2019 to remain flat sequentially.

Context: Qutoutiao has been diversifying its product lineup. In addition to rolling out Midu Novel in May, the company has also been pushing a short video app for Android devices named “Qiuqiu Video.”

  • The short video app was downloaded around 48,430 times per day on Android devices for the past 30 days, according to figures from data analytics firm Qima. In comparison, Douyin and Kuaishou each had around 32 million downloads per day on average in the past month.
  • Qutoutiao was also briefly removed from Apple’s China App Store in May for unknown reasons.
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Podcast startup Himalaya’s $100 million VC funding called into doubt: report https://technode.com/2019/09/04/podcast-platform-himalaya-has-overstated-a-100-million-vc-funding-report/ https://technode.com/2019/09/04/podcast-platform-himalaya-has-overstated-a-100-million-vc-funding-report/#respond Wed, 04 Sep 2019 07:50:30 +0000 https://technode-live.newspackstaging.com/?p=116754 General Atlantic said it never invested in the US podcasting startup.]]>

An investor that Himalaya Media, a San Francisco-based podcast platform backed by Chinese audio service platform Ximalaya FM, said contributed to its $100 million venture capital funding has denied participation in the deal, according to an Axios report on Wednesday.

Why it matters: The deal, which was announced in February, was considered to be Shanghai-based Ximalaya FM’s first international push, though the two firms say that they are operated separately.

  • Ximalaya FM was valued at RMB 24 billion (around $3.4 billion) after receiving an RMB 4 billion funding from Tencent and General Atlantic in August 2018.
  • In February, Himalaya announced that it had raised $100 million from General Atlantic, SIG, and Ximalaya FM.

Details: General Atlantic said it never invested in the US podcasting startup, according to a company spokesperson cited by Axios.

  • Himalaya CEO Yu Wang said that General Atlantic didn’t directly invest in the company and the $100 million was a three-year commitment mostly from Ximalaya FM, of which Himalaya has received only around $10 million to date, said the report.
  • Himalaya has removed a press release about the funding because, Wang said, part of the release was “a little bit confusing.”

Context: Overstating investments is an “open secret” among Chinese startups, Xu Xiaoping, the founder of ZhenFund, a venture capital firm in China, told Chinese tech news outlet Tencent Tech in 2015.

  • It was common for startups to exaggerate their amounts of funding by up to ten times, or to just substitute the currencies of the investments from RMB with US dollars, said an anonymous venture capitalist cited by Tencent Tech.
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Regulator raps Momo over deepfake app Zao’s data collection https://technode.com/2019/09/04/regulator-raps-momo-over-deepfake-app-zaos-data-collection/ https://technode.com/2019/09/04/regulator-raps-momo-over-deepfake-app-zaos-data-collection/#respond Wed, 04 Sep 2019 04:41:54 +0000 https://technode-live.newspackstaging.com/?p=116725 Zao is required to revise its user agreement and data collection practices.]]>

Chinese authorities summoned executives from dating and social platform Momo on Tuesday to discuss data collection practices and privacy protection relating to its deepfake app Zao, which went viral over the weekend.

Why it matters: Chinese regulators are paying closer attention to how apps collect and use personal data as everyday activities such as payments are increasingly going digital in the country.

Details: The Ministry of Industry and Information Technology (MIIT) ordered Momo to conduct a self-review and self-regulation of the app, reported state-backed People’s Daily Online.

  • The regulator is requiring Zao to revise its user agreement and data collection practices to adhere to current data privacy laws.
  • Zao claimed in a statement (in Chinese) on Tuesday that it doesn’t store biometric data related to facial recognition, adding that the face verification is used only to ensure that the uploaded photo belongs to the user.
  • The app echoed a statement from Alipay (in Chinese) saying that deepfake apps pose no risk of being fraudulently used on payment tools, as facial recognition payments are much more technologically advanced and face-swapping based on a single photo cannot breach such platforms.
  • Zao also promised to remove user data according to related laws once users choose to delete their accounts.

Context: Released on August 31 by a majority-owned unit of Momo, Zao quickly went viral in China before policies in its user agreement which allow excessive data collection were widely publicized.

  • The app was so popular that its servers hit maximum capacity on launch day.
  • The original user agreement granted Zao “completely free, irrevocable, perpetual, transferrable, and re-licensable rights” to content users upload and create. Following user backlash, the app said on Sunday that it had removed the clause from the agreement.
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Bytedance shifts leadership again in pursuit of growth https://technode.com/2019/09/02/bytedance-shifts-leadership-again-in-pursuit-of-growth/ https://technode.com/2019/09/02/bytedance-shifts-leadership-again-in-pursuit-of-growth/#respond Mon, 02 Sep 2019 09:05:39 +0000 https://technode-live.newspackstaging.com/?p=116586 Bytedance Tiktok Singapore InvestmentJinri Toutiao's user base growth has stagnated for a year.]]> Bytedance Tiktok Singapore Investment

After a major leadership reorganization at Douyin and Jinri Toutiao in June, parent company Bytedance is shuffling executives at the content aggregator once again with the goal of creating a third product with more than 100 million daily active users (DAU), 36Kr reported.

Why it matters: Bytedance has been looking for strategies to reignite Jinri Toutiao’s stagnating user base growth.

  • Jinri Toutiao’s DAU stayed nearly flat at around 115 million in the 12 month period ended August 31, according to a report by analytics provider Questmobile.

Details: Zhu Wenjia, who was promoted in June to the head of Jinri Toutiao, will report directly to founder Zhang Yiming, skipping over Jinri Toutiao CEO, Chen Lin.

  • Zhu has also reportedly assumed leadership of short video app Xigua Video and humor app Pipixia.
  • Chen retained the CEO title, but his focus has shifted to Bytedance’s social apps, productivity tools, and education platforms. While productivity tool Lark has been well-received since launch, Bytedance’s social and educational apps including short video platform Duoshan have not replicated the viral success of its biggest products.
  • Duoshan has struggled to break into the top-10 rankings on China’s App Store, according to figures from data analytics firm Qimai, despite the resources Bytedance has dedicated to the short video app.
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WeChat blocks deepfake app Zao amid data collection concerns https://technode.com/2019/09/02/wechat-blocks-deep-fake-app-zao-amid-data-collection-concerns/ https://technode.com/2019/09/02/wechat-blocks-deep-fake-app-zao-amid-data-collection-concerns/#respond Mon, 02 Sep 2019 04:57:17 +0000 https://technode-live.newspackstaging.com/?p=116517 The app asks for 'completely free, irrevocable, perpetual, transferrable, and re-licensable' rights to uploaded materials and created content.]]>

WeChat opted on Monday to block content shared from Zao, the new deepfake app that lets users swap their faces with celebrities in movie and TV clips, amid an online backlash over possible excessive data collection.

Why it matters: As data breaches become more prevalent in China, mobile internet users are becoming increasingly wary of possible privacy protection issues when using apps.

Details: Zao, developed by a majority-owned unit of dating platform Momo, stormed to the top of free mobile app rankings after its August 31 release. On Monday, Tencent’s WeChat blocked links shared from Zao citing security risks after many users reported the app.

  • Zao is similar in functionality to open-source deepfake face-swapping technology but requires only one headshot to create content.
  • The app quickly went viral. Its servers hit maximum capacity on the launch date and new users were asked to try the service at a later date.
  • The platform requires users to complete facial verification, which involves opening their mouths or lifting their heads on camera, if they want to share content.
  • The user agreement allowed Zao “completely free, irrevocable, perpetual, transferrable, and re-licensable rights” to edit and distribute content uploaded and created on the platform, as well as full copyright and ownership.
  • Following widespread user backlash, the clause was removed from the user agreement on Sunday.
  • The agreement seeks to distance Zao from potential copyright infringements related to movie and video clips, stating that users need to acquire authorization from copyright holders themselves before using the content.
  • Zao’s facial data collection also raised questions about whether the security of mobile payment platforms could be compromised in a leak. Alipay clarified on Weibo that it is impossible for face-swapping tools to deceive its payment apps regardless of their level of sophistication.
  • “Even if in the extremely rare case that an account is stolen, insurance companies will cover lost funds in full,” the company said.

Context: Momo’s lax protection of user privacy came under fire last December when a Weibo user spotted a package for sale on the dark web containing the phone numbers and account passwords of 30 million Momo users.

  • The set was priced at RMB 200 (around $30) and contained data collected three years ago, according to the listing.
  • In a statement to TechNode at the time, Momo said that it was impossible to log in with the leaked data because attempts via different devices would trigger text message verification.

This story was updated to include revisions to Zao’s user agreement.

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Bytedance promotes new online reading app as regulators clamp down https://technode.com/2019/08/30/bytedance-promotes-new-online-reading-app-as-regulators-clamp-down/ https://technode.com/2019/08/30/bytedance-promotes-new-online-reading-app-as-regulators-clamp-down/#respond Fri, 30 Aug 2019 04:20:13 +0000 https://technode-live.newspackstaging.com/?p=116071 Douyin Shanghai short video ByteDanceThe app ranked fifth on the free reading app chart of Apple’s China App Store as of Friday morning.]]> Douyin Shanghai short video ByteDance

Bytedance has started promoting a new online novel platform named “Hongguo Novel” following the three-month suspension of its reading app “Tomato Novel” in July due to lowbrow and sexually suggestive content.

Why it matters: Bytedance has been trying to gain share of the online reading pie as internet giants flock to the market. The new novel platform may help Bytedance retain traffic within its content ecosystem during the absence of Tomato Novel.

  • Tencent, Alibaba, and Baidu all have at least one online reading platform. Baidu’s “Qimao Novel” is ranked second and Tencent’s “WeChat Reading” app is ranked third on Apple’s China App Store free reading app list.

Details: Hongguo Novel, which translates literally to “Red Fruit Novel,” ranked fifth on the free reading app chart of Apple’s China App Store as of Friday morning.

  • The app was downloaded around 35,000 times per day on Apple’s App Store for the past week, according to statistics from online data provider Qimai. Downloads for the top-ranked Ximalaya app were around 105,000 times per day during the same time period.
  • The Hongguo Novel developer is Beijing Zhending Technology, a Bytedance-owned subsidiary, which also developed the company’s productivity tool, Lark.
  • The legal representative of the subsidiary is Wei Xionghan, who is part of Bytedance’s efficiency engineering team, according to a report from WeChat media Caijingtuya.
  • User comments for the platform in Apple’s App Store are mixed, with a number of comments expressing dissatisfaction with the app’s design and high frequency of ads.
  • The app was first released on Apple’s China App Store in July as “Changdu Novel,” which the company changed two weeks ago.

Context: Bytedance launched its first reading app, Tomato Novel, in March. In July, China’s National Office Against Pornographic and Illegal Publications (NOAPIP) tightened regulations on online reading platforms, requesting regulators to suspend the service of three major reading platforms for up to three months, including Tomato Novel.

  • The NOAPIP accused the three platforms of “damaging readers’ interests” and corrupting the industry’s culture.
  • The cleanup campaign followed just two months after two other reading apps, Jinjiang Wenxue Cheng and Tencent-backed Qidian Wenxue, were suspended.
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TikTok furthers monetization push with ad network tests https://technode.com/2019/08/29/tiktok-furthers-monetization-push-with-ad-network-tests/ https://technode.com/2019/08/29/tiktok-furthers-monetization-push-with-ad-network-tests/#respond Thu, 29 Aug 2019 03:43:24 +0000 https://technode-live.newspackstaging.com/?p=115980 tiktok Bytedance US national securityThe audience network currently only serves ads to users in China and Japan.]]> tiktok Bytedance US national security

Short video platform TikTok has tested a native audience network for advertisers to target users in East Asia, making it possible for brands to extend their TikTok marketing campaigns to third-party apps, AdWeek reported.

Why it matters: Bytedance has been trying to speed up monetization in overseas markets as competition within China’s content market becomes even more fierce. The company has made a number of personnel changes and experimented with several new ad features for TikTok to facilitate this process.

Details: TikTok’s audience network will allow media buyers to choose between full-page mobile video ads or rewarded video ads—promotional videos that users have the option of watching in full in exchange for in-app rewards—on Apple’s App Store, Google Play, as well as a number of third-party Android stores such as TapTap, Xiaomi, and Meizu.

  • The network currently only serves ads to users in China and Japan, the product’s developer documents say.
  • Media buyers can also choose to apps to avoid for their ad deployment.
  • Facebook and LinkedIn launched similar ad products in 2014 and 2017, respectively.
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Is WeChat’s growth over? https://technode.com/2019/08/28/is-wechats-growth-over/ https://technode.com/2019/08/28/is-wechats-growth-over/#respond Wed, 28 Aug 2019 07:00:16 +0000 https://technode-live.newspackstaging.com/?p=115125 Bytedance's apps and other smaller players are eating away at the dominance of WeChat.]]>

Editor’s note: A version of this post by Thomas Graziani first appeared on WalktheChat, which specializes in helping foreign organizations access the Chinese market through WeChat, the largest social network on the mainland.

Once upon a time, there were very few social networks in China. Renren was dying out, Weibo was getting kicked in the gut by WeChat growing double and triple digits.

Fast-forward to 2019, those days are long gone. There is now a plethora of social apps to choose from. Is WeChat still growing in this new Chinese Internet?

The beginning of the end for WeChat?

There are certainly some clouds in WeChat’s sky. A recent report by QuestMobile indicates that the time spent inside WeChat dropped by 8.6% between December 2018 and June 2019.

Although WeChat continued to grow its user base, the increase of 3.2% of Monthly Active Users (MAU’s) during the same period did not offset the loss of engagement.

The decrease of engagement on WeChat is mostly due to competition from ByteDance (mostly via Douyin and Toutiao).

Become a member of TechNode Squared to get in-depth analysis on how Bytedance is changing China’s internet. Here’s a preview of what you’ll get.

Other smaller apps also have taken market share from the Chinese Internet giants, leading to a less concentrated market.

Deceleration of advertising growth

On the financial side, advertising revenues have disappointed analysts’ expectations.

YOY growth of Tencent advertising has reached a low of 16% for Q2 2019. The growth of Tencent’s ad revenues follows a steady downward trend for the last year.

This decrease was likely the result of a fiercer competitive environment (especially with competition from ByteDance) and challenging macroeconomic context.

James Mitchell, chief strategy officer at Tencent, stated in an earnings call:

“Our assumption is that the macro environment will remain difficult for the rest of the year and that the situation of the heavy supply of advertising inventory will continue for the rest of the year and potentially into next year.”

The silver lining of WeChat mini-programs

The growth of WeChat advertising revenues is decelerating, and the increase in MAU’s has been sluggish. But WeChat has one thing going for it: mini-programs.

While time spent on WeChat decreased by more than 8% in 6 months, time spent on WeChat mini-programs actually increased by more than 23% during the same period.

The number of MAU’s of WeChat mini-programs also boomed. It grew 52% YOY to 746 million MAU’s.

Conclusion

With more than 1.1 billion monthly active users, WeChat remains the main social network in China.

But WeChat is also an app which was too slow to seize some major opportunities: it missed the switch toward video and is still lagging behind in terms of advertising compared to Western competitors such as Facebook.

WeChat mini-programs also enabled the app to keep an edge over competitors by becoming more of an ecosystem, and are proving to be a winning bet for Tencent.

It is, however, undeniable that we now live in a much more fragmented digital ecosystem than we did two or three years ago. WeChat is still a must-have social channel. Brands are also looking beyond it for the right mix of other platforms to complement their digital marketing footprint.

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Inke posts H1 2019 losses as competition heats up https://technode.com/2019/08/28/live-streaming-app-inkes-h1-2019-losses-signal-trouble-ahead/ https://technode.com/2019/08/28/live-streaming-app-inkes-h1-2019-losses-signal-trouble-ahead/#respond Wed, 28 Aug 2019 05:18:11 +0000 https://technode-live.newspackstaging.com/?p=115869 The app is losing user time and talent to short video platforms such as Douyin and Kuaishou.]]>

Mobile live-streaming platform Inke recorded a substantial drop in revenue and fell into the red for the first half of 2019 as it lost ground to competition from other players such as short video platforms Douyin and Kuaishou for user time spent and livestreamer talent.

Why it matters: As Chinese mobile internet user screen time reaches saturation, online content platforms are competing intensely to gain share. This could push smaller players out of the market, research firm Analysys analyst Liao Xuhua told TechNode on Wednesday.

Details: Inke’s revenue for the six months ended June 30 dropped 34.9% year-on-year to RMB 1.49 billion, primarily caused by declining revenue from the company’s live-streaming business.

  • The company posted a net loss for the first time since listing on the Hong Kong stock exchange in July 2018, reporting RMB 27.5 million in losses for the first half of 2019. The profit for the same period last year was RMB 958.4 million.
  • Average monthly users rose 14.4% year on year to 29.5 million by end-June.
  • Research and development expenses surged 79.6% year on year to RMB 153.0 million as the company sought to enrich its interactive entertainment services amid slower industry growth.
  • Streamer costs for the first half of 2019 dropped 33.4% to RMB 909.4 million as livestream talent left the platform. This metric is a key data point because talent drives revenue growth, Liao said, and the sharp dropoff signals troubles for the platform.

Context: Inke’s performance following its IPO was lackluster in 2018 as it struggled to stand out in China’s live-streaming industry due to the lack of differentiating features.

  • Similar issues plagued and eventually crushed game live-streaming platform Panda TV, which announced its bankruptcy in March 2019, and general live-streaming platform Quanmin Live, which went out of business in November 2018.
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Lens: China’s ‘ear economy’ https://technode.com/2019/08/28/lens-chinas-ear-economy/ https://technode.com/2019/08/28/lens-chinas-ear-economy/#respond Wed, 28 Aug 2019 04:27:11 +0000 https://technode-live.newspackstaging.com/?p=115834 More and more young people in China are listening to on-demand audio content every day.]]>

If you can’t see the YouTube player above, try watching here instead.

Audio content has gained in popularity over recent years in China.

The number of online audio users in China rose by more than one-fifth to hit 425 million last year, according to a report from iiMedia Research in March. The online audio sector is exhibiting faster growth compared with other channels such as mobile video and mobile reading, which have expanded 13.6% and 6.3%, respectively, in the same period.

Cynthia Zhou, a female university student in Beijing, has listened to audio programs before bed for more than five years. “When you’re listening to audio programs, you’re learning something but you don’t feel anxious, like when reading a book,” she said.

Like Cynthia, more and more young people listen to audio content every day. The medium can be more flexible and efficient since users can do something else while listening. This aspect allows people to listen in multiple contexts, like during commutes or before going to sleep.

Meanwhile, contributors also see the great opportunities in this industry. Many content producers are turning to audio since it’s a relatively inexpensive and straightforward distribution channel with a potentially broad audience. It enables amateur as well as professional producers to create self-published, syndicated performances.

Making it big

After previously majoring in nursing, Ayla is now a renowned podcaster and rakes in over RMB 1 million annually. After interning at a hospital for several months, she decided to take a different path.

“Honestly, you have to be in the hospital for a few decades to become a head nurse, I don’t want to spend my whole life on it,” she said. “And at that time, even though I didn’t have a concept of being a podcaster, I knew the salary of a professional voice actor was actually higher. So I decided to take a risk.”

The rapid development of smart devices like AirPods, smart speakers and internet technologies have also provided a boost to the industry. At this year’s Apple Worldwide Developers Conference, the company officially announced the death of iTunes and made Podcasts into a standalone app. Siri also began to support third-party music, podcasts, and audiobook apps following the latest iOS upgrade, sending positive signals to other competitors in the audio content industry.

In China, competition in the online audio market has become intense. Different from most free podcasts in Western countries, Chinese platforms are gradually convincing younger generations to pay for audio content.

“From UGC content to the earliest pay-for-the-knowledge, establishing an audio form of YouTube and Taobao has always been the goal of Ximalaya,” the company’s CEO Yu Jianjun said at a talk in August in Shanghai. “The mission of Ximalaya is to share human wisdom through audio.”

Around three-quarters of TechNode’s interviewees indicated they were willing to pay for audio content. “A lot of programs that my daughter listens to now need to pay, like Kaishu Storytelling. But we think it’s worthwhile to spend money on that,” one mother told us.

As more and more people are gravitating toward listening, creating, and monetizing audio content, the industry is expected to boom. But since listeners are more and more demanding of content quality, competition among producers and companies in the market will intensify in the coming years.

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Bilibili’s user acquisition efforts drive wider losses in Q2 https://technode.com/2019/08/27/bilibilis-user-acquisition-efforts-drive-wider-losses-in-q2/ https://technode.com/2019/08/27/bilibilis-user-acquisition-efforts-drive-wider-losses-in-q2/#respond Tue, 27 Aug 2019 03:43:15 +0000 https://technode-live.newspackstaging.com/?p=115736 bilibiliPaying users more than doubled year on year to 6.3 million.]]> bilibili

Anime and game-centric video streaming platform Bilibili reported substantially wider losses in its second quarter as user acquisition costs took its toll, though a jump in paying users boosted its non-game revenue growth.

Why it matters: Bilibili has been pushing to accelerate its growth to reach a market capitalization of $10 billion, which CEO Chen Rui estimated to be the minimum size for platforms three years from now to survive in China’s cut-throat content landscape, according to a report from Chinese media LatePost.

“Looking ahead, our strategic initiatives are designed to accelerate our targeted user acquisition efforts, enlarge our user base, enhance our content, and enrich our community to fuel our monetization.”

—Chen Rui, Bilibili chairman and CEO

Details: Bilibili recorded a 50% year-on-year increase in total net revenues, which reached RMB 1.54 billion ($224 million) during the quarter ended June 30.

  • Monthly active users (MAU) reached 110.4 million, increasing 30% year over year. Daily active users (DAU) grew more quickly, increasing 41% year on year to 33.2 million.
  • Gross profit stayed flat at RMB 251.7 million compared with the same period a year ago, whereas net loss widened  to RMB 315.0 million or $0.14 per share from RMB 70.3 million in Q2 2018.
  • Mobile game revenue contributed close to 60% of Bilibili’s total net revenues for the quarter, rising 16% compared with the same period a year earlier.
  • Non-gaming businesses saw the fastest growth. Revenue from live broadcasting and value-added services jumped 175% year-on-year to RMB 326 million, driven primarily by increases in the number of paying users, which more than doubled year-on-year to 6.3 million.
  • Bilibili expects net revenues of between RMB 1.74 billion and RMB 1.77 billion for the third quarter of 2019.

Context: In April, Bilibili raised more than $824 million from a convertible bond sale and new share offering as it seeks to diversify the selection of content it offers. The size of the offering was increased due to the “overwhelming demand” of investors.

  • In February, Alibaba acquired an 8% stake in Bilibili to boost content-driven e-commerce business on both platforms.
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Life ain’t easy at the forefront of China’s burgeoning e-sports industry https://technode.com/2019/08/26/life-aint-easy-at-the-forefront-of-chinas-burgeoning-e-sports-industry/ https://technode.com/2019/08/26/life-aint-easy-at-the-forefront-of-chinas-burgeoning-e-sports-industry/#respond Mon, 26 Aug 2019 07:23:46 +0000 https://technode-live.newspackstaging.com/?p=115652 Becoming a professional requires a lot more than just being better than 97% of all players.]]>

“Let’s defend first, let’s defend first—there’s no rush,” said a reserve team player with the gamer ID “seven.”

“Go to the bottom lane and counterattack. I can do it this time,” said a starter nicknamed “Yitong” as he wiped his hand with a tissue to make sure he could keep a grip on his phone.

Dressed in T-shirts, shorts, and slippers, this group of teens and young twentysomethings, all members of Vici Gaming, a Shanghai-based e-sports club, are some of the best “Honour of Kings” players in the country.

Because it was the off-season for the King Pro League (KPL), the professional league of “Honour of Kings” founded by Tencent, the players only need to train three hours a day. Once competition season starts, however, training could last from two in the afternoon to as late as one in the morning.

These players are among the first e-sports professionals to ride the wave of public, corporate, and government support for the industry, which has been growing noticeably in the past few years. The players’ prospects are rosy, but not without their own uncertainties.

Life as professionals

If you can’t see the YouTube player above, try watching here instead.

The “Honour of Kings” players at Vici Gaming are all young. The oldest member of the starting team is 21 years old, and the youngest has just turned 18. According to the players, though, they all started their careers much younger. Liu Xiang, the 18-year-old player more widely known by his handle “Yitong,” said he started competing at the age of 15.

“After playing the game for a week, I was in the master tier, and then I helped several of my friends get to that tier as well,” Liu said, referring to an in-game ranking that only the top 3% of players achieve.

Becoming a professional, however, requires a lot more than just being better than 97% of all players. To compete for a club, one must spend countless hours to truly stand out. “Before getting signed, I spent most of my waking hours playing this game,” said Li Tianshun, a 19-year-old starter team member better known as “tgod.”

During the season, Li still spends most of his day playing the game, though now it’s in collaboration with four other team members. Players show up the training room at 11:30 a.m. for warm-up matches. Then, after a lunch break, they proceed to training matches with other clubs, which last from 2 p.m. to 5 p.m. Another training session with rival clubs takes place between 7 p.m. and 10 p.m., followed by two or more hours of “pinnacle matches,” competing with random players in the “Honour of Kings” master tier.

To make this kind of training possible, Vici Gaming players live at the club. The top floor of the three-story training center is used as a dormitory, and the in-house canteen means that players do not need to leave the building.

While players say they still love the game, the intense training and immense pressure to win does take some of the fun away. “When an interest becomes a job, it can become a bit more monotonous because you are doing it all the time,” Li said.

One professional player at Vici Gaming is playing Honour of Kings on July 17, 2019 in Shanghai. (Image credit: TechNode/Shi Jiayi)

Long hours of playing doesn’t always lead to tournament wins. This is why Vici Gaming hired the coach of the Chinese “Honour of Kings” team that won gold at the 2018 Asian Games to help players review matches and hone their skills.

“Each player has his own level of skill and play style, and it is up to the coach to devise different strategies based on those factors,” said Zhang Nuozhou, the manager of Vici Gaming’s “Honour of Kings” team.

A booming industry and its rewards

E-sports is thriving in China with a market of RMB 8.48 billion (around $1.23 billion) in 2018, according to a report from China Central Television (CCTV), the country’s state television broadcaster. The same report predicts that the number will more than double by 2020 to RMB 21.10 billion, creating demand for half a million e-sports professionals nationwide.

Revenue from the industry is also projected to grow at a steady rate. A report provided to TechNode by PricewaterhouseCoopers predicts that revenue will rise by 23.3% year-on-year to reach $202 million in 2019 and further increase to $392 million by 2023.

Viewer numbers are soaring as well. Tencent’s League of Legends Pro League (LPL) hit 15 billion cumulative viewers in 2018. That’s a total of 2.5 billion hours watching matches organized by the league, according to company statistics. With so many people watching, more corporate sponsors are getting involved, including Mercedes-Benz and Shanghai Volkswagen. According to the PricewaterhouseCoopers report, e-sports sponsorship in China will reach $76 million in 2019.

For professional players, the most obvious benefit of this rapidly growing industry is the rocketing value of tournament rewards. The summer season of LPL, for instance, offers RMB 1.5 million to the winning team. The 2019 “Honour of Kings” World Champion Cup, ended on August 11, has an even higher overall prize pool of RMB 32 million, thanks to Tencent’s efforts to promote the title. The winning team, Shanghai-based eStarPro, took home RMB 13.4 million.

From untamed to professional

According to analysts, the most important change for professional players has been the industry’s development toward standardization and professionalization, which only truly started a few years ago under the combined effort of companies such as Tencent and local governments.

Due to the limited means of promoting the sport and public suspicion toward gaming in general, China’s e-sports industry prior to 2014 was a challenging environment for both clubs and professional players.

“Clubs at the time didn’t have a well-developed system to select players and generally lacked funding because most of them depended on prize money. On the players’ side, when they joined the industry, they faced pressure from both their families and society. Nor was there a scientific training system,” said Liu Jiehao, an analyst from research group iiMedia.

“It wouldn’t be an exaggeration to call the environment at the time ‘untamed,’” said Liao Xuhua, an analyst at data consultancy firm Analysys.

Starting from 2014, however, Tencent started to construct an e-sports ecosystem based on “League of Legends.” This ecosystem revolves around LPL and is supported by other tournaments such as LPL’s secondary league, League of Legends Secondary Pro League (LSPL), which was replaced in 2017 by League of Legends Development League (LDL).

From 2016 to 2017, Tencent “borrowed heavily from traditional sport” and substantially increased the total number and level of matches with the goal of laying the foundations for commercializing the sport, according to a white paper released by the company. In 2016, Tencent expanded its e-sports ecosystem by creating KPL, the professional league for the mobile game “Honour of Kings.” That year, Tencent also began soliciting sponsors for LPL and selling the rights to stream the matches.

Monetization was made possible by the rise of live-streaming platforms such as Huya and Douyu, starting around 2014; they soon became the hub for viewers to learn about e-sports. “Live-streaming not only provided hopes for monetization but also helped popularize e-sports games and related tournaments,” Liao told TechNode.

In the meantime, municipal governments and the central government have become increasingly supportive of the industry. China’s Ministry of Education, for instance, added “e-sports and management” as a supplementary major for universities in 2016. Earlier this year, China’s Ministry of Human Resources and Social Security said it would recognize “e-sports operations” and “e-sports professional” as real professions.

At the city level, Shanghai outlined its intention in 2017 to build the city into the “e-sports capital of the world.” In June of 2019, the city revealed more detailed plans, promising to encourage investments in e-sports stadiums and pledging to provide incentives for both high- and low-level tournaments. Cities like Beijing, Chengdu, and Hangzhou have also unveiled plans on a smaller scale to spur development of local e-sports industries.

The professionalization of e-sports, in addition to creating higher prize pools, has also given professional players a fairer and more secure environment for personal development. Both LPL and KPL, for instance, have rules about how clubs and players should behave, as well as regulations about the players’ transfers and payments, though exact numbers are not made public. Each league has a dedicated team who oversees these matters. The teams also make public important information such as player recruitment and transactions on their respective league’s official Weibo account.

Companies like Tencent have very strong incentives to facilitate this transformation, says Cecilia Yau, head of entertainment and media at PwC Hong Kong.

“[Organizing] competitions is a way to extend the life of video games, and to make competitions sustainable you have to keep them as regulated and professional as possible,” Yau said. “Professionalization also helps create a sense of belonging to a team on the viewers’ side. If viewers have a sense of belonging for a particular team, following it could be a lifetime thing.”

Uncertain future

Despite the explosive growth of China’s competitive gaming industry, the revenue of tournaments and clubs is still minuscule compared to what developers and publishers receive, which will add up to nearly 90% of the industry’ total revenue in 2019, according to the estimates of research firm Gamma Data. Tournament sponsorships, streaming rights, and advertisements will likely account for 1.1% of the industry’s revenue, whereas the income of e-sports clubs will only comprise 0.3% of the total revenue of the industry this year.

In addition to generating little revenue and therefore having a smaller voice in the market, e-sports clubs are also vulnerable due to their reliance on certain titles. “Clubs still depend on corporate sponsorships and profit-sharing from e-sports leagues,”  said iiMedia analyst Liu Jiehao.

Once an e-sports game starts losing its popularity and amateur user base, sponsorships start drying up, and profit-sharing agreements lose their value. This decline is likely already happening to Tencent’s “Honour of Kings”—according to data from consultancy firm Analysys, monthly active users in February dropped by around 34% year-on-year and the number of total hours spent fell by nearly 50% year-on-year.

For the players themselves, most will only have a brief career—cut short by competition from new entrants and their own slowing reflexes. In 2019, the estimated average career span of players in LPL is only 2.6 years, according to a Tencent white paper.

“E-sports players generally peak between 17 and 22, after which their skills start declining, but their understanding of the game increases,” said Zhang, the team manager at Vici Gaming.

Professional players may also face limited career options once they retire. With players beginning systematic training at as early as 15, they rarely have time to pursue any other form of education. Zhong Kaiqiang, one of the players at Vici Gaming, told TechNode that he quit school a long time ago. The other two players that TechNode interviewed also never finished high school. While most retired e-sports players have remade themselves as game live-streamers, the players of Vici Gaming’s “Honour of Kings” team said they haven’t really started seriously considering what comes next after they leave the competitive scene.

“One of my plans is to become a singer,” said Li Tianshun, smiling.

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Steam China will be separate from the international version of Steam https://technode.com/2019/08/21/steam-china-will-be-separate-from-the-international-version-of-steam/ https://technode.com/2019/08/21/steam-china-will-be-separate-from-the-international-version-of-steam/#respond Wed, 21 Aug 2019 08:10:50 +0000 https://technode-live.newspackstaging.com/?p=115393 The first batch of close to 40 games to be launched on the platform include Valve’s “Dota2” and “Dota Underlords.”]]>

Valve’s China partner, Perfect World, released more details about Steam China, the upcoming Chinese version of the world’s largest digital game distribution platform. The Shanghai-based video game developer and publishers said Steam China is “almost entirely independent of Steam.”

Why it matters: As Chinese regulators start to enforce more stringent rules on game content, Steam has come under closer scrutiny due to the violent and sexually explicit games that it distributes. An independent Chinese version of the platform is likely to help Valve, Steam’s owner, conform to Chinese regulations without damaging its existing interests in other markets.

In search of erotic games, Chinese users turn to Steam

Details: Perfect World said that the official Chinese name of Steam China would be “Zhengqi Pingtai,” which translates to “Steam Platform.”

  • The platform is “tailored for Chinese users” and will have “high-speed servers and high-quality operations teams,” according to Perfect World CEO Xiao Hong.
  • The first batch of close to 40 games that will be launched on the platform includes Valve’s “Dota2” and “Dota Underlords.” All of the titles are available on the international version of Steam.
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Bytedance takes on Baidu with investment in Wikipedia-like Hudong Baike https://technode.com/2019/08/20/bytedance-takes-on-baidu-with-investment-in-wikipedia-like-hudong-baike/ https://technode.com/2019/08/20/bytedance-takes-on-baidu-with-investment-in-wikipedia-like-hudong-baike/#respond Tue, 20 Aug 2019 03:49:00 +0000 https://technode-live.newspackstaging.com/?p=115259 Shanghai ByteDance Douyin TikTok Tiger Global short videoBytedance’s investment would make it the largest shareholder of the online encyclopedia.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Bytedance has invested RMB 8.1 million in online encyclopedia Hudong Baike, sometimes known as baike.com, to enrich the content offering on its content aggregator Jinri Toutiao, which recently rolled out its standalone search site.

Why it matters: The investment in Hudong Baike, which closely resembles Baidu’s online encyclopedia Baidu Baike, could escalate the rivalry between Bytedance and Baidu as the former moves further into the internet searching landscape.

Bytedance challenges Baidu’s monopoly with in-app search engine

Details: Bytedance’s investment would give it a 22.2% stake in baike.com, making it the largest shareholder of the online encyclopedia, seconded by Hudong Baike founder Pan Haidong, who holds close to 15% of all shares.

  • Baike.com currently has around 8.6 million page views per day, according to domain analytics website Alexa.cn, lagging far behind Baidu Baike’s 130 million daily page views.
  • Bytedance reached a long-term strategic partnership with Hudong Baike in April to provide Jinri Toutiao users with its encyclopedic content.

Context: Bytedance has been laying the foundations for its search services with Jinri Toutiao since 2017, according to a report from media outlet 36Kr.

  • Baidu has been trying to rein in the development of Bytedance’s search services, filing a lawsuit in April against the company that accuses the owner of Douyin of stealing a number of search results from Baidu. Bytedance sued Baidu the same day for stealing trending videos from Douyin.
  • Founded in 2005, Hudong Baike listed on China’s New OTC Market in February 2016 but soon had to pause transactions in March 2017 due to low quality and even fake entries. The company eventually decided to delist in August 2018.
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Douyin and TikTok rake in $11.7 million in user spending in July https://technode.com/2019/08/19/douyin-and-tiktok-rake-in-11-7-million-in-user-spending-in-july/ https://technode.com/2019/08/19/douyin-and-tiktok-rake-in-11-7-million-in-user-spending-in-july/#respond Mon, 19 Aug 2019 08:51:44 +0000 https://technode-live.newspackstaging.com/?p=115194 tiktok Bytedance US national securityDouyin users in China contributed approximately 70% of the total sales in July.]]> tiktok Bytedance US national security

Short video app Douyin and its overseas version TikTok grossed a total of $11.7 million through in-app sales of virtual coins in July, increasing by 290% year-over-year, according to mobile app intelligence firm Sensor Tower.

Why it matters: Strong growth in user spending shows the potential of virtual currencies on Douyin and TikTok to become an important revenue source.

  • However, it’s not going to displace their ad revenue any time soon, estimated at RMB 40 billion in 2019, according to a report from NetEase Tech.

Details: Virtual coins on Douyin and TikTok can be used to purchase gifts for livestreamers.

  • Users in China contributed approximately 70% of the total sales in July, spending close to $8.2 million via Apple’s App Store. This marks a 777% year-over-year increase in in-app purchases. Sales on third-party Android stores were not included.
  • Spending from TikTok users in the US accounted for 20% of the total user spending last month, increasing by 42% year-on-year to reach $2.3 million.
  • First-time installs of the app dropped 54% year-on-year but still reached 54 million globally. New users from China last month fell 17% year-on-year, whereas new users in the US grew 11% year-on-year.
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Beijing to open streaming market to foreign firms that obey content rules https://technode.com/2019/08/16/beijing-to-allow-foreign-firms-to-provide-online-streaming-services/ https://technode.com/2019/08/16/beijing-to-allow-foreign-firms-to-provide-online-streaming-services/#respond Fri, 16 Aug 2019 06:22:52 +0000 https://technode-live.newspackstaging.com/?p=114974 The new plan would also require foreign streamers to comply with the country’s online content censorship system.]]>

China will allow foreign firms to provide online game downloads and streaming services in the country by the end of the year as long as they comply with the country’s strict content regulations and data security requirements, local newspaper Beijing News reported on Thursday.

Why it matters: The move echoes China’s pledge to give foreign capital more access to the world’s second-largest economy amid the trade war with the US. The country has long complained of China’s lack of market access for overseas players.

  • In March, top Chinese officials said that Beijing was ready to open up the country’s economy to more market-based competition and international trade.
  • Foreign companies’ engaged in publishing online content are especially restricted by the country’s internet and media watchdogs.

Details: The plan is part of the government three-year project to expand the reform and opening-up of the service industry, which focuses on letting more foreign capital participate in the finance, education, and internet content sectors, said the Beijing News.

  • The new plan would require foreign streamers to comply with the country’s online content control system, in which movies and television shows must obtain licenses from regulators before being made available.
  • Analysts said the new plan would allow foreign streaming service providers such as Netflix, YouTube, and Spotify to enter the Chinese market, but it would take time for them to earn the trust of Chinese regulators.

Context: Foreign firms and their affiliates are not currently allowed to publish online content such as text, maps, games, cartoons and audio, and video, without approval from the government, according to rules released in February 2016.

  • The rules, which took effect in March 2016, led to the shutdown of Apple’s iTunes Movies and iBooks services in China in April the same year.
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Tencent’s gaming revenue rebounded in Q2 as advertising growth cooled https://technode.com/2019/08/15/tencents-gaming-revenue-rebounded-in-q2-as-advertising-growth-cooled/ https://technode.com/2019/08/15/tencents-gaming-revenue-rebounded-in-q2-as-advertising-growth-cooled/#respond Thu, 15 Aug 2019 04:43:45 +0000 https://technode-live.newspackstaging.com/?p=114832 The company released a total of 10 games from April to June compared to just one in the previous quarter.]]>

Steady growth in gaming and fintech helped Tencent achieve better-than-expected profits in the second quarter, but advertising revenue expansion slowed considerably due to competition from Bytedance.

Why it matters: As short video becomes an increasingly important medium for brands to promote themselves, Tencent’s lack of a product to rival Bytedance’s Douyin could impact the company’s bottom line in terms of advertising.

  • Tencent has been trying to curb the expansion of Bytedance. The company filed seven lawsuits from March to May this year to stop the Beijing firm’s apps hosting footage from Tencent’s games.

“Our assumption is that the macro environment will remain difficult for the rest of the year and that the heavy supply of advertising inventory will continue potentially into next year … In terms of what we can do, some of the challenges around the macroeconomic situation and the industry-wide inventory supply are not within our direct control.

—Tencent CEO Martin Lau in response to an analyst question during the earnings call

Details: Tencent’s Q2 revenue rose 21% year on year to RMB 88.8 billion ($12.9 billion), falling short of analysts’ expectations of RMB 93.42 billion, according to data provider Refinitiv. Net profit for the period increased by one-third to hit RMB24.1 billion.

  • With the freeze on new game approvals lifted, Tencent rolled out 10 titles in the quarter such as role-playing game “Perfect World Mobile,” boosting the unit’s earnings 8% to RMB 27.3 billion.
  • Fintech and business services revenue grew 37% to RMB 22.9 billion, accounting for 25.8% of the company’s total income.
  • Online advertising income rose 16%, but growth slowed from a 39% expansion in the same period of 2018. Tencent attributed the deacceleration to a “challenging macro environment and increased supply of short video advertising inventories across the industry.” This sector accounted for close to one-fifth of total revenue.
  • CEO Martin Lau aims to “control the rate of inventory growth,” and “provide new tools to advertisers, capabilities in terms of targeting ads to the right users” to fuel expansion in the unit.
  • The company revealed that its messaging app WeChat reached 1.1 billion monthly active users worldwide at the end of June.
  • “PUBG Mobile” rebrand “Game for Peace,” also known as “Peacekeeper Elite,” has reached 50 million daily active users since its launch in May.

Context: Due to the lack of new game approvals in China, Tencent only launched one game in the first quarter. In 2018, the company took an even more substantial hit due to the nine-month freeze on game monetization licenses, recording no year-on-year growth in online gaming revenues in the fourth quarter.

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Douyu outspent Huya on user acquisition in Q2 https://technode.com/2019/08/14/douyu-outspent-huya-on-user-acquisition-in-q2/ https://technode.com/2019/08/14/douyu-outspent-huya-on-user-acquisition-in-q2/#respond Wed, 14 Aug 2019 05:24:34 +0000 https://technode-live.newspackstaging.com/?p=114729 huya, douyuHuya listed on the NYSE in May 2018, whereas Douyu went public on Nasdaq last month.]]> huya, douyu

Game-centric live-streaming platforms Douyu and Huya both posted robust growth in net revenue and net income for the second quarter, though Douyu took the lead in terms of average monthly active (MAU) and paying users.

Why it matters: As the two largest players in the Chinese game live-streaming scene, Douyu and Huya could see their rivalry escalate as they continue to expand and compete for similar audiences.

  • Huya listed on the New York Stock Exchange in May 2018, while Douyu went public on the Nasdaq last month. Both companies are backed by Tencent.

Details: Douyu’s net revenue surged 133.2% year on year to RMB 1.9 billion ($272.8 million), beating Huya’s growth rate of 93.6% but trailing its net income of $292.9 million. Both firms saw costs rocket. Douyu cost’s doubled while those of Huya rose by 92.1%.

  • Douyu substantially improved its gross margin for the three months ended June 30, which quadrupled year over year to 16.1%.
  • While Douyu reversed a net loss of $33.5 million for last year’s second quarter into a $3.4 million net profit for this year’s second quarter, however, it still lags behind Huya’s $17.7 million net turnover for the same period.
  • Douyu’s average MAU rose 32.6% year on year to hit 162.8 million, beating Huya’s 143.9 million, which had grown 57.3%.
  • Douyu’s average paying users more than doubled to 6.7 million while those of Huya surged close to 50% to reach 4.9 million.
  • Douyu expects net revenue growth to fall between 90.3% and 95.2% in the next quarter, substantially higher than Huya’s expectation of 66.1% to 72.3%.

Context: Douyu had been rumored to go public in the US for more than a year. A week before listing, the firm switched its IPO to the Nasdaq Global Select Market from the New York Stock Exchange.

  • Douyu raised $775 million from its US IPO.
  • The company’s average revenue per paying user (ARPPU) rose 51.7% to RMB 226 in the first quarter, while that of Huya led with RMB 287.
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Tencent Music shares slide as Q2 revenue fails to meet expectations https://technode.com/2019/08/13/tencent-music-shares-slide-as-q2-revenue-fails-to-meet-expectations/ https://technode.com/2019/08/13/tencent-music-shares-slide-as-q2-revenue-fails-to-meet-expectations/#respond Tue, 13 Aug 2019 07:57:19 +0000 https://technode-live.newspackstaging.com/?p=114673 The streaming service posted its slowest growth since debuting on the New York Stock Exchange last December.]]>

Shares in Tencent Music Entertainment (TME) tumbled more than 7% in after-hours trading on Monday after the streaming service posted its slowest growth since its New York Stock Exchange debut last December.

Why it matters: TME, often dubbed China’s Spotify, is the country’s largest music streaming company with a 78% market share as of 2017. It operates popular music apps, including QQ Music, Kugou, and Kuwo.

  • China was ranked the seventh-largest market for music globally last year. China’s digital music market continues to grow as the country’s internet penetration rate expands.

“We are pleased with second-quarter results driven by the strength of both our online music and social entertainment businesses… The growth in our online music paying users accelerated during the quarter, with 2.6 million paying users added sequentially. We continued to expand our music content leadership by partnering with more music labels, as well as adding more content including music-centric variety shows, short-form videos, and long-form audio such as audiobooks and podcasts.”   

Cussion Pang, CEO of Tencent Music Entertainment

Details: Total revenue rose to RMB 5.9 billion ($836 million) in the second quarter from RMB 4.5 billion a year earlier, narrowly missing IBES estimates of RMB 5.95 billion.

  • TME posted a net income of RMB 928 million for the second quarter, up from RMB 903 million a year earlier.
  • The music streaming company reported 652 million mobile monthly active users (MAUs) for its online music business and 239 million monthly active users on its social entertainment platforms, which include online karaoke platform WeSing and concert live-streaming platforms Kogou Live and Kuwo Live
  • Although the bulk of users are on its music streaming business, its social entertainment services remain more significant revenue drivers.
  • Mobile MAUs for online music and social entertainment increased by 1.2% and 4.8%, respectively. However, paid users for the two segments increased by 33.0% and 16.8%, reaching 31.0 million and 11.1 million, respectively.
  • The monthly average revenue per paying user (ARPPU) for TME’s social entertainment platforms saw a 16.5% increase to RMB 130.2, unremarkable compared with a 28% rise last quarter. Monthly ARPPU for online music was RMB 8.6, remaining roughly unchanged compared to the first quarter of 2018.

Context: TME spun off from Chinese social media giant Tencent last year. The company holds a large share of China’s streaming market but faces fierce competition and challenges posed by the country’s crackdown on piracy. TME has been trying to diversify its revenue streams in response.

  • The company went public in the US last December, with a market capitalization of $21.3 billion. The IPO was the fourth largest among Chinese firms in 2018 by deal value.
  • The company underwent a leadership shuffle in May.
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INSIGHTS | The state of China’s ‘ear economy’ in 2019 https://technode.com/2019/08/13/podcasts-in-china/ https://technode.com/2019/08/13/podcasts-in-china/#respond Tue, 13 Aug 2019 07:00:17 +0000 https://technode-live.newspackstaging.com/?p=114508 Podcasts in China are growing, but unlike what you see anywhere else.]]>

I’ve been a fan of podcasts for a long time. Starting in 2009 (around the time I started at China Radio International’s English service), I listened to shows such as No Agenda, Hardcore History, and This Week in Tech. Back then, I thought the podcast market was pretty mature. At least the production values on these shows were quite high and they all seemed to be making money through a combination of donations and ads. At the time, podcasts were almost unheard of in China.

Fast forward to 2014. Apple’s China operations begin to take podcasting in China seriously. In need of content, they convinced our radio station to upload episodes to their platform. Around that time, we also started uploading our content to local audio platforms like Ximalaya and Lizhi.fm. By the time I left in 2015, we still hadn’t gotten much traction online: podcasts weren’t mainstream and, to tell the truth, we weren’t putting in any extra effort for online listeners.

In 2019, the market for audio content looks quite different. Popular “traditional” podcasts (like the podcasts on our network) are monetizing enough to support full-time teams while audio content platforms are leveraging mobile payments to tap into China’s aspirations for self-improvement.

Bottom line: As with the rest of the world, spoken word content is quickly finding its way into China’s ears. However, like everything else, there are some very unique Chinese characteristics:

  • Most of the growth has been in walled gardens.
  • The walled gardens monetize through ads, fees for one-off downloads and subscriptions, and e-commerce integrations.
  • Most of the content in walled gardens tap into aspirational drives with the highest-grossing content focusing on education and self-improvement.
  • “Traditional” podcasting is one of the only bastions of the open web remaining in China. But don’t expect it to stay this way for long.

With its growing popularity, there’s a big opportunity for audio influencers (KOLs) to define their niche and monetize their audience. The audio market may never become as large as the video market (some estimate that up to 30% of the population process information best through listening and speech), but there’s still room for savvy players to make a decent living.

China Tech Talk 83: Podcasting and why the open web is dead in China with Rio Zhan

State of the market: In general, there are two types of podcasts in China: RSS-powered and knowledge products.

RSS-powered

  • Using the mechanisms created in the early days of mobile devices, creators distribute their content on a variety of platforms, including Apple Podcasts, Spotify, and Chinese audio platforms.
  • There is no way to directly monetize and content is not restricted to a single platform.
  • Monetization happens through ads and e-commerce.
  • Users listen to topics they are interested in, mostly for entertainment.

Knowledge products

  • Creators publish exclusively to a single platform.
  • The platform takes care of promotion, subscription management, and payments processing.
  • The platform is also responsible for making sure the content isn’t “sensitive.”

The ear economy landscape

  • Ximalaya, Lizhi, and QingtingFM are the three largest platforms (in that order). All three host RSS-powered and knowledge podcasts.
  • The audio content market grew 22.1% from 2017 to 2018, faster than mobile video (13.6%) and mobile reading (6.2%).
  • The video and reading markets, however, were still about twice the size of the audio market.
  • As of Q1 2019, 51.5% of audio content users were male. 48.5% were female. 33.5% were 24 or younger.
  • The use of audio content apps increases dramatically as the day goes on with usage peaking between 10 pm and midnight, according to data from January 2018.
  • Audio content apps were the second most-used app category during that time frame, after music apps.

The opportunity for audio KOLs: In April, Ruhnn Holding, a KOL incubator and MCN, went public in the US. At the opening, they raised $125 million. The IPO of a KOL company opened eyes in the marketing and influencer industry: investments into KOL brands might actually see some return. While not yet public, sources I’ve spoken to predict an uptick in investments into such brands and companies, signaling that the KOL economy is still in its infancy.

For audio content creators, this is nothing but good news: not only is growth in audio consumption showing strong growth, but the entire KOL industry still has lots of room.

BB Park (日谈公园) is much like your typical radio talk show. Through first-mover advantage, great content, and good relationships with audio platforms, they’ve been able to go from a few friends podcasting as a hobby to a ten-person full-time team. While the format may be different, the monetization model is almost the same as other (usually live-streaming or short video) KOLs: sponsored ads and show segments as well as e-commerce. At one point, the show sold over RMB 100,000 worth of coffee packets in one day.

The last bastion of the open web: Started under Hu Jintao and intensifying under Xi Jinping, content and the platforms that host it are in a precarious position. Once surprising, content platforms are being taken off app stores and ordered to “rectify” their content policies often enough that it’s no longer a shock when it happens. As I’ve written previously, content watchdogs regularly use “vulgar” content as a tool to guarantee compliance with content standards.

Apple, hands down, owns the podcast market globally. While Spotify is definitely making in-roads (doubled market share from 2017-2018), Apple had 63% market share as of February 2019. Most hosting services automatically distribute to the largest listening platforms, including Apple Podcasts, Spotify, Stitcher, and others. That means if you’re a podcaster and want to be on Podcasts, you’re also distributing to all the other platforms as well. Many of these don’t have operations in China nor do they have plans to. To put it plainly, audio content creators can easily distribute to platforms that China has no jurisdiction over, effectively bypassing content regulations and controls.

For Apple, however, that is just not the case. A quick search on the Chinese Podcasts app (iOS services differ depending on the country associated with the account), reveals that not only are TechNode podcasts not available, but also podcasts like the Joe Rogan Experience and Hardcore History are nowhere to be found! Surprisingly, WTF with Mark Maron, The Jordan B. Peterson Podcast, and Making Sense (all controversial in their own way) are still available. Also, I’ve heard many stories of people who cannot use the Podcasts app with scaling the Great Firewall first.

The logic behind what is and is not available needs more digging: I’ve submitted a support query about our podcasts, but I’m not optimistic that I’ll receive an understandable or actionable response. At the end of the day, however, it’s clear that the podcasts market is still yet to mature. While it may never be as powerful as video, it is still a powerful medium and I’m glad to see it developing.

With contributions from Coco Gao

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Kuaishou leads $434 million funding round in Q&A platform Zhihu https://technode.com/2019/08/13/kuaishou-leads-434-million-funding-round-in-qa-platform-zhihu/ https://technode.com/2019/08/13/kuaishou-leads-434-million-funding-round-in-qa-platform-zhihu/#respond Tue, 13 Aug 2019 04:02:16 +0000 https://technode-live.newspackstaging.com/?p=114646 Other investors include engine giant Baidu and a number of original investors such as Tencent and Capital Today.]]>

Chinese online Q&A platform Zhihu completed a $434 million F-round of financing on Monday, led by short video platform Kuaishou.

Why it matters: The funding could help Zhihu to revive plans to go public. It previously failed due to profitability issues among other undisclosed reasons.

  • The Beijing-based firm’s funding is the largest round seen in China’s online content and entertainment segment over the last two years.

“Zhihu, Kuaishou, and Baidu are very different products for very different user scenarios, but they are all in a larger segment, and their users have similarities. All three platforms face ‘information isolated island’ problems and the rising cost of accessing high-quality content.”

—Zhihu CEO Zhou Yuan responding to a Zhihu question about the financing (our translation)

Details: Search giant Baidu also took part in the funding round, along with several previous investors, including Tencent and Capital Today.

  • Previous investor Bytedance did not participate in the round. Yicai reported that founder Zhang Yiming was unwilling to boost the amount of funding.
  • Zhihu CEO Zhou Yuan and Kuaishou founder Su Hu agreed on the short video platform’s investment during a lunchtime meeting two months ago.
  • The platform, often regarded as China’s version of Quora, will leverage the expertise of Baidu and Kuaishou to upgrade the format of content, as well as how it is discovered and distributed, according to Zhou.
  • In an internal letter, he said that the circumstances and stage of financing dictated that the platform could not tolerate any slackness. “If we are fast, we will live, and if we are slow, we will die,” he wrote.

Context: Zhihu completed its E-round last August, raising approximately $270 million at a valuation of $2.5 billion.

  • Founded in 2011, Zhihu only started to monetize in 2017.
  • Zhihu could try to list again in 2019, 36Kr cited an investor close to the platform as saying.
  • Zhihu responded to reports that it laid off hundreds of employees in 2018, stating that the numbers were vastly exaggerated and cuts were within a reasonable range.
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How online platforms have changed the face of China’s plastic surgery sector https://technode.com/2019/08/12/online-plastic-surgery/ https://technode.com/2019/08/12/online-plastic-surgery/#respond Mon, 12 Aug 2019 07:00:06 +0000 https://technode-live.newspackstaging.com/?p=114370 Content-focused apps are bringing Taobao-style convenience to China's cosmetic surgery sector.]]>
Screenshot of a plastic surgery live-stream. (Image credit: Seoul Leaguer Beaucare Hospital)

“He is making the incision now. There’s a lot of blood so I won’t show it on camera …” live-streamer Ye Xiaobin says as he narrates a grisly scene that wouldn’t look out of place in a horror movie.

Dressed in scrubs and a surgical mask, Ye does not resemble your typical Chinese online celebrity, but his videos have attracted hundreds of thousands of views. While others choose to chat about clothes or show off their video game skills, Ye focuses purely on plastic surgery. This time, he’s filming as his friend goes under the knife for a nose job.

Ye owes his online success and army of followers to the rapid rise of the country’s cosmetic surgery sector. The market is expected to be the second-largest globally by the end of the decade with a value of RMB 334 billion ($48.5 billion), according to a report from Deloitte. The industry’s value doubled between 2015 and 2017 when it hit RMB 193 billion.

Instrumental in the sector’s rise are countless nip-tuck apps that have brought such services online by incorporating social media aspects as well as e-commerce. This Taobao-style convenience has been key to the popularity of these procedures among China’s post-’90s generation.

China’s Facebook for cosmetic surgery

The leading players in the sector are Tencent-backed Gengmei and SoYoung, often dubbed the “Facebook of cosmetic surgery.” The pair have grown exponentially since starting out in 2013. Earlier this year, SoYoung listed on Nasdaq with a market cap just shy of $1.5 billion.

The platforms allow users to connect directly with doctors, finds local clinics, and even compare prices. They are also content-driven; users are encouraged to post diary entries of their procedures and share their experiences—both good and bad.

Ye’s platform of choice is Gengmei, which boasts some 3.6 million users. “Deeper double eyelids, a pointy chin, a higher nose bridge, and spotless skin” are some of the enhancements he has gained thanks to the dozens of operations he’s gone through over the last six years. In 2013, Gengmei approached him and invited him to share his experiences online. “As I kept having more surgery done, my diaries attracted great attention. And the more attention I got, the more dedicated I became to sharing,” Ye told TechNode.

As the trend caught fire, the two leading platforms have built up substantial online traffic. SoYoung, for instance, boasts 25 million monthly active users (MAU) as of May, according to data from Chinese data consultancy Analysys.

Surgery to die for?

Despite the heavy traffic, platforms like Gengmei and SoYoung have encountered issues with fake content, a problem that has plagued user-driven apps in China. Just last week, social e-commerce site Xiaohongshu was removed from app stores in the country, due to a spate of fradulent product reviews.

What sets Gengmei and SoYoung apart from Xiaohongshu is the subject focus. While Xiaohongshu offers reviews on just about anything, these plastic surgery platforms deal with elective medical procedures. Profit-driven fake product reviews on Xiaohongshu may threaten consumer rights, but unqualified doctors offering cheap operations online could put lives at risk.

Indeed, there have been multiple media reports in the country covering disfigurements related to poorly administered surgery and even deaths.

Gengmei maintains a strict stance. “We make sure that unlicensed surgeons or hospitals have no space on our platform,” Gengmei vice president Wang Jun told TechNode. “There are a lot of unlicensed clinics in the market, and surgeons there are not trained as well as doctors and surgeons at colleges. But we keep them off our platform; their business is illegal.”

Business users of the apps also admit that risks do exist for patients when they are selecting a service. “Many of our customers cannot differentiate between plastic surgery hospitals and cosmetic clinics, and this is how the safety issues emerge,” said Xin Baoyin, vice president of Seoul Leaguer Beaucare Hospital, which uses online platforms.

“An operation costing RMB 2,980 may be priced at just RMB 298 at a clinic, but the service and technology provided for customers are very different, and customers don’t know that,” Xin added.

Wang maintains that the smaller players who might lack the expertise of more experienced surgeons and facilities will be weeded out as users grow more savvy. “Those who are not so professional can be removed as our users become more educated day by day,” she said.

Regulators have also taken notice. “The government was heavily cracking down on unlicensed business in May. That’s why industry revenue in eastern China plunged by half that month,” Xin said. (Note: TechNode was unable to verify this decline.)

“It’s a good sign to see platforms are changing in step with regulations, but the transition could be painful for them,” said Xin. “In the future, the industry will be well-regulated and the low-price strategy won’t work anymore.”

The negativity surrounding fake content on SoYoung even hit the company’s share price in July after it admitted that 150,000 submissions had been purged last year.

Some Taobao sellers specialize in generating content for platforms like Gengmei and SoYoung. TechNode uncovered several results when searching for ghostwriting services related to cosmetic surgery on Baidu.

An exposé in the Beijing News (in Chinese) revealed that at least one doctor was illegally selling human placenta injections that are said to have anti-aging effects. SoYoung responded on its Weibo account that it had removed that vendor and warned that anyone else providing illicit procedures on the platform would face the same consequences.

The rate of complaints on the platform is also high; as of July 16, 390 submissions had been made to Sina’s Black Cat consumer platform concerning false advertising, arbitrary charges, and difficulties in obtaining refunds.

Cosmetic KOLs

In spite of the apparent cause for concern, business is booming on the platforms. While Ye Xiaobin has racked up views, he rejects the notion that he has become a KOL through his postings on Gengmei. Ye maintains that his cosmetic surgery has made him feel more confident and he works harder now to seize opportunities. “I currently work as a principal in a private school. Before that, I was a senior manager. That’s all gained by my efforts,” he said. “Prior to that, I always followed my boss’s instructions regarding my career and never spoke up.”

However, from the perspective of the platform operators, the content generated from regular users like Ye has contributed significantly to their growth by helping to educate users and raise awareness of what plastic surgery procedures have to offer.

“At the very beginning of our business, users had vague perceptions of aesthetics,” Wang told TechNode. “So we built up a huge number of media accounts to provide content for the public.” SoYoung also said previously that the platform built user trust through WeChat posts and community content.

Screenshot of one plastic surgery platform (Image credit: TechNode)

Cosmetic fairy tales

The apps play a crucial role in exposing China’s younger generations to plastic surgery and normalizing such operations. The barrage of engaging content is paying off. Deloitte’s research shows that the vast majority of those going under the knife to improve their looks are under the age of 35; in the US, only one-quarter of participants are in the same age range.

“It’s like reading fairy tales about people who become prettier each day,” says Bai Ge, a 26-year-old IT worker in Beijing who regularly browses Gengmei diaries to kill time on her commute each day.

For years, Bai had been tempted to pursue double-eyelid surgery but had been put off after hearing about the gory details of such a procedure. The Gengmei app changed all that. Three days after she first logged on, she was in a doctor’s office discussing a surgery plan and had already put down a 20% deposit. “When I saw some of the wonderful examples from other users, I immediately felt the strong desire to get the same surgery done,” she said.

The platforms are also a boon for doctors and smaller clinics due to the amount of exposure they provide. Jin Zhu, a surgeon based in Shanghai, explained to TechNode that when he entered the industry nine years ago, customers would come into the hospital two or three times before taking the plunge and paying a deposit. Explaining the processes involved in the surgery to potential patients tended to take up a lot of his time.

“But now deals are made when they first arrive,” Jin said. “Sometimes they appear as well-informed as our surgeons. They’ve already learned a lot about what happens from these platforms.”

For Bai, the vast amount of information available via the apps gave her confidence when she began discussing the surgery with doctors, since she already knew most of the details.

Jin only became a surgeon two years ago, having previously been a hospital assistant. As a relative newcomer to the sector, it was initially hard for him to find clients, and he found himself resorting to cutting prices.

He then started working with the hospital’s marketing team to create short-video and livestream content to interact with users on these apps and raise awareness. Two years on, he has performed 209 surgeries and received feedback from 120 customers on SoYoung.

Xin, the VP at Seoul Leaguer Beaucare Hospital, readily admits his facility would not see as many customers without the help of the online platforms.

“Within the first month of joining the platform, we hit around RMB 200,000 revenue, and now it is around 30 times that figure,” Jin told TechNode, adding that if the platform ever ceased to operate, he would have to start again from scratch and rebuild his portfolio.

Slow uptake among bigger players

Adoption of the platforms has been more gradual among larger chain hospitals because it takes longer for their managers to accept newer ideas on marketing and advertising, Xin said. “They thought it was irrational,” he said, because they already had a stable inflow of customers and had less motivation to change.

As a result, it was small clinics, especially those staffed by younger doctors, that were the platforms’ earliest adopters.

To persuade doctors in his hospital to accept the apps, Xin spent time a lot of time with his colleagues guiding them through future trends and inviting them to meet with managers from the platform for panel discussions.

“Several doctors signed up first, and they gradually gained a lot of followers. More and more customers would come to the hospital just to see them. Those who didn’t join at first saw how effective it was and soon caught the bug,” he said.

Nowadays, Xin’s customers come to his Shanghai hospital from all around the country to seek out plastic surgery procedures.

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China Tech Talk 83: Podcasting and why the open web is dead in China with Rio Zhan https://technode.com/2019/08/12/china-tech-talk-83-podcasting-and-why-the-open-web-is-dead-in-china-with-rio-zhan/ https://technode.com/2019/08/12/china-tech-talk-83-podcasting-and-why-the-open-web-is-dead-in-china-with-rio-zhan/#respond Mon, 12 Aug 2019 02:31:24 +0000 https://technode-live.newspackstaging.com/?p=114355 Rio Zhan, early-stage VC and host of the Crazy Capital podcast, joins us this week to talk about podcasting and the walled gardens of China's content.]]>

China Tech Talk is an almost weekly discussion of the most important issues in China’s tech. From IPOs to fake data, from the role of WeChat to Apple’s waning influence, hosts John Artman and Matthew Brennan interview experts and discuss the trends shaping China’s tech industry.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

Can’t see the player? Check us out on iTunes or Spotify!

At the end of 2018, Connie Chan of Andreesen Horowitz wrote about how podcasts in China monetize. However, what she calls podcasts aren’t really what we call podcasts: they’re more like paid-for educational audio content. Podcasting, like what we do at China Tech Talk, is actually still very immature in China. But that doesn’t mean there aren’t content creators following the “traditional” podcasting model.

To talk about this, we’re joined this week by Rio Zhan, early-stage VC and host of the Crazy Capital podcast. We share notes on podcasting and talk about how China’s content models have evolved away from the open web.

Key questions

  • Why is the China market different for audio content?
  • Why is the open web almost non-existent in China?
  • What role does culture play in creating acceptance of paying for content?
  • How might Facebook’s Libra enable monetization for Western podcasts?

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Bilibili’s desert island dating sim proves a hit with female gamers https://technode.com/2019/08/09/bilibilis-desert-island-dating-sim-proves-a-hit-with-female-gamers/ https://technode.com/2019/08/09/bilibilis-desert-island-dating-sim-proves-a-hit-with-female-gamers/#respond Fri, 09 Aug 2019 08:15:20 +0000 https://technode-live.newspackstaging.com/?p=114367 The game enables users to interact with two male nonplayable characters behind glass panels.]]>

A mobile title from Bilibili aimed at female users has stormed to the top of the paid game ranking on Apple’s app store in China.

Why it matters: Developers and publishers in China are putting more emphasis on games targeting female audiences as the user group’s purchasing power surges, as has been demonstrated by a stream of successful titles such as “Mr. Love: Queen’s Choice.”

Details: The title, which translates to “Palms That Can’t Be Reached,” was first released in Japan by Capcom in 2016 with the name “Imprisoned Palm.” Bilibili won the rights to distribute the game in China some time ago but had been unable to move forward due to a freeze on new game approvals in the country, GameLook reported.

  • The game allows users to interact with two male non-playable characters stuck behind glass panels, who are imprisoned on a desert island.
  • Even when “visitations” are over, players can snoop on the characters using surveillance cameras and communicate with them using in-game phones.
  • Although the title is priced at RMB 6 ($0.85) in Apple’s China App Store, users need to pay RMB 56 through in-game purchases to unlock the game’s most essential content.
  • More in-game purchases are offered to extend face-to-face meetings, unlocks special conversations, and add additional events.

Context: Bilibili has been stepping up its game publishing effort in recent years. The company plans to publish five independent games, according to a statement last month.

  • Bilibili’s net revenue from gaming grew 27% year on year thanks to a strong showing from Japanese mobile title “Fate/Grand Order,” which it distributes in China.
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China Tech Investor 32: What’s special about Bilibili? https://technode.com/2019/08/09/china-tech-investor-32-whats-special-about-bilibili/ https://technode.com/2019/08/09/china-tech-investor-32-whats-special-about-bilibili/#respond Fri, 09 Aug 2019 06:26:31 +0000 https://technode-live.newspackstaging.com/?p=114395 Jams and Elliott discuss what Bilibili does, who runs it and are joined by a Bilibili user, Erica Shen, who shares her views as a user of the platform.]]>

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

Can’t see the player? Check us out on iTunes or Spotify!

In this episode, recorded August 2nd, 2019 hosts Elliott Zaagman and James Hull look at Bilibili (Nasdaq: BILI). They discuss what Bilibili does, who runs it and are joined by a Bilibili user, Erica Shen, who shares her views as a user of the platform. After the interview with Erica, James and Elliott look at Bilibili’s financials.

The China Tech Investor podcast is powered by Technode.

Please note, the hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

CTI watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • iQiyi
  • Xiaomi
  • JD.com
  • Pinduoduo
  • Meituan-Dianping

Guest:

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NetEase posts Q2 growth in gaming, e-commerce but lower advertising revenue https://technode.com/2019/08/08/netease-posts-q2-growth-in-gaming-e-commerce-but-lower-advertising-revenue/ https://technode.com/2019/08/08/netease-posts-q2-growth-in-gaming-e-commerce-but-lower-advertising-revenue/#respond Thu, 08 Aug 2019 06:00:49 +0000 https://technode-live.newspackstaging.com/?p=114253 Since the thaw of the game approval freeze, NetEase has been pushing to diversify its portfolio of titles.]]>

NetEase recorded steady growth in the second quarter of 2019 with gains of more than 10% in net revenue and gross profit, driven primarily by the company’s online gaming and e-commerce businesses.

Why it matters: Since China has eased up on restricting new game approvals, NetEase has pushed to diversify its portfolio of titles.

  • It has launched several mobile games and expedited the development of upcoming titles, including the country’s first official Pokémon mobile game.

Details: NetEase’s net revenue rose 15.3% year on year to $2.7 billion, of which more than 60% came from online game services, which itself grew 13.6%.

  • Income from mobile games accounted for nearly three-quarters of the company’s total gaming turnover for the period.
  • Net revenue from e-commerce grew by one-fifth to reach $764.3 million. The company attributed the growth to increased sales on e-commerce platforms Kaola and Yanxuan.
  • Net profit from innovative businesses expanded 23.2% in the second quarter, propelled mainly by the growth of products such as NetEaseCloud Music, NetEase CC, and Youdao Online Education.
  • The total number of NetEase Cloud Music users reached 800 million, the company said during the earnings call
  • The company posted a slight drop in advertising income of 8.3%, mainly due to a more competitive macro-environment and increased expenses.
  • Gross profit for the quarter rose 12.2% annually to $1.18 billion.

Context: NetEase has been expanding into overseas markets as gaming growth cools domestically, with a particular emphasis on Japan, where its mobile titles Knives Out and Identity V are among the top-grossing games.

  • The company has also been actively constructing an e-sports ecosystem named NeXT, which revolves around NetEase’s self-developed games and global titles that it runs in China.
  • NetEase announced on Saturday plans to invest more than RMB 5 billion in building an e-sports park in Shanghai, which it said will be “China’s first large professional e-sports stadium.”
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iQiyi debuts anime-based facial recognition dataset https://technode.com/2019/08/08/iqiyi-debuts-anime-based-facial-recognition-dataset/ https://technode.com/2019/08/08/iqiyi-debuts-anime-based-facial-recognition-dataset/#respond Thu, 08 Aug 2019 02:46:27 +0000 https://technode-live.newspackstaging.com/?p=114223 Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=JarreteraThe dataset can be used for recognition research, cartoon person modeling and image classification.]]> Iqiyi video streaming content https://www.bigstockphoto.com/search/?contributor=Jarretera

A research team at Baidu’s video platform iQiyi has released a new facial recognition dataset named iCartoonFace, Synced Review reports. The researchers say the anime-based dataset can apply to recognition research, cartoon person modeling, and image classification.

Why it matters: For China’s competitive streaming industry, the use of innovative artificial intelligence applications can prove valuable. The new dataset demonstrates iQiyi’s efforts to push boundaries in AI research as it looks to improve its animated content offering for users.

Details: iCartoonFace comprises over 68,000 annotated images with 2,639 identities from 739 anime and cartoon albums found online and in iQiyi’s video library.

  • The researchers also proposed a new “dataset fusion” method to improve performance in cartoon-based facial recognition algorithms.
  • While the new technique is considered “state-of-the-art,” it is not nearly as accurate as human-based techniques.

Context: iQiyi is China’s largest streaming site after crossing the 100-million subscriber mark in June. Along with competitors like Tencent Video and Bilibili, the firm is investing in animated content including feature length movies.

  • The platform already leverages AI in a variety of ways to serve recommendations, cast actors and actresses and create customized promotional content.
  • The appetite for anime in China remains strong, as evidenced by the recent success of movie Nezha, which became the country’s highest-grossing animation since its premiere on July 26.
  • The country’s anime market has grown substantially in recent years and is expected to reach RMB 200 billion ($28.4 billion) this year.
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Douyin and Kuaishou audiences are increasingly overlapping: report https://technode.com/2019/08/06/douyin-and-kuaishou-audiences-are-increasingly-overlapping-report/ https://technode.com/2019/08/06/douyin-and-kuaishou-audiences-are-increasingly-overlapping-report/#respond Tue, 06 Aug 2019 07:35:38 +0000 https://technode-live.newspackstaging.com/?p=114073 Bytedance short video TikTok viralAs of June, more than seven out of 10 mobile internet users use short video platforms in China.]]> Bytedance short video TikTok viral

The number of people using both Douyin and Kuaishou more than doubled in the twelve months up to June, according to a report from mobile data research firm QuestMobile.

Why it matters: As the short video market gradually nears saturation, Douyin and Kuaishou are increasingly competing for similar audiences, forcing the pair to step up marketing and promotional efforts.

  • The short video industry has more than 820 million monthly active users as of June, meaning that more than seven out of 10 mobile internet users are on short video platforms.

Details: The number of overlapping users on the two apps in June more than doubled year on year to 158.8 million, the QuestMobile report shows.

  • The percentage of exclusive users—users who only use one app in a market segment—for Douyin dropped year on year from around half to 37.6%. Kuaishou’s percentage of exclusive users also fell from more than 40% to 32.7%.
  • Douyin’s monthly active users in June was 486 million, while that of Kuaishou was 341 million.
  • More than half of Douyin’s users open the Bytedance app on a daily basis, and close to half of Kuaishou users use Kuaishou every day.
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Tencent aims to challenge Douyin with $1.5 billion investment in Kuaishou https://technode.com/2019/08/06/tencent-aims-to-challenge-douyin-with-1-5-billion-investment-in-kuaishou/ https://technode.com/2019/08/06/tencent-aims-to-challenge-douyin-with-1-5-billion-investment-in-kuaishou/#respond Tue, 06 Aug 2019 04:31:55 +0000 https://technode-live.newspackstaging.com/?p=114050 tencentThe tech giant has unblocked Kuaishou on WeChat as it edges towards a huge deal with the short-video platform.]]> tencent

Tencent is in talks with short video app Kuaishou, known as Kwai in English, about investing between $1 billion and $1.5 billion in the platform. Details of a potential deal have already emerged on Chinese financial blog IPO Zaozhidao.

Why it matters: With its own short video platform Weishi underperforming and Douyin’s market share increasing, Tencent could leverage Kuaishou to compete more effectively with Bytedance.

  • Daily active users (DAU) on Weishi, known as WeSee in English, rose by one-quarter month on month to hit 7.5 million in June, though IPO Zaozhidao said the growth only came thanks to “the support of half of the company,” indicating that significant resources have been poured in.
  • Douyin’s DAU for June was 320 million.

Details: Tencent was not the only heavyweight investor to express an interest in joining the round. But the unnamed international player was put off due to the Tencent’s push for a significant stake in Kuaishou, between 30% and 40%, reported Beijing News.

  • Although negotiations are still ongoing, the discussions are unlikely to see the international player get involved.
  • The investment could push Kuaishou’s valuation to $26 billion.

Context: Over the weekend, Tencent removed restrictions on using Kuaishou within its WeChat app. Users can now share videos directly to WeChat’s ‘Top Stories’ feed, and their contacts can repost them at will.

  • The unblocking came just a month after Tencent allowed users to share Kuaishou links on WeChat Moments as embedded videos.
  • Tencent first invested $350 million in Kuaishou in March 2017, pushing its valuation to $2.5 billion.
  • Kuaishou’s DAU in May was 200 million and in June, founders Su Hua and Cheng Yixiao set a target of 300 million by January 2020.
  • Kuaishou is likely to gross more than RMB 40 billion revenue in 2019, an investor close to Kuaishou told IPO Zaozhidao.
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NetEase targets Tencent with RMB 5 billion e-sports stadium in Shanghai https://technode.com/2019/08/05/netease-rmb-5-billion-e-sports-park-shanghai/ https://technode.com/2019/08/05/netease-rmb-5-billion-e-sports-park-shanghai/#respond Mon, 05 Aug 2019 02:37:31 +0000 https://technode-live.newspackstaging.com/?p=113949 The company aims to develop an e-sports ecosystem to rival that of Tencent.]]>

NetEase plans to invest over RMB 5 billion (around $ 725 million) in building an e-sports park in Shanghai, according to an announcement at the 2019 China Digital Entertainment Congress (CDEC) on Saturday.

Why it matters: NetEase is doubling down on efforts to develop a complete e-sports ecosystem to rival Tencent, which has the upper hand in the sector thanks to its two professional leagues for the PC game “League of Legends” and the mobile title “Honour of Kings.”

“Shanghai has world-class location advantages in terms of incentive policies, upstream and downstream industries, infrastructure, and purchasing power and habits of local residents.”

—Ding Yingfeng, president of NetEase’s game business, at CEDC on Saturday

Details: The park will be located in Shanghai’s western Qingpu District and include what NetEase calls “China’s first large professional e-sports stadium.” The park will also host facilities for game development, team building, and talent training.

  • NetEase has officially started the planning and construction of the first stage of the facility.

Context: The Shanghai government revealed plans in June to boost support for the competitive gaming sector to make Shanghai an “e-sports capital” within three to five years.

  • The city government’s guidelines will encourage companies to invest in three to four e-sports stadiums capable of hosting top-tier tournaments.
  • In January, Tencent inked a deal with Shanghai’s Oriental Sports Center to make it the primary host stadium for its e-sport tournaments.
  • NetEase-owned e-sports team Shanghai Dragons recently made a splash in the scene by winning the championship for the Overwatch League, a pro-league for the popular first-person shooter. NetEase said that the team would return to Shanghai for local tournaments next year.
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Bytedance challenges Baidu’s monopoly with in-app search engine https://technode.com/2019/08/02/bytedance-baidu-search-monopoly/ https://technode.com/2019/08/02/bytedance-baidu-search-monopoly/#respond Fri, 02 Aug 2019 06:48:33 +0000 https://technode-live.newspackstaging.com/?p=113880 Bytedance Tiktok Singapore InvestmentThe rivalry between the two companies is intensifying.]]> Bytedance Tiktok Singapore Investment

TikTok owner ByteDance has introduced an in-app search engine for its popular Jinri Toutiao newsfeed app, a move that challenges Baidu’s monopoly in China’s search market.

Why it matters: The two companies are fast forming a rivalry in online services. Baidu moved into Toutiao’s market when it changed its newsfeed offering and Bytedance has hit back by adding a search engine.

  • Baidu was accused earlier this year of stacking its search results with pages hosted on its Baijiahao service, a Jinri Toutiao-like newsfeed platform, leading to poor quality content rising to the top of searches.
  • For Bytedance, in-app search can serve as a shortcut for it to build a Baidu rival as its apps have already amassed 1.5 billion monthly active users as of July.

Details: The in-app search engine developed offers search results from the company’s popular apps such as Jinri Toutiao, and short video app Douyin and Xigua, as well as general content from around the internet, Chinese tech news outlet 36Kr reported on Thursday.

  • Bytedance’s current search functionality is not a direct rival to Baidu’s offering as it is more like a tool that enhances Toutiao’s in-app navigation, rather than a dedicated search engine.
  • China’s online users are becoming increasingly familiar with in-app search engines as Tencent launched such a service for instant messaging app WeChat, allowing them to search for subscription articles and content from around the web.
  • Bytedance told TechNode in a statement that the search function was in line with the Toutiao’s mission of using “information to create value.”
  • Baidu declined to comment.

Context: Baidu has been trying to keep Bytedance’s search ambitions in check with a series of lawsuits, and Bytedance has responded with more lawsuits.

  • Baidu filed a lawsuit in Beijing on April 26, alleging that Bytedance stole a number of its search results and displayed them in the new search engine function.
  • Bytedance sued Baidu the same day for “stealing” videos from its short video app Douyin.
  • In January, Baidu sued Bytedance, along with professional networking platform Maimai, for RMB 5 million over allegations of defamation and copyright infringement. Two months later, Bytedance vice president Li Liang won a defamation suit against Baidu, after claiming the company posted slanderous material about him on its website and app.
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INSIGHTS | The power of prurient pleasure https://technode.com/2019/08/02/insights-the-power-of-prurient-pleasure/ https://technode.com/2019/08/02/insights-the-power-of-prurient-pleasure/#respond Fri, 02 Aug 2019 03:28:34 +0000 https://technode-live.newspackstaging.com/?p=113820 How much can you regulate desire?]]>

Let’s face it: Pornography is becoming mainstream.

Around the world, adult content is available in almost any medium you can imagine (and perhaps some you couldn’t 😉). However, some countries—like China and many others—have gone to great lengths to ensure that the production, distribution, and/or consumption of erotic media is difficult if not impossible.

But, as the old saying goes: Where there is a will, there is a way.

When Tony Xu first proposed looking into pornography on WeChat for this great article, I was skeptical. With all the reports of how WeChat facilitates China’s control of information, surely porn would be an easy target for the platform’s automated control systems. Well, apparently I was wrong. People in China are watching porn just like everyone else.

Bottom line: The will for sexual content in China is not only there, but it’s growing. Not only do more young Chinese people report that they consume pornography, the consumption channels are also increasing. Like many civilizations, China has a long and complicated relationship with sexuality and its display. In modern times, China’s leaders have tried their best to control its expression. Ostensibly illegal behind the Great Firewall, it is surprisingly easy to find if you know where to look. In the Soviet Union, samizdat literature was distributed on carbon paper and pirate copies of Beatles records on chest X-rays. In China, links to porn float around in notionally private group chats. That doesn’t mean, however, that “vulgar” content is tolerated publicly. Quite the opposite: China’s enforcement bodies increasingly use titillating content as an excuse to force content platforms to offer more politically correct material.

A brief history

  • During the Han (206 B.C.–220 A.D.), Tang (618–906), and Ming (1368–1644) dynasties, erotic literature and depictions of sexual acts flourished.
  • Under the Qing (1644–1911), state ideology connected chastity with stability and asserted that “the obscene and erotic in literature lead to promiscuity in real life.”
  • Under Mao Zedong, sexual activity came under the authority of the state. Labeled as “bourgeois predilections,” pornography, prostitution, extramarital and pre-marital sex, as well as recreational sex, were all banned.
  • Under Deng Xiaoping, pornography and obscene behavior were labeled “spiritual pollution,” together with individualism, existentialism, and bourgeois liberalism under the “Anti-Spiritual Pollution Campaign.”
  • In 1997, the Chinese government included the production and dissemination of obscene material in the country’s criminal law.
  • In 2002, the Ministry of Information Industry ordered service providers to screen e-mail for and delete from public sites” sensitive materials” including state secrets, slander against China’s reputation, incitement to overthrow the Communist Party, ethnic separatism, evil cults, pornography, and violence.
  • In 2004, Wang Yanli was jailed for four years for putting on “lewd” webcam shows. She was the first person to see jail time after strict anti-internet porn regulations came into effect.

A golden age long gone: Wind back the clock seven to eight years and you’ll arrive at one of the golden ages of adult content in China—internet connections were becoming better, forums were springing up, downloaders and storage platforms enjoyed lax oversight, and regulators were still figuring out where most sexual content came from.

One of the most useful and possibly most widely used porn-watching tool was the now-defunct peer-to-peer (P2P) video player and downloader Kuaibo. The platform allowed users to view pirated videos—often pornography— and was widely referred to as a kanpian shenqi, or “divine artifact for porn-viewing.” Kuaibo’s glory days didn’t last long. On April 22, 2014, company headquarters were raided by police, and on September 13, 2016, Kuaibo’s CEO was sentenced to 42 months in prison.

Starting around 2012, P2P downloader Xunlei and Baidu Wangpan (Baidu’s cloud service) also emerged as porn repositories. As long as users could find torrents or magnet links to pornography, often hidden in images using compression tools—a technique referred to as tuzhong, or “image torrent”—they could locate copies of porn that were already in the cloud and download them at max bandwidth. It wasn’t long before these cloud storage spaces came under scrutiny, with torrents and magnet links routinely getting flagged or reported for vulgar content. This cleanup gradually escalated, resulting in an almost “barren” cloud storage environment, save for password-protected Baidu cloud links.

As free pornography sources within the Great Firewall died down, paid source began to emerge. Paying for porn used to be just another option, but now people have no choice.

—section by Tony Xu

Sex in society: After restrictive and prudish policies against all manner of sexual activity, China’s sexuality is changing:

  • Sex toy shops and prostitution (in the form of barber shops and massage parlors) have become common.
  • A 2015 study showed that 30% of respondents aged 18-61 had viewed pornographic material in the past year.
  • That same study also showed that from 2000-2015, more women were watching porn: from 37% to 51%
  • A different study conducted in 2015 of undergraduates aged 18-25 found that 55.6% had received sexual and reproductive health education.
  • Li Yinhe, the famous (or infamous, depending on who you ask) sociologist and sexologist, claimed in 2013 that pornography was the only source of sex ed in China.
  • Since then, China has tried to introduce more sexual education into public school curriculum, with many parents scandalized by the material.

Note: All the data above is from 2015 and earlier. I was not able to find more up-to-date information, possibly because it is getting harder to do such research.

Politicized pornography: It’s clear, however, that no matter what people do in private, the government of China takes a hard line against “vulgar” behavior both online and off.

  • In 2009, 22 members of a “wife-swapping” chat group were jailed under Article 301 of the criminal law. They were charged with “group licentiousness.”
  • In 2014, a Beijing-led crackdown meant to clean up the country’s image was launched against prostitution in Dongguan. However, it seems that the sex trade is alive and well again in the city, albeit in diminished form.
  • Since 2011, TechNode has published almost 200 articles about government action against “vulgar” and “obscene” content on China’s internet.
  • The specifics of the government actions in most cases of “vulgar” content remain unclear. However, we can see that over time, enforcement bodies have become more proactive and stricter in their treatment of content platforms as they apply a chilling effect to publishers, authors, and platforms alike.

Sex drive: Through millions of years of evolution, our bodies come encoded with certain drives and behaviors. The strongest are the most basic: fight, run away, consume, dispose of waste, and reproduce. For a vivid reminder of this, watch the BBC video “Iguana vs Snakes.” Both animals, with primitive brain structures, behave purely on instinct; the various systems of their bodies are perfectly tuned to react to certain stimuli in a certain way.

The drive towards reproduction (and the pleasure humans receive from the activity) are innate features of the human body. With the internet, more and more people are discovering and exploring their sexuality in ways that were never possible in previous eras. In China, online pornography is not only increasingly common, but it is also more in demand. However, that doesn’t mean it’s easier to find. Much like wall-jumping technology, adult content has joined the “dark forest” of China’s internet where word-of-mouth is the only guide.

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Douyu bans livestreamer for hyping face reveal https://technode.com/2019/08/01/douyu-bans-livestreamer-hype-face-reveal/ https://technode.com/2019/08/01/douyu-bans-livestreamer-hype-face-reveal/#respond Thu, 01 Aug 2019 03:25:15 +0000 https://technode-live.newspackstaging.com/?p=113739 The listed livestreaming platform has permanently banned the channel and remove all her content.]]>

Nasdaq-listed livestreaming platform Douyu banned a female host on Thursday for drumming up hype surrounding her accidental face reveal, according to a statement on Weibo.

Why it matters: China’s live-streaming platforms are carrying out more stringent self-regulation over content as the nine-month internet cleanup campaign lead by the National Office Against Pornographic and Illegal Publications continues.

  • A number of reading apps have just been censured or suspended by regulators for lowbrow and other non-compliant content.

Details: The incident started with a technical error during a livestream from user “Your Highness Qiao Biluo.” The streamer had amassed more than 100,000 followers without ever showing her real face thanks to her soft voice. Her fans thought she was relatively young but a glitch mid-stream removed her cartoon filter and revealed her to be a middle-aged woman.

  • The livestreamer said in an earlier broadcast that she wouldn’t show her face until she had received gifts totaling more than RMB 100,000 ($11,950).
  • After the incident, the host claimed that the face reveal was planned, saying that she paid RMB 280,000 for it.
  • According to the company’s statement, the livestreamer’s comments “challenged the bottom line of the public and caused negative social influence.” As punishment, Douyu permanently banned her channel and remove all her content.
  • Her followers surged from 50,000 to 700,000 as of Wednesday while a video of the incident has garnered 250 million views on  Weibo.

Context: A number of well-known Chinese livestreamers have been banned for inappropriate behavior in the past.

  • Lu Benwei, one of Douyu’s most popular hosts, was banned from all live-streaming platforms by the country’s top internet regulator, the Cyber Administration of China, for verbally abusing a content creator who accused him of cheating.
  • Chen Yifa, another heavyweight livestreamer, was banned for joking about historical events such as the Nanjing Massacre.
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Ask China Anything: The changing face of male beauty in China https://technode.com/2019/07/30/ask-china-anything-the-changing-face-of-male-beauty-in-china/ https://technode.com/2019/07/30/ask-china-anything-the-changing-face-of-male-beauty-in-china/#respond Tue, 30 Jul 2019 07:58:03 +0000 https://technode-live.newspackstaging.com/?p=113551 A user browses Pinduoduo for makeup products for men. (Image credit: TechNode/Shi Jiayi)Using social media as a platform, an increasing number of male beauty bloggers have emerged in the public consciousness, changing the perception of male beauty.]]> A user browses Pinduoduo for makeup products for men. (Image credit: TechNode/Shi Jiayi)

If you can’t see the YouTube player above, try watching here instead.

Using social media as a platform, an increasing number of male beauty bloggers have emerged in the public consciousness, changing the perception of male beauty.

When interviewed by TechNode, some respondents were able to name bloggers like Aike Lili and Heima Xiaoming.

But by far the most widely-known male beauty bloggers among our respondents was Austin Li, who has amassed nearly three million followers on microblogging site Sina Weibo, as well as 5.8 million on Taobao Live and 28 million on short video platform Douyin.

After selling cosmetics on the side during his university days, Li became a full-time livestreamer on Taobao in 2017. Nowadays, millions of people tune in to his livestreams daily.

In one livestream, Li reportedly applied upwards of 380 lipsticks during a two-hour livestream session, selling a whopping 15,000 tubes in 15 minutes.

For many men, makeup is still a taboo. “The mindsets of many Chinese men are still not as open as men from other countries,” said one respondent.

However, times are changing. Makeup has never been a topic widely discussed by men, but an increasing number are embracing cosmetics.

The Chinese male beauty market is brimming with untapped potential. Male customers on average spent more on beauty products and sunscreen than their female counterparts on social e-ccommerce platform Pinduoduo, accounting for 40% of overall sales in the busy shopping season following the college entry examination period.

During this year’s 618 shopping season, JD posted record sales of male face masks and eye cream among other products. Male customers who purchased beauty products increased by 61% year-on-year, and masks, lipsticks, BB creams, eyebrow pencils were hot-sellers.

Most respondents felt that Generation Z—loosely defined as those born after 1995—were the most likely among men to buy cosmetics. According to JD, users born after 1995 accounted for 27% of 618 cosmetic sales. 18.8% of these males had the habit of using BB cream while 18.6% of them had the habit of using lip balm or lipstick.

Half of the customers who bought male cosmetic products were actually female, pointing to a possible reason for the booming demand: more women want their partners to care more about their appearance.

One respondent said, “It (makeup) could boost their self-confidence, and let other women know that they take care of themselves.”

“Makeup for men may not be widely accepted now,” said another respondent, “But it has become a trend, and society could become more accepting of it.”

Taobao doubles down on livestreaming with ambitious Taobao Live plan

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Online black market for adult content thrives behind China’s firewall https://technode.com/2019/07/30/online-black-market-for-adult-content-thrives-behind-chinas-firewall/ https://technode.com/2019/07/30/online-black-market-for-adult-content-thrives-behind-chinas-firewall/#respond Tue, 30 Jul 2019 07:00:34 +0000 https://technode-live.newspackstaging.com/?p=113380 Personal WeChat accounts and private WeChat groups that spread pornography are very much alive, if not thriving, from TechNode’s observations.]]>

For foreigners living in China, it has become a rule of thumb that specialized software is needed to bypass the country’s internet restrictions and gain access to outlawed content such as pornography. But for locals, it is often not possible to obtain the tools to secure their connection and scale the Great Firewall.

While it may be risky and complicated to find adult content inside China’s intranet, locals are not deterred. TechNode went in-depth in a month-long investigation into the lengths that they will go to access the forbidden fruit.

WeChat is the platform of choice for those disseminating explicit content in the country. Personal accounts and private groups that spread pornography are very much alive, if not thriving, from TechNode’s observations. This is despite constant crackdowns from operator Tencent and regulators.

The long road to find porn

With wall-scaling tools off the table and regulators designating pornography not only illegal but also corrupting, users have to go through many hoops to even make first contact with sellers. The first step is to search for porn-related keywords on China’s only major search engine Baidu. Some explicit phrasings occasionally escape Baidu’s censors, and the most effective combination appears to be “WeChat” coupled with “xiao dianying,” meaning “small movie” in English, a euphemism for pornography.

Sellers’ WeChat accounts are most commonly found via Baidu Tieba, the site’s bulletin board system (BBS) where users post topics for online discussion. They are also found on WeChat QR code sharing websites and Jianshu, an original content community platform. Due to an ongoing clean-up campaign started by the Cyberspace Administration of China in April, posts disappear quickly—one Tieba board hosting hundreds of porn-selling WeChat accounts was shut down within a week of first being spotted by TechNode.

The QR code of a porn seller. The account was flagged and has been restricted by Tencent. (Image Credit: TechNode)

QR code sharing sites are generally more resilient, but they require an even deeper understanding of the underground lingo of the business. Users have to look under tabs labeled “beauties,” “models,” “movies,” and then further filter out descriptions that contain certain words such as “fuli,” or “perks” in English, another tag used by Chinese netizens to refer to sexually explicit content.

No free trials

If users are successful in scanning a QR code before it is purged, they gain access to a limited selection of content, but not before they pay. “No free trials! For low price bonuses add me on QQ,” (our translation) one seller states. Business appears to be flourishing with a number of dealers advertising their alternative accounts due to demand being so high. WeChat accounts are capped at 2,000 contacts.

Sellers distribute content in diverse ways. The most straightforward way, TechNode found, is to post videos directly into the group using WeChat’s “note” function, which enables users to embed short videos into an empty form. Those who access them can then play the video using the app’s native player. The content is generally grainy footage shot on phone cameras.

Other sellers sent out links to pornography in the form of group chat histories. One of them updates links each day to five professionally produced movies, sometimes up to 120 minutes in length, via this method. These can also be played using the built-in video player. However, users using English as their operating language for WeChat are unable to play these links. The group had 85 members as of July 12.

Secret apps

A more covert method often employed is redirecting users to download a video app via QR codes. Several WeChat accounts that TechNode tested led users to a link for an app named “Yueguang Yingshi,” or “Moonlight Videos.” The app is not approved on iOS but circumvents restrictions by asking users to trust a certificate from a developer named “People’s Military Medical Press,” which allows it to function without going through the App Store.

Pornographic movies on “Yueguang Yingshi” number in the thousands and are frequently viewed by users. One video in the category “incest,” for instance, had more than 400,000 views and 4,221 upvotes as of July 12. The platform also links to around 200 external porn live-streaming platforms, many of which are shown to have more than 2,000 concurrent users. “Come on come on come on, strip,” an anonymous viewer commented in the chat of a show hosted by a livestreamer named “saosaoai.” “Guys can’t handle a girl like you. You will suck them dry,” another user commented a few seconds later.

Screenshot of the porn video and live-streaming app YueGuang Yingshi. (Image Credit: TechNode)

All of these services come at a cost, which is not always determined by the quality of the product, and users are vulnerable to scam attempts. The WeChat group that used notes to distribute porn, for instance, charges RMB 73 (around $11) to remain in the group. “We won’t take your money and you out,” the administrator with the handle “Xin” said. “Honesty is the most important thing.” Six hours and three kick short videos later, “Xin” kicked out TechNode’s test account, marking the tenth member to be removed that day.

One group owner offers seven different viewing plans with fees ranging from RMB 10 to RMB 128, granting access to video sites, live-streaming platforms, and premium WeChat groups where “high-resolution movies of different genres” are posted. “Yueguang Yingshi” similarly gives users the option to purchase various durations, with a permanent one costing RMB 298.

In addition to pornography, some sellers also peddle escort and other more extreme services on WeChat. One user, for instance, regularly posts screenshots from an explicit live-streaming platform on her WeChat Moments, promising premium services from them and occasionally listing the price of a “session.” Another female user sells her used bras and underwear at RMB 138 per set, which includes a pair of each.

Tencent’s reactions

Tencent has been cracking down on pornographic material on the platform for years. “Posting malicious content such as sexually explicit and lowbrow content is in severe violation of related laws and regulations, as well as WeChat’s platform standards. WeChat has zero-tolerance for behaviors like this,” a spokesperson told TechNode in a statement.

The company has banned over 38,000 official accounts for sexually explicit content and more than 115,000 official accounts for lowbrow content in 2018. Personal accounts and groups that spread such material are also penalized, though the numbers are much lower—in 2018, 810 WeChat groups and 3,500 personal accounts were punished it its dissemination.

Punishments for personal accounts include restrictions of WeChat functions like location-based services, as well as temporary suspensions, or even permanent bans, depending on the severity of the violation.

However, the number of accounts banned for pornography still only make up a tiny fraction of the app’s daily active users, which hit 1 billion as of the end of 2018. In a set of standards for external links on WeChat, Tencent stated it could punish accounts for posting links to any lowbrow content. Although the company aims to create a healthy WeChat ecosystem, the standards do not indicate that Tencent has any additional legal obligations, nor do the standards constitute any commitment to carry out the listed punishments.

Meanwhile, the platform has no automated or artificial intelligence-powered censoring system for private or group chats, the spokesperson said, adding it still relies on users to identify and report misbehavior.

Since these group chats usually charge for entry, they are not likely to be reported unless users find the content to be of inferior quality. In TechNode’s more than half month observation of three porn groups with more than 70 people, only one user voiced dissatisfaction at the quality of the movies and hinted at reporting the group if it didn’t improve. That user was quickly kicked out, at which point it becomes impossible to report the group.

Scaling the firewall

With pornography relatively hard to come by inside China, not to mention pricey, why don’t users simply use software to access the free sites from overseas?

One reason is a lack of awareness among online users. “I think one big reason that people don’t use such tools is that they don’t know what is available outside of China’s Great Firewall,” Wang Yaqiu, a China researcher at Human Rights Watch, told TechNode. “You don’t know what you don’t know and you don’t desire information that you don’t even know exists,”

The private use of such tools is also prohibited in the country, of course. According to state provisions, internet users may only access connections to the international internet using “the international access and exit information channel provided by the state public telecommunication net under the Ministry of Post and Telecommunication.” The Ministry of Post and Telecommunication was replaced by the Ministry of Information Industry in 1998, which was superseded again in 2008 by the Ministry of Industry and Information Technology. Additionally, only institutions can gain access, which means that all personal use of such software is essentially illegal.

Punishments for such violations are rare, but they do happen. In December 2018, a user in Guangdong Province was fined RMB 1,000 for illegally connecting to the international internet using software called “Lantern Pro.” One month later, another user in Chongqing was summoned before authorities for similar reasons.

Another reason why WeChat is used to find porn is the sense of familiarity among local users, according to Wang, “People tend to get information from channels that they are familiar with, even if it means higher costs or lower information quality,” she said. “Humans are creatures of habit and routine.”

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Bytedance confirms it is making a smartphone, could release end-year https://technode.com/2019/07/29/bytedance-confirms-it-is-making-a-smartphone-could-release-end-year/ https://technode.com/2019/07/29/bytedance-confirms-it-is-making-a-smartphone-could-release-end-year/#respond Mon, 29 Jul 2019 07:31:18 +0000 https://technode-live.newspackstaging.com/?p=113480 Shanghai ByteDance Douyin TikTok Tiger Global short videoBytedance is moving into hardware in seek of growth.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

After secretly developing its own smartphone for seven months, Bytedance could release the final product as early as the end of the year,  according to a report by Chinese media LatePost.

Why it matters: In addition to diversifying its app portfolio with new product launches and acquisitions, Bytedance is also pushing into the hardware landscape in seek of growth.

  • Along with the smartphone, Bytedance confirmed in May that it is developing education hardware.
  • Founder Zhang Yiming said at a recent conference that if Jinri Toutiao, one of the company’s cornerstone apps, didn’t increase its value to users, its daily active user growth would be capped at an additional 40 million.

Details: According to the LatePost report citing people with knowledge of the matter, the smartphone is a basic model and is still in development. There is a lot of uncertainty about the device’s designs and mass production potential, so the release date is subject to change, according to the report.

  • Wu Dezhou, formerly in charge of Smartisan’s Nut smartphone, is leading Bytedance’s smartphone project. He now reports to Chen Lin, the CEO of Jinri Toutiao.
  • Wu Dezhou joined Bytedance after the company acquired Smartisan at the end of 2018 for “several hundred million” RMB.
  • Bytedance responded to the LatePost report, saying that the smartphone had been in process before Smartisan was acquired, and that the product was a continuation of earlier plans.
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From werewolves to online education: China’s gaming startups seek out opportunities https://technode.com/2019/07/25/werewolves-online-education-chinas-gaming-startups-opportunities/ https://technode.com/2019/07/25/werewolves-online-education-chinas-gaming-startups-opportunities/#respond Thu, 25 Jul 2019 04:26:01 +0000 https://technode-live.newspackstaging.com/?p=113153 As the video game industry quickly expands into a multibillion-dollar business, startups are exploring a huge range of options to compete with Tencent and NetEase.]]>

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While Dong Zhanbin hardly plays video games himself, some of the titles he has invested in are now among the most played across China. These include Dragon Nest M, which brought in nearly RMB 1 billion in revenue in its first month on the market.

As a founding partner at Qingsong Fund, Dong has also overseen the release of Three Kingdoms and Jieji Sanguo (an RPG similar to King of Fighters), which brought in returns of more than 60 times their original investment within six months. However, as the video game industry quickly expands to a multibillion-dollar business, he has switched his focus to other areas including social gaming.

When he helped set up Qingsong in 2012, desktop gaming was still king though smartphone titles were also gaining traction. Dong seized on the chance of investing in mobile gaming startups as he expected their business models to be similar to those of traditional gaming firms. “During the PC era, we figured out that the clearest revenue model was video games,” he said. “And in the mobile era, entrepreneurs would repeat the same process.”

In the fund’s first phase, Dong and his team invested in more than 20 startups. But then the focus shift completely. “Tencent and NetEase had taken up the lion’s share of the entire market and listed gaming companies left very few opportunities for startups,” Dong told Technode.

“There can be some chances for social games, such as our Werewolf investment in 2017,” he said.

Dong didn’t invest in any video games after the first-phase but that didn’t mean he had given up on the gaming sector — Laoyuegou, a gaming community for Chinese players, has become the biggest gaming search engine in China while audio-based social game Werewolves boasts over 60 million users.

He explained that his investment strategy is driven by younger gamers’ desire to make friends. According to QuestMobile, the number of active GenZ gamers has reached 275 million in China as of this June and social features are a key draw.

“Making friends is the most basic requirement for younger generations to rid them of loneliness and to help them connect,” he said.

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Tencent’s August 2 press event hints at nearing Nintendo Switch launch https://technode.com/2019/07/25/tencents-august-2-press-event-hints-at-nearing-nintendo-switch-launch/ https://technode.com/2019/07/25/tencents-august-2-press-event-hints-at-nearing-nintendo-switch-launch/#respond Thu, 25 Jul 2019 03:36:03 +0000 https://technode-live.newspackstaging.com/?p=113239 The press conference coincides with the first day of China Joy, the country’s largest gaming expo.]]>

Tencent and Nintendo will hold a press conference on August 2 in Shanghai about the China launch of gaming console Nintendo Switch, Tencent confirmed to TechNode on Thursday.

Why it matters: The console, which sold more than 32 million units since its launch two years ago, could help Tencent diversify its revenues, which took a hit in 2018 due to regulatory changes and a nine-month suspension of game licensing.

Details: The press conference coincides with the first day of China Joy, the country’s largest gaming expo.

  • Company spokesmen scheduled to appear include Steven Ma, senior vice president of Tencent and Satoru Shibata, an executive at Nintendo, according to a tweet from Daniel Ahmad, an analyst at game research company Niko Partners.
  • Tencent began posting on its newly opened official Weibo account for Nintendo Switch on Wednesday. One post includes a silhouette of Nintendo’s famous character Mario with the caption, “He is coming to Shanghai.”
  • Tencent was given green light by authorities in the southern Chinese province of Guangdong in April to distribute Nintendo together with a test version of “New Super Mario Bros. U Deluxe.”
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Bytedance has reportedly acquired UK music AI startup, Jukedeck https://technode.com/2019/07/24/bytedance-has-reportedly-acquired-uk-music-ai-startup-jukedeck/ https://technode.com/2019/07/24/bytedance-has-reportedly-acquired-uk-music-ai-startup-jukedeck/#respond Wed, 24 Jul 2019 08:50:20 +0000 https://technode-live.newspackstaging.com/?p=113161 Shanghai ByteDance Douyin TikTok Tiger Global short videoThe acquisition could bolster Bytedance’s music-themed short video apps.]]> Shanghai ByteDance Douyin TikTok Tiger Global short video

Bytedance has acquired Jukedeck, a startup in the UK which enables users to create music generated by artificial intelligence (AI), TechCrunch reported.

Why it matters: Jukedeck’s technologies could bolster Bytedance’s music-themed short video app Douyin and its overseas version TikTok. It could also potentially alleviate the pressure from music labels that have been demanding higher royalties from Bytedance.

  • Jukedeck could automatically generate music and then let users customize the tempo, length, and climax, The Verge reported.

Details: Jukedeck’s founder and CEO Ed Newtown-Rex recently updated his LinkedIn profile, stating that he has been working as the director of Bytedance’s AI Lab in London since April 2019. Several of his colleagues, including two former senior software engineers and three machine learning researchers, have also changed their LinkedIn profile to say that they are working at Bytedance’s AI Lab.

  • Jukedeck’s website is now offline and replaced with a message saying “We can’t tell you more just yet, but we’re looking forward to continuing to fuel creativity using musical AI!”
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Draft regulation expands social credit blacklists to online content https://technode.com/2019/07/24/regulations-online-content-social-credit/ https://technode.com/2019/07/24/regulations-online-content-social-credit/#respond Wed, 24 Jul 2019 08:40:39 +0000 https://technode-live.newspackstaging.com/?p=113114 china cybersecurity law rules critical information infrastructure five-year plan In 2014, China laid out a broad plan to develop a social credit system in order to promote a "sincerity culture."]]> china cybersecurity law rules critical information infrastructure five-year plan

The Chinese government is expanding its social credit blacklists to online platforms and their users, aiming to punish “untrustworthy conduct” on the internet, according to draft regulations published this week by the country’s internet regulator.

Why it matters: The draft not only focuses on platforms but also individuals, potentially enabling the government to more effectively crack down on online conduct and impose restrictions on an individual’s internet activity.

  • The move forms part of a broader push to deploy punishments across government departments as a means to enforce existing laws.

“It generally follows the pattern of other blacklists by enforcing laws rather than creating new obligations, but subject area is broader and involves more individual conduct than others mainly concerned with corporate conduct.”

—Jeremy Daum, senior fellow at the Paul Tsai China Center at Yale Law School, who has translated many of China’s social credit documents, wrote on Twitter

Details: The draft regulation was published by the Cyberspace Administration of China (CAC) on Monday and is open for public comment until August 21.

  • The measure aims to punish platforms and users for spreading information that violates social morality and harms public interest, among others, according to the draft document.
  • Platforms face having their business licenses revoked as well as restriction from market entry.
  • Users could face restrictions on online conduct in accordance with the law, the CAC said. The limit on online activity “is far too broad and should be commented on,” said Daum.
  • The effective period for the blacklist is three years, according to the regulator.

Context: In 2014, China laid out a broad plan to develop a social credit system in order to promote a “sincerity culture.”

  • By keeping and aggregating throughout government ministries and departments, Chinese officials hope to gain insight into how people in the country behave and develop ways to control them.
  • Despite its name, it’s not a single system, but a complex ecosystem containing numerous subsystems at various levels of development.
  • Blacklists, as well as redlists for positive behavior, form the backbone of social credit.
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Bytedance apps banned from streaming two more Tencent games https://technode.com/2019/07/24/bytedance-apps-banned-from-streaming-two-more-tencent-games/ https://technode.com/2019/07/24/bytedance-apps-banned-from-streaming-two-more-tencent-games/#respond Wed, 24 Jul 2019 04:21:16 +0000 https://technode-live.newspackstaging.com/?p=113093 Tencent has been unrelenting in stripping Bytedance of the right to use its games in content.]]>

Guangzhou Intellectual Property Court issued two more injunctions against three Bytedance apps, prohibiting them from livestreaming Tencent games “Honour of Kings” and “CrossFire,” 36Kr reported.

Why it matters: Tencent has been unrelenting in stripping Bytedance of the right to use its games in content as it fends off rivals to live-streaming platforms it has invested in, such as Nasdaq-listed Douyu and NYSE-listed Huya.

  • Tencent has sued Bytedance eight times since November 2018 over game copyrights.

Details: The court ordered Bytedance’s short video app Huoshan Video to stop livestreaming “Honour of Kings” and demanded that Xigua Video and content aggregator Jinri Toutiao halt livestreams of first-person shooter game “CrossFire.”

  • Tencent said the user agreement for its games prohibits users from recording, livestreaming, or distributing game content without its authorization.
  • Bytedance argued that users have right to stream footage of Tencent’s games being played, or at least share the right to stream Tencent’s IP. This right, according to Bytedance, gives users the right to livestream the games on Bytedance apps.
  • The court ruled that Tencent has full rights to gameplay footage of “Honour of Kings” because users don’t add unique contributions to the footage and are only using assets created by developers.

Context: Tencent has successfully barred three Bytedance apps from livestreaming several of its most popular games, though most of the bans have been temporary injunctions, not final rulings.

  • Xigua Video has been banned from livestreaming “Honour of Kings,” “Cross Fire,” and “League of Legends.”
  • Huoshan Video has been prohibited from livestreaming “Honour of Kings.”
  • Jinri Toutiao is no longer allowed to livestream “CrossFire” and “League of Legends,” nor can it host short videos related to “Honour of Kings.”
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Bytedance to set up data center in India to address data privacy concerns https://technode.com/2019/07/23/bytedance-to-set-up-data-center-in-india-to-address-data-privacy-concerns/ https://technode.com/2019/07/23/bytedance-to-set-up-data-center-in-india-to-address-data-privacy-concerns/#respond Tue, 23 Jul 2019 07:11:08 +0000 https://technode-live.newspackstaging.com/?p=112995 Douyin Shanghai short video ByteDanceThe data center is part of the $1 billion investment in the country that Bytedance plans to realize over the next three years.]]> Douyin Shanghai short video ByteDance

Bytedance on Monday said it has plans to set up a data center in India as part of the $1 billion investment in the country that it plans to realize over the next three years, Business Standard reported.

Why it matters: Once completed, the data center would make Bytedance one of the first social media companies to store data locally in India, ahead of Facebook and Twitter. The data center could also allay concerns about data privacy in Bytedance’s short video app TikTok.

  • India’s IT Ministry previously requested TikTok to confirm that data collected in India is only stored in the US and Singapore, and won’t be shared with any third parties.

“Since the launch of our platforms in India, we have stored the data of our Indian users at industry-leading third party data centres in the US and Singapore…We now believe the time has come to take the next big leap.”

—Bytedance in a statement to Business Standard

Details: Bytedance expects the data center to take six to 18 months to set up. The construction of the center could cost as much as $100 million according to a report from India Today. The company stated that the decision is “a testimony to ByteDance’s recognition of India’s efforts to frame a new data protection legislation.”

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Tencent to develop new Pokémon game with The Pokémon Company https://technode.com/2019/07/23/tencent-to-develop-new-pokemon-game-with-the-pokemon-company/ https://technode.com/2019/07/23/tencent-to-develop-new-pokemon-game-with-the-pokemon-company/#respond Tue, 23 Jul 2019 04:12:31 +0000 https://technode-live.newspackstaging.com/?p=112955 Tencent on Tuesday posted two US-based job openings for the new partnership.]]>
Screenshot of Tencent’s announcement on its official Weibo account on July 22, 2019. (Image credit: TechNode)

Tencent’s TiMi Studio Group will team up with Nintendo-backed Pokémon Co. to develop a new Pokémon game, according to a statement Tencent posted on its official Weibo account for games on Monday.

Why it matters: The collaboration allows The Pokémon Company access to the world’s second-largest gaming market by revenue. It could also help Tencent catch up with NetEase, which is taking the lead in distributing Pokémon games by securing a partnership with The Pokémon Company and Gamefreak in May to release “Pokémon Quest,” the first official Pokémon game in China.

  • In April, Tencent launched a lookalike of hit mobile title “Pokémon Go” in China, called “Let’s Hunt Monsters.” The app has been ranking among the 30 highest-grossing apps in China since its release, according to analytics firm Sensor Tower.

Details: Tencent’s Weibo post did not include any specifics about the game. A Tencent spokesperson also told TechNode that he is unable to disclose any details since the new title is still in the early stages of development.

  • Tencent on Tuesday posted job openings for a creative director and a game producer “for an upcoming game based on a beloved global entertainment brand” at TiMi Studio Group on LinkedIn.
  • Both positions are based in the greater Los Angeles Area and emphasized that the project it was hiring for involves work on “world-class IP.” Key requirements for the positions include more than 10 years of relevant experience and “deep knowledge and strong passion for Pokémon IP.”

Context: Pokémon has proved to be a highly profitable series, with titles like “Pokémon Go” grossing $2.65 billion worldwide since its launch in 2016. The movie “Detective Pikachu,” featuring the most widely known Pokémon, brought in $70.3 million in ticket sales in China in fewer than 10 days.

  • “Pokémon Go” was never officially brought to China, and even when it is downloaded, it is unplayable in the country.
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Tencent wins copyright infringement lawsuit over WeChat stickers https://technode.com/2019/07/22/tencent-wins-copyright-infringement-lawsuit-over-wechat-stickers/ https://technode.com/2019/07/22/tencent-wins-copyright-infringement-lawsuit-over-wechat-stickers/#respond Mon, 22 Jul 2019 08:31:13 +0000 https://technode-live.newspackstaging.com/?p=112914 The court awarded Tencent RMB 400,000 in damages from Qingshu Technology, owner of 'Chuiniu' app.]]>

The Beijing Internet Court on July 19 ruled in favor of Tencent in a copyright infringement case that the gaming giant filed against a Beijing-based tech company for appropriating WeChat’s stickers and red packet feature, Beijing Business Today reported.

Why it matters: Tencent has previously sued other businesses for infringing on WeChat copyrights, and has been much more aggressively using legal means to address intellectual property (IP) disputes. However, this is the first time that the company has filed and won a lawsuit involving WeChat’s more peripheral features.

  • Tencent filed the case against Beijing Qingshu Technology in April, requesting RMB 5 million (around $726,900) in damages.

Details: The court lowered Tencent’s requested compensation of RMB 5 million to RMB 400,000, citing “minor innovations” that Qingshu Technology made in its messaging app, “Chuiniu,” which means “boasting” in English.

  • Tencent claimed that Chuiniu used six of Tencent’s original stickers and copied its red packet feature without authorization.
  • Qingshu Technology argued that digital red packets have existed long before WeChat incorporated them, so they are not protected by Tencent’s copyright.
  • According to the court’s ruling, however, WeChat’s red packets differ from those on other platforms, and Chuiniu did not make any substantial change to WeChat’s design.
  • The court also required Qingshu Technology to issue a statement on its official website to explain the situation.

Context: Tencent has significantly ramped up its legal efforts to defend its copyrights over the past year. It has, for example, sued Bytedance nine times in less than a year for livestreaming its games.

  • Tencent filed a major copyright infringement lawsuit against a blockchain social app named “Biying,” or “inChat,” for copying WeChat’s interface, demanding RMB 10 million in damages. So far, the court’s decisions have been in Tencent’s favor.
  • Beijing Haidian People’s Court issued an injunction in January 2019, ordering the developer of inChat, Chips Limited, to halt all operation of inChat and remove all existing downloading channels of the app.
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Regulator censures 12 more reading apps as content crackdowns accelerate https://technode.com/2019/07/22/regulator-censures-12-more-reading-apps-as-content-crackdowns-accelerate/ https://technode.com/2019/07/22/regulator-censures-12-more-reading-apps-as-content-crackdowns-accelerate/#respond Mon, 22 Jul 2019 04:35:22 +0000 https://technode-live.newspackstaging.com/?p=112854 This is the third round of crackdowns in two months on online reading platforms.]]>

The National Press and Publication Administration (NPPA) has formally reprimanded 12 online reading platforms from July 15 to July 17 for spreading vulgar content, state media outlet People reported.

Why it matters: Regulators are making it increasingly difficult for online reading platforms to operate. This most recent round is the third time in two months that online reading apps have been punished for offering content which violates regulations.

  • The censured apps are some of the most widely used platforms including Migu Yuedu, iQiyi Wenxue, and Qidian, which are ranked 4th, 7th, and 23rd on Apple’s China App store free reading app download rankings as of Monday morning, according to online data provider Qimai.

Details: Officials at the NPPA accused the platforms of using vulgar titles and thumbnail images as well as offering sexually suggestive, provocative, and stimulating content in order to attract users.

  • The NPPA criticized certain platforms for recommending novels with “identical or farcical plots.”
  • Authorities also cited competitions held on the platforms promising authors large monetary rewards, censuring the platforms for “promoting money-worship and hedonism.”
  • The NPPA demanded that the platforms remove all novels with non-compliant content, and develop better content filters.

Context: Just a week ago, the National Office Against Pornographic and Illegal Publications (NOAPIP) asked a number of regulators to suspend three reading apps for up to three months for explicit and borderline sexual content. The apps included the most popular free reading app in China on iOS, Midu Novel, and Beijing-based Jinjiang Wenxue Cheng, which was banned for 15 days in May.

  • The three suspended platforms are still updating their official Weibo accounts frequently to promote featured novels and events.
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TikTok faces new round of scrutiny in India with IT ministry’s query https://technode.com/2019/07/19/tiktok-faces-new-round-of-scrutiny-in-india-with-it-ministrys-query/ https://technode.com/2019/07/19/tiktok-faces-new-round-of-scrutiny-in-india-with-it-ministrys-query/#respond Fri, 19 Jul 2019 08:21:47 +0000 https://technode-live.newspackstaging.com/?p=112799 tiktok Bytedance US national securityResponses from TikTok are required by July 22.]]> tiktok Bytedance US national security

India’s Ministry of Electronics and IT has requested short video app TikTok respond to a query containing 24 questions about content quality, data privacy, and age restrictions, The Times of India reported.

Why it matters: While the company’s responses are unlikely to singlehandedly change the regulatory environment in one of TikTok’s largest markets, TikTok’s actions to rectify some of the government’s most pressing concerns could help dispel some of the suspicions it has toward the platform.

  • In April, the app was banned for two weeks for encouraging pornography and exposing children to predators.
  • Two weeks ago, a Hindu nationalist group and two Indian parliamentarians called for a ban on the app for spreading “malicious content” and not protecting user privacy.

“In line with our commitment to India, we are investing $1 billion dollars in India over the next three years, with a strategic focus on developing technology infrastructure, establishing local partnerships and supporting initiatives… We take our responsibilities to this community seriously and welcome this opportunity to fully collaborate with the [Indian] Government to meet and exceed our obligations.”

—TikTok in a statement sent to TechNode

Details: The IT Ministry demanded that TikTok respond to the list of questions by July 22.

  • The government asked TikTok to explain the reported anti-national and illegal activities on the platform.
  • The list included a request for a list of preventive measures the platform has taken to guard against obscene content.
  • The Indian government also wants TikTok to confirm that the data collected in India is stored only in the US and Singapore, and won’t be transferred to other foreign governments or any third parties.

Context: TikTok was removed from Apple’s App Store and Google Play for two weeks after it was banned by an Indian state court in April. The ban cost the app more than 15 million first-time users, according to analytics firm Sensor Tower.

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Short video platform Kuaishou tests long video feature, intensifying Douyin rivalry https://technode.com/2019/07/19/short-video-platform-kuaishou-tests-long-video-feature-intensifying-douyin-rivalry/ https://technode.com/2019/07/19/short-video-platform-kuaishou-tests-long-video-feature-intensifying-douyin-rivalry/#respond Fri, 19 Jul 2019 04:22:09 +0000 https://technode-live.newspackstaging.com/?p=112759 Chinese short video app KuaishouThe feature allows upload of videos up to 10 minutes in length.]]> Chinese short video app Kuaishou

Short video app Kuaishou is testing longer videos on its platform amid a broader push to ramp up user engagement by granting a small percentage of users access to upload videos between 57 seconds and 10 minutes, media outlet 36Kr reported.

Why it matters: As Kuaishou and its rival, Bytedance-owned Douyin, grow bigger, they are competing for increasingly overlapping audiences. Kuaishou’s long video feature places it more directly in competition with Douyin, which started testing a long video feature in June.

  • The rate of overlapping users on both Douyin and Kuaishou rose to 46.5% in May from 44.8% in April, according to 36kr citing a QuestMobile report.
  • Around 70 of the top 100 key opinion leaders, or KOLs, on Kuaishou are also on Douyin, and half of the top 100 KOLs on Douyin are also using Kuaishou, according to Kuaishou’s senior vice president Ma Hongbin.

Details: Kuaishou said that the long video functionality is still being tested and is currently available only to certain users. The feature will be available to everyone in the future, but no specific date has been disclosed.

  • Kuaishou previously only allowed upload of videos no longer than 57 seconds.
  • Douyin’s test of the feature allows videos of up to 15 minutes in length.

Context: Kuaishou kicked off in June a push to grow its daily active users (DAU) to 300 million before the Spring Festival holiday next year, which falls in late January. Its DAU was 200 million as of May.

  • The goal was set by co-founders Su Hua and Cheng in an internal letter, in which they expressed dissatisfaction with sluggish employee performance.
  • The company intends to optimize its organizational structure and speed up the product refinement process.
  • On July 16, Kuaishou raised its revenue goal for 2019 by 50%.
  • Bytedance announced in July that the combined DAU of its apps have reached 700 million, with Douyin contributing 320 million.
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Regulators suspend three reading platforms for lowbrow content https://technode.com/2019/07/16/regulators-suspend-three-reading-platforms-for-lowbrow-content/ https://technode.com/2019/07/16/regulators-suspend-three-reading-platforms-for-lowbrow-content/#respond Tue, 16 Jul 2019 07:04:57 +0000 https://technode-live.newspackstaging.com/?p=111547 The new clampdowns come just two months after the last wave of suspensions.]]>

The National Office Against Pornographic and Illegal Publications (NOAPIP) on Tuesday requested regulators, including the Cyber Administration of China (CAC), to suspend the service of three reading platforms for up to three months.

Why it matters: A new wave of cleanups targeting online reading platforms comes just two months after the last. The increasingly frequent inspections and punishments highlight NOAPIP’s determination to rein in the online reading industry.

  • The three suspended apps are Midu Novel, Beijing-based Jinjiang Wenxue Cheng, and Bytedance’s Tomato Novel. Besides top-ranked Midu Novel, Jingjiang Wenxue Cheng is ranked 14th and Tomato Novel is far lower, 97th on Apple’s China App Store free reading app download rankings as of Tuesday afternoon, according to online data providers Qimai.

Details: In the notice dated Tuesday, the NOAPIP censured the three platforms for allowing lowbrow and sexually suggestive content, which “damaged readers’ interests” as well as “corrupted the industry’s culture.”

  • Jinjiang Wenxue Cheng was suspended for 15 days, whereas Tomato Novel and Midu Novel were ordered to cease operations for three months. All three platforms were ordered to issue statements explaining the situation.
  • Jinjiang Wenxue Cheng pledged to conduct content reviews and technical upgrades during the 15-day ban, according to a post from its official Weibo account.

Context: Online reading platforms have long been accused of sexually explicit or borderline sexual content and have been punished a number of times. Just two months ago, the NOAPIP issued a 15-day ban for Jinjiang Wenxue Cheng and seven-day ban for Tencent backed Qidian Wenxue for content of this category.

  • Back in 2015, Jinjiang Wenxue Cheng has implemented a policy to avoid descriptions of any body part below the neck for all of its novels.
  • The two novels that got Jinjiang Wenxue Cheng banned in May 2019, according to a report from 36Kr, had a very small readership and were last updated in 2015.
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Live-streaming platform Inke acquires social app Jimu for $85 million https://technode.com/2019/07/15/live-streaming-platform-inke-acquires-social-app-jimu-for-85-million/ https://technode.com/2019/07/15/live-streaming-platform-inke-acquires-social-app-jimu-for-85-million/#respond Mon, 15 Jul 2019 08:01:56 +0000 https://technode-live.newspackstaging.com/?p=111474 Jimu's young, relatively well-off user base will to help spur Inke's growth, which has flagged in recent years.]]>

Live-streaming platform Inke announced on Sunday that it acquired interest-based social app Jimu for $85 million.

Why it’s important: The Chinese live-streaming market has been losing out to short videos in capturing user time spent since 2018, and analysts expect the industry to further consolidate in 2019. The Jimu acquisition helps Inke branch off into the stranger-socializing market and expand into revenue streams untapped by its current business model.

  • According to Chinese media reports, Jimu does not advertise and by word of mouth has acquired 12 million users, most of whom are young—born between 1995 and 2005—and live overseas or in top-tier cities, signaling high spending potential.
  • Jimu will continue to be operated by its original team after the acquisition.

“Jimu and Inke have relatively separate user bases, and the two apps can complement each other. Young users on Jimu are passionate about trends, sharing, and socializing, and are willing to pay for high-quality lifestyles. They are going to provide a powerful drive for Inke’s growth.“

—Inke in its filing to the Hong Kong Stock Exchange (our translation)

Details: Founded in 2015, Inke listed on the Hong Kong Stock Exchange in July 2018. Its monthly active users recovered 12.3% year-on-year to 25.5 million in 2018, though falling well short of its 30 million peak in 2016. Inke recorded RMB 17.7 in net losses in 2018 and is expected to book a net loss of no more than RMB 60.0 million for the first half of 2019.

  • Inke is advertised on its Apple App Store page as a platform where users can find good-looking friends.
  • Jimu also says it is a social app for users to connect with good-looking and funny strangers.
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China debuts search engine aimed at teens which blocks ‘harmful’ content https://technode.com/2019/07/12/china-debuts-search-engine-aimed-at-teens-which-blocks-harmful-content/ https://technode.com/2019/07/12/china-debuts-search-engine-aimed-at-teens-which-blocks-harmful-content/#respond Fri, 12 Jul 2019 05:39:34 +0000 https://technode-live.newspackstaging.com/?p=111299 "Young" mobile search app is one of several initiatives authorities are taking to create a 'healthy cyberspace' for juveniles.]]>

State-owned Xinhua News Agency announced at a Thursday press conference the official launch of a mobile search app created for China’s 200 million internet users under the age of 18.

Why it’s important: “Young” mobile search app is one of several initiatives authorities are taking to create a “healthy cyberspace” for juveniles. Authorities have blocked “harmful information” including content containing violence, pornography, and gambling, according to executives from Chinaso Inc., Xinhua News Agency-backed developer behind the app.

  • The app will also be an online channel through which the state promotes its core socialist values, according to Xinhua.

“The app has recorded more than 10 million downloads since we launched the trial in June.”

Wang Yanbo, Young mobile app’s chief operating officer

Details: After registering an account including disclosing age and gender, the ad-free app recommends personalized content for teenagers, such as animation and online English courses. The app uses artificial intelligence (AI) technology, big data, and deep learning-based algorithms for its content recommendations.

  • The app provides users access to a content pool including self-developed and external sources. Content includes English studies, educational videos, sports, and cartoons.
  • Parents are allowed set screen time restrictions and access their child’s browsing history.
  • Several other major Chinese state media outlets including People’s Daily and China Central Television (CCTV) are also backing the project.
  • Xinhua is partnering with Tencent’s youth-targeted unit DN.A (Digital Natives Action) to create high-quality content, some of which is already up on the platform.

Context: The search engine is an extension of the country’s efforts to clean up its internet.

  • The move comes after authorities in May launched campaigns against online addiction on a slew of popular video platforms to restrict teenage user time spent.
  • An online cleanup campaign launched at the beginning of January led to the shut down of more than 700 websites and 9,300 apps over the course of the month, according to the Cyber Administration of China.
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Bytedance’s social app Feiliao removed from Apple’s App Store https://technode.com/2019/07/12/bytedances-social-app-feiliao-removed-from-apples-app-store/ https://technode.com/2019/07/12/bytedances-social-app-feiliao-removed-from-apples-app-store/#respond Fri, 12 Jul 2019 04:48:43 +0000 https://technode-live.newspackstaging.com/?p=111301 Bytedance said it is communicating with Apple for an answer.]]>

Bytedance’s new social app Feiliao, also known as Flipchat, has been removed from Apple’s App Store fewer than two months after its release.

Why it’s important: It is unknown how why the app was removed and when it will be restored, but Apple’s App Store is one of its major distribution platforms in China.

  • Feiliao is Bytedance’s newest experiment in the social app landscape, following the underperforming Snapchat clone Duoshan, which was launched in January.
  • The app is an “interest-based social app” that combines instant message and forum functionalities.

Details: A Feiliao spokeswoman told TechNode that they were communicating with Apple and would get an answer shortly.

  • The representative also said that users who have installed the app can continue to use it and that the app is still available on Chinese third-party Android stores.
  • As of writing, Feiliao is available on all major Chinese Android app stores save for Tencent’s Android app marketplace Yingyongbao.
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Maoyan, Tencent move further into entertainment as movie-goers wane https://technode.com/2019/07/10/maoyan-tencent-move-further-into-entertainment-as-movie-goers-wane/ https://technode.com/2019/07/10/maoyan-tencent-move-further-into-entertainment-as-movie-goers-wane/#respond Wed, 10 Jul 2019 08:44:17 +0000 https://technode-live.newspackstaging.com/?p=111088 China's burgeoning entertainment market is attracting attention from tech giants.]]>

China’s movie-ticketing platform Maoyan Entertainment has deepened a tie-up with tech giant Tencent as part of its strategy to become a “comprehensive culture and entertainment platform,” the company announced at a Tuesday press conference in Beijing.

Why it’s important: The partnership highlights Maoyan’s determination to expand beyond its core movie ticketing business. This decision is of strategic importance for the Hong-Kong listed company, especially at a time when China’s box office revenue is experiencing a downturn.

  • Box office revenue slumped 2.7% year on year in the first half of 2019, while the number of movie-goers fell 10% year on year, showed data from Maoyan.
  • Tencent is already a major shareholder in Maoyan, which bought Tencent-backed ticketing competitor Weying in 2017.
  •  The current partnership expands the tie-up beyond capital to business operations. Other Maoyan backers include restaurant review platform Meituan Dianping and Shenzhen-listed film producer Beijing Enlight Media.
  • Maoyan was originally part of Tencent-backed Meituan but was spun off as a separate company in 2016.

“Investing in Maoyan was only the first step for Tencent. With Maoyan’s growth and upgraded strategy, Tencent will cooperate with Maoyan across the entire entertainment industry to better meet consumers’ entertainment demand.”

— Zhan Weibiao, managing director of Tencent Holdings

Details: By entering a new strategic partnership with Tencent, Maoyan gains access to resources from Tencent’s entertainment units such as Tencent Pictures, Tencent Video, Tencent Holdings, and Tencent Music Entertainment Group.

  • Maoyan rolled out at the Tuesday event a refocused strategy to beef up key business areas, including operational efficiency, big data, marketing, and funding.

Context:  In addition to Tencent, Alibaba Group is also poised to expand further into China’s entertainment industry with its line-up of entertainment-related platforms such as video-streaming site Youku, music app Xiami, and film production unit Alibaba Pictures.

  • China is the second-largest entertainment market in the world, according to data from iResearch, which earned RMB 1.7 trillion (around $247 billion) in revenue in 2018. It is forecasted to grow to RMB 2.2 trillion in 2020 and RMB 3.2 trillion in 2022.
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Bytedance’s total MAU reaches 1.5 billion https://technode.com/2019/07/10/bytedances-total-mau-reaches-1-5-billion/ https://technode.com/2019/07/10/bytedances-total-mau-reaches-1-5-billion/#respond Wed, 10 Jul 2019 06:35:51 +0000 https://technode-live.newspackstaging.com/?p=111062 Bytedance Tiktok Singapore InvestmentThe company's total DAU hit 700 million as of end-June.]]> Bytedance Tiktok Singapore Investment

Bytedance said on Tuesday that its apps now have 1.5 billion monthly active users (MAU) globally as of end-June, media outlet Caixin Global reported.

Why it’s important: These latest figures are a 50% increase compared with the January user base figure, which Bytedance made public last month. Rapid growth means that Bytedance is closer to realizing its 2019 revenue goal of RMB 100 billion.

  • Bytedance’s revenue for the first half of 2019 was around RMB 48 billion, with RMB 20 billion from short video app Douyin, according to self-media account Kaiqi.

Details: The company’s total daily active users (DAU) across its apps also posted solid growth, rising 16.7% in the past six months to 700 million.

  • The lion’s share of users come from Douyin, the Chinese version of TikTok, which increased 28% from January to end-June to reach 320 million, accounting for close to half of the company’s total DAU.
  • The difference between Bytedance’s total DAU and MAU indicate that the company still lags rival apps such as Tencent’s WeChat in use frequency.
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Douyu moves listing from NYSE to Nasdaq https://technode.com/2019/07/09/douyu-moves-listing-from-nyse-to-nasdaq/ https://technode.com/2019/07/09/douyu-moves-listing-from-nyse-to-nasdaq/#respond Tue, 09 Jul 2019 03:10:05 +0000 https://technode-live.newspackstaging.com/?p=110841 DouyuThe IPO is reportedly set for July 17 and could raise $628 million.]]> Douyu

Game live-streaming platform Douyu has switched its IPO to the Nasdaq Global Select Market from the New York Stock Exchange, according to the company’s SEC filing on Monday.

Why it matters: While the move probably won’t bring about too many changes, it does seem a bit unusual for the Wuhan-based streamer to switch so close to a reported listing date of July 17.

  • The Nasdaq is typically perceived as a high-tech market, and multiple big-name players such as Apple, Microsoft, Amazon, Facebook, and Google have gone public there.
  • Since 2005, more than $1.2 trillion in market value has switched from the NYSE to the Nasdaq, according to CNBC.

Details: The estimated IPO price per American depositary share (ADS) is projected to be between $11.5 and $14, which will enable the company to raise between $516.6 million and $628.9 million.

  • Morgan Stanley, JP Morgan, Merrill Lynch, and CMBI are the co-underwriters for the deal.
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Tencent wins bigger share of game revenue from Android app stores https://technode.com/2019/07/08/tencent-wins-bigger-share-of-gaming-revenue-from-android-app-stores/ https://technode.com/2019/07/08/tencent-wins-bigger-share-of-gaming-revenue-from-android-app-stores/#respond Mon, 08 Jul 2019 08:03:17 +0000 https://technode-live.newspackstaging.com/?p=110759 tencentTencent’s new terms reduce the commission paid to Android stores to 30% of mobile game revenue.]]> tencent

Gaming giant Tencent has successfully negotiated a more favorable revenue split with a number of Chinese Android stores for its mobile titles, media outlet GameLook reported.

Tencent’s new terms reduce the commission paid to Android stores to 30% of mobile title revenue. Previously, Chinese publishers generally had to hand over 50% of titles’ revenue to third party Android marketplaces as distribution fees. Games covered by the new terms include the recent “Jian Wang 3 Mobile” and “PopKart Mobile.”

Tencent declined to comment when contacted by TechNode on Monday.

Android stores that currently have the two titles available for download, including the Huawei and Xiaomi app stores, have accepted the new revenue-sharing model. While other app marketplaces including Oppo’s and Vivo’s have yet to agree, negotiations are ongoing, the GameLook report said.

This is not the first time that Chinese game companies have attempted to change the equal revenue split that is the industry standard, according to GameLook. NetEase managed to keep 70% of its revenue for its “Fantasy Westward Journey Mobile,” which was launched in March 2015. Tencent has tried several times in the past to negotiate better terms with Chinese Android stores, but they all refused to budge at the time, said the report.

Tencent has more leverage this time because its mobile titles have been performing well, Liao Xuhua, an analyst at data consultancy firm Analysys, told TechNode. “Distribution channels no longer have the upper hand in the face of Tencent’s high-quality games,” Liao said. “Another reason is that Tencent is investing a lot more in its products. Both Tencent and the developers of those games require more profit,” he added.

However, Tencent’s move is not likely to bring substantial changes to the industry in the short term. According to Liao, China’s Android ecosystem is big but not very profitable, with a lot of titles unable to maintain a steady revenue stream which are thus reliant on traffic brought by platforms.

If these developers attempt to ask for a larger share without improving the quality of their games, it will result in a lose-lose situation, Liao said. “Platforms won’t have the money to operate, and games won’t get the traffic from platforms.”

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Can ‘internet films’ save the Chinese film industry? https://technode.com/2019/07/08/can-internet-films-save-the-chinese-film-industry/ https://technode.com/2019/07/08/can-internet-films-save-the-chinese-film-industry/#respond Mon, 08 Jul 2019 03:56:27 +0000 https://technode-live.newspackstaging.com/?p=110674 At iQiyi’s 2019 World Conference in Beijing May 9, executives demonstrated AI-powered methods to refurbish old movies. (Image credit: TechNode/Cassidy McDonald)Will tax scandals, increased censorship, and investment woes result in a shift away from traditional film and toward online content?]]> At iQiyi’s 2019 World Conference in Beijing May 9, executives demonstrated AI-powered methods to refurbish old movies. (Image credit: TechNode/Cassidy McDonald)

Editor’s note: A version of this article by Fan Shuhong originally appeared on RADII, a new media platform covering culture, innovation, and life in today’s China.

Netflix original ROMA won Oscars this year as the US-based streaming platform races to compete with Hollywood, and Apple is reportedly mulling how to produce Academy Award-worthy content of its own. But the development of China’s “internet film” industry has been hampered by complicated relationships between traditional film production companies and streaming platforms.

The Chinese film industry has struggled in the midst of a “capital winter” following last year’s series of tax evasion scandalsincreasingly strict censorship, and fleeing investments. Cautious investors have looked at the space with skepticism, especially as a number of high-profile, big-budget productions get pulled from major international festivals at the last minute due to vaguely specified “technical reasons.” In the past week, we’ve seen war epic The Eight Hundred yanked at the last minute from opening Shanghai International Film Festival and bullying drama Better Days pulled from cinema release schedules ahead of its planned launch this week.

The companies that have shown the most willingness to invest in these uncertain times are BAT, as China’s big three tech companies BaiduAlibaba, and Tencent are known. The three biggest video streaming platforms in China—iQIYIYouku, and Tencent Video—are owned or were initially sponsored by Baidu, Alibaba, and Tencent, respectively. Given their role as major online distributors, these tech giants are now looking to increase their involvement in the film industry, pursuing investment, production, and promotion, with a special eye on the creation of online-only “internet films.”

Video battle

Outside the film industry itself, competition for video consumers’ and investors’ attention is no less harsh. According to the “China Netcasting Development Research Report” published by the China Netcasting Services Association in May, the overall number of video platform users in China in 2018 was 725 million, more than search engine users and online news readers. The market size reached RMB 187.13 billion (about $27.2 billion) last year, including RMB 46.71 billion from 648 million users of short-video platforms like Tik Tok and Kuaishou. This last figure represents an astonishing 744.7% increase from 2017, according to the report.

At the same time, 162 online variety shows aired on Chinese streaming platforms in 2018, an increase of 14.1% compared to 2017. These programs attracted a 58.1% increase in investment during 2018.

Many of the viewers fueling this uptick in viewers are paid members. This past Saturday, iQIYI announced that the platform now has more than 100 million paid registered members, with membership now making up a larger portion of their revenue than advertisements. It is believed that there are approximately 300 million paid members of video platforms on the Chinese internet at present.

Online-only

Yu Dong, founder and CEO of major production company and distributor Bona Film Group, famously predicted in 2014 that “Film production companies will work for BAT in the future.” Yu’s comments were confirmed at this year’s Shanghai International Film Festival, the most important annual gathering of film industry professionals in China, which concluded this past Sunday. Original, mostly exclusive, internet films and series produced by China’s major streaming platforms have decreased in quantity while increasing in quality over the past year. During the second Internet Summit at this year’s festival, an official panel entitled “New Content, New Model, New Marketing” put the focus on the internet film industry for the first time.

The phrase “internet films” has historically been used in the Chinese context to refer to small-budget, low-quality productions (usually zombie or ghost stories), cut to a length of 60-80 minutes and released exclusively on video streaming platforms. The phrase has typically been used to compare “internet films” unfavorably with films that have received investment from major tech companies, and traditional distribution in movie theaters. Defined by their short production times and low level of professional quality control (some producers of these films came from the advertising and video production world), the “internet film” sub-genre tag began to emerge in 2014.

As the earliest and biggest Chinese internet film distribution platform, iQIYI released 1,004 internet films produced by partner companies out of 1,710 submissions in 2018—a decrease from the number of such films the platform released the previous year. 1,523 internet films were released across all streaming platforms in 2018, a decrease of 19.5% compared to 2017—of these, only 22 were viewed more than 20 million times, while 872 were viewed less than one million times. Moreover, nearly half of the internet films released in 2018 have runtimes longer than 80 minutes, with some topping 100 minutes, closer in length to theatrical releases.

Depending on how these internet films perform, production companies can receive as much as RMB 50 million from the platform.

Number of internet films released 2014 to 2019Q1, according to the May ‘Chinese Netcasting Development Report’ (Image credit: China Netcasting Services Association)
Runtimes of internet films 2016 to 2019Q1, according to the May ‘Chinese Netcasting Development Report’ (Image credit: China Netcasting Services Association)

“The problem is content homogenization—most [internet films] are historical costume dramas,” said Yin Chao, founder of internet film/series production company TMENG Pictures, at a professional conference held during this year’s Shanghai festival. “A crucial path for breakthroughs in the future is to approach realistic themes, as theatrical films do. We need to try more screenwriting and story types.”

Liu Chaohui, founder of production company Wudaonanlai, added on the same panel that only bigger budget productions and further integration of film industry standards and collaborations could improve the reputation of internet films.

Clash of the video titans

Back on the distribution platform side of things, iQIYI, Youku, and Tencent Video all have announced plans to expand their market share.

During the June 12 internet film panel, Youku announced its “Plan Jin Xiu”, through which they will invest, promote, and distribute internet films in collaboration with top production companies. Its latest entrant in this field is the internet film series Beijing Women Catalog, which was co-produced with Xiron Entertainment and began airing over the weekend. You can watch the series here.

Alibaba-owned promotion and distribution service platform Beacon, which is based on data from Alibaba movie ticket selling platform Tao Piao Piao, will also apply their marketing strategy to internet films.

And Tencent’s Penguin Pictures have announced a plan to upgrade internet films to original films by increasing investment in certain projects. The company plans to use its marketing resources and business model to upgrade collaboration between the streaming platform and internet film production companies.

For iQIYI, interactive dramas are the next focus. After the platform announced that it would launch “the world’s first interactive video guidelines and interactive video platform” in May, their first interactive internet film His Smile, a story about a talent agent and five would-be boy band idols, was released on June 20.

iQiyi’s ‘His Smile,’ seen in a screenshot, is an experiment in interactive film (Image credit: Radii)

Tencent and Youku also have interactive internet series in the works: romantic drama Boom Boom (Tencent) and detective thriller Miss Truth (Youku) have both completed filming, and are expected to be released later this year.

We have no idea how long it will take for the traditional Chinese film industry to recover from the capital winter it’s in now, but if the flurry of panels and hype around internet films is any indication, BAT companies and their streaming platforms may play a pivotal role in precipitating a thaw.

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Briefing: Game live-streaming platform Douyu’s NYSE IPO set for July 17 https://technode.com/2019/07/08/briefing-game-live-streaming-platform-douyus-nyse-ipo-set-for-july-17/ https://technode.com/2019/07/08/briefing-game-live-streaming-platform-douyus-nyse-ipo-set-for-july-17/#respond Mon, 08 Jul 2019 03:16:59 +0000 https://technode-live.newspackstaging.com/?p=110686 DouyuThe news follows a recent filing of its Q1 2019 earnings results.]]> Douyu

斗鱼计划下周三上市,已实现首次季度扭亏为盈 – IPO Zaozhidao

What happened: Live-streaming platform Douyu will go public on the New York Stock Exchange on July 17, reported IPO Zaozhidao, a Chinese financial blog. The news follows an update Douyu filed July 2 with the US Security and Exchange Commission (SEC) to include its earnings results for the first quarter of 2019. The company recorded a 123.4% year-on-year increase in revenue and booked RMB 18 million in net profit in Q1 2019. Previously, IFRAsia reported that Douyu could launch its IPO this week.

Why it’s important: Douyu filed its IPO application to the SEC in April 2019 after it had been rumored to be preparing for a US IPO for more than a year. The company originally planned to start its roadshow on May 6 but decided to postpone due to market turbulence, according to IPO Zaozhidao. Douyu’s strong performance in the first quarter suggests that it is likely to maintain its lead over its rival, US-listed Huya, with the additional funding from its IPO.

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Regulator revokes publisher’s license for game that mocked Chinese president https://technode.com/2019/07/05/regulator-revokes-publishers-license-for-game-that-mocked-chinese-president/ https://technode.com/2019/07/05/regulator-revokes-publishers-license-for-game-that-mocked-chinese-president/#respond Fri, 05 Jul 2019 05:02:50 +0000 https://technode-live.newspackstaging.com/?p=110537 The game publisher was rebuked for “damaging national security and public interests.”]]>

The Chinese publisher for an indie game made by a Taiwanese studio that included content mocking Chinese President Xi Jinping has recently lost its business license, according to documents posted on Twitter.

The document, a notice from Shanghai Yangpu District Market Supervision Administration, rescinded Indievent’s qualifications to conduct business. The notice was tweeted by Iain Garner, co-founder of game publisher Another Indie. Garner said that the notice was obtained by his acquaintances in the Chinese game industry.

The punishment came four months after the horror game “Devotion” was found to contain background artwork that insulted President Xi, sparking heated debates on social media platform Weibo and Steam, the platform that distributed the game.

The game developer, Red Candle Games, quickly apologized, calling the inclusion of the controversial artwork an “awfully unprofessional mistake.” A day later, the studio removed the game from Steam across all regions, citing technical issues and promising to further review the game for unintended references.

Indievent immediately ceased all partnerships with Red Candle Games after the news broke out, but wasn’t able to escape punishment. The Market Supervision Administration accused the publisher of “damaging national security and public interests,” and made the decision to revoke Indievent’s business license in late March. Because Indievent did not respond to a notice sent on May 30 entitling the company to defend itself at a hearing, the punishment was finalized, the notice said.

“Absolutely depressing. As someone who is looking to gain game development experience and planning to start a business, this is going to scare me from getting into the Chinese gaming industry,” a Twitter user going by the handle “RetroEmil” commented below Garner’s tweet.

As of writing, “Devotion” is still unavailable on Steam, and Red Candle Games’ Facebook page has been inactive since the last apology dated February 23.

“Are you going to continue like this?” a Facebook user named “Huang Jianhao” asked in a comment on the apology post on June 28.

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Briefing: UK investigating TikTok over children’s data privacy https://technode.com/2019/07/04/briefing-uk-investigating-tiktok-over-childrens-data-privacy/ https://technode.com/2019/07/04/briefing-uk-investigating-tiktok-over-childrens-data-privacy/#respond Thu, 04 Jul 2019 04:23:41 +0000 https://technode-live.newspackstaging.com/?p=110363 tiktok douyin bytedanceThe investigation started in February after the FTC fined the app $5.7 million.]]> tiktok douyin bytedance

TikTok Investigated Over Children’s Data Privacy – Pandaily

What happened: Regulators in the UK are investigating how short video app TikTok handles the personal data collected from young users and whether it prioritizes children’s safety on the platform, Pandaily reported. The investigation started in February, following the $5.7 million dollar fine that the US Federal Trade Commission (FTC) imposed on the app for collecting personal information from users under 13. According to the report, while TikTok’s main user base is comprised of 16- to 24-year-olds, evidence indicates that many of them are under 13 and shouldn’t be allowed on the app, according to its rules.

Why it’s important: Since the FTC fine, TikTok has revised its user agreement, limiting those under 13 to an ecosystem where they can only watch age-specific videos and removing almost all other in-app functionalities. The restrictions, however, can be easily circumvented by entering fake birth dates. The ongoing investigation in the UK suggests that the Bytedance app might need to further tighten its controls.

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Briefing: Youku inks deal with Youtube, Amazon for Chinese detective series https://technode.com/2019/07/04/youtube-amazon-ink-deal-with-youku-for-chinese-language-detective-series/ https://technode.com/2019/07/04/youtube-amazon-ink-deal-with-youku-for-chinese-language-detective-series/#respond Thu, 04 Jul 2019 04:12:20 +0000 https://technode-live.newspackstaging.com/?p=110357 The company is setting its sights on global audiences.]]>

Youtube, Amazon to offer Youku’s “longest Day” Series – Alizila

What happened: Alibaba’s video-streaming platform Youku’s detective thriller series “The Longest Day in Chang’an” will be available overseas via Youtube, Amazon Prime and Rakuten Viki. First debuting on Youku on June 27, the series is available in Chinese, English, and Vietnamese. It will go live in Singapore, Japan, Malaysia, Vietnam, and Brunei on partnering streaming platforms and TV networks throughout the month. Youtube, Amazon, and Rakuten Viki will also offer the program to their paid-subscriber base in the US, Canada, and South America. One could also get views based on payment basis to gain that initial traction.

Why it’s important: Youku has been producing its own high-quality, original content in an effort to differentiate and attract subscribers. The company is setting its sights on global audiences. Youku has distributed more than 50 original productions overseas over the past two years, such as the romantic comedy, “I Hear You,” and detective series “Day and Night,” according to the company. The company has tapped resources across Alibaba’s ecosystem to promote the series, including full-screen advertisements on e-commerce platform Taobao.

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Douyu doubles revenue and swings into profit in Q1 https://technode.com/2019/07/03/douyu-doubles-revenue-and-swings-into-profit-in-q1/ https://technode.com/2019/07/03/douyu-doubles-revenue-and-swings-into-profit-in-q1/#respond Wed, 03 Jul 2019 08:56:42 +0000 https://technode-live.newspackstaging.com/?p=110282 DouyuGrowth was driven by a sharp uptick in the number of paying users and ARPPU.]]> Douyu

Game live-streaming platform Douyu recorded surging revenue, net profit, and strong growth in paying users in the first quarter of 2019, according to updates the company made to its US Securities and Exchange Commission (SEC) filing.

Total revenues increased 123.4% year on year to reach RMB 1.49 billion (around $222 million), with approximately 90.9% coming from the company’s livestreaming services, which grew 149.2% year on year. Growth was driven by a sharp uptick in the number of paying users and average revenue per paying user (ARPPU), which Douyu attributed to its cultivation of user paying habits.

Douyu booked RMB 18 million in net profit for the quarter ended March 31. In the same period last year, the company recorded a net loss of close to RMB 150 million.

The number of paying users reached 6 million in Q1, a 66.7% year-on-year increase, surpassing its biggest rival, US-listed Huya, with 5.4 million paying users as of the end of Q1 2019. Douyu’s ARPPU rose 51.7% year-on-year to RMB 226 but still lagged Huya’s ARPPU of RMB 287 during the same period.

The number of average total monthly active users (MAUs), which includes both PC and mobile users, rose 25.7% year on year to 159 million, beating Huya’s 124 million for the same period and making Douyu China’s largest game-focused live-streaming platform. Total daily time spent per active user on Douyu also rose by a third to 56 minutes compared with the same period a year earlier.

Douyu continued to lead in star game streamer recruitment. The company has exclusive agreements with 51 out of the top 100 game livestreamers in China as of the first quarter of 2019, eight of which are the 10 most popular livestreamers in the country according to iResearch cited in the company filing.

However, cost of revenues also doubled year on year to RMB 1.29 billion, mainly due to the increase in revenue-sharing fees and content costs, partly offset by improved operating efficiency and cost-control measures.

Douyu filed for an IPO in April to raise $500 million in a listing on the New York Stock Exchange. Morgan Stanley, J.P. Morgan, and BofA Merrill Lynch were the joint bookrunners for the deal.

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Briefing: Tencent forms new department for Nintendo Switch partnership https://technode.com/2019/07/03/briefing-tencent-forms-new-department-for-nintendo-switch-partnership/ https://technode.com/2019/07/03/briefing-tencent-forms-new-department-for-nintendo-switch-partnership/#respond Wed, 03 Jul 2019 03:23:19 +0000 https://technode-live.newspackstaging.com/?p=110159 The gaming giant may be speeding up preparation for the popular gaming console's release.]]>

腾讯“任天堂合作部”招人了,国行Switch何时发售? – GameLook

What happened: Tencent posted two Shenzhen-based positions on its hiring website on July 1, looking to recruit personnel for its new “Nintendo cooperation department.” The two openings are for a business analyst, responsible for analytics and insights, and a web front-end developer. In April, the Department of Culture and Tourism of Guangdong Province approved Tencent to distribute Nintendo’s video game console Switch in mainland China.

Why it’s important: Tencent is expanding its team dedicated to the upcoming launch of Switch in mainland China. In June, the company posted two Shanghai-based positions, looking for platform and community operations professionals for the launch. The new department signals that Tencent may be speeding up preparation for the popular gaming console’s release.

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Briefing: Tencent, Paytm to invest $100 million in Indian streaming service https://technode.com/2019/07/02/briefing-tencent-paytm-to-invest-100-million-in-indian-streaming-service/ https://technode.com/2019/07/02/briefing-tencent-paytm-to-invest-100-million-in-indian-streaming-service/#respond Tue, 02 Jul 2019 09:49:15 +0000 https://technode-live.newspackstaging.com/?p=110115 Tencent has been eager to expand its video-streaming operations outside of China.]]>

Tencent, Paytm Plan to Invest $100 Million in Video Startup – Bloomberg

What happened: Chinese internet giant Tencent and Indian e-commerce payment company Paytm are planning to invest about $100 million in Indian streaming service MX Player. The fast-growing Indian content-streaming market, which is projected to grow at an annual rate of 22% by 2023, has become increasingly competitive as both local and foreign players crowd in. Tencent and Paytm are still in the final stages of discussion, an unnamed source told Bloomberg, and there may still be changes to the specific terms regarding the deal.

Why it’s important: Tencent has been eager to expand its video-streaming operations outside of China and into Southeast Asia. Last month, the Chinese tech giant launched its first overseas video streaming service in Thailand. Tencent’s video-streaming sites, which have more than 89 million subscribers, saw a 43% year-on-year increase in subscriptions in the first quarter of 2019. Investing MX Player, which was one of the most downloaded entertainment apps worldwide, grants Tencent more exposure to the Indian market.

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Court bans short video app Shuabao from ripping content from Douyin https://technode.com/2019/07/02/court-bans-short-video-app-shuabao-from-ripping-content-from-douyin/ https://technode.com/2019/07/02/court-bans-short-video-app-shuabao-from-ripping-content-from-douyin/#respond Tue, 02 Jul 2019 03:07:35 +0000 https://technode-live.newspackstaging.com/?p=110025 The court found that Shuabao illegally scraped more than 50,000 short videos from Douyin.]]>

Beijing Haidian People’s Court issued an injunction against the two owners of short video app Shuabao on June 28, prohibiting them from downloading short videos and related comments from Bytedance’s Douyin and uploading them to their own platform, Beijing Youth Daily reported.

Beijing Chuangrui Media and Chengdu Li’ao Media illegally scraped more than 50,000 short videos and attached comments from Douyin, Bytedance said in the filing. The theft was an act of unfair competition and weakened Bytedance’s competitive edge, the Douyin owner said.

Shuabao’s owners stated that the scraped videos and comments were uploaded by users and that the majority of them had been deleted. They also argued that the remaining 1,220 videos were obtained legally and would not cause irreversible damage to Bytedance.

However, according to the court’s ruling, the accused did not provide sufficient proof to support their claims. Evidence presented by Bytedance contradicted their defense, such as “copied from Douyin” watermarks on the videos as well as comments that are identical to those on Douyin, further indicating that the accused took the videos using technical means, the court ruled.

Denial of any wrongdoing and ongoing video scraping activities as well as the high number of videos involved in the case necessitated an injunction, the court said in the ruling.

This is not the first time that the Douyin owner has sued companies for appropriating its content. In April, Bytedance sued Baidu for “stealing” popular videos on Douyin and using them as results for a lite search app named “Jiandan Sousuo,” or “Simple Search.” The lawsuit was filed hours after Baidu charged Bytedance with stealing its top search results on content aggregator Jinri Toutiao. Both companies demanded RMB 90 million (around $13 million) in damages and public apologies.

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Internet regulator cracks down on music and audio-based social platforms https://technode.com/2019/07/01/internet-regulator-cracks-down-on-music-and-audio-based-social-platforms/ https://technode.com/2019/07/01/internet-regulator-cracks-down-on-music-and-audio-based-social-platforms/#respond Mon, 01 Jul 2019 04:41:22 +0000 https://technode-live.newspackstaging.com/?p=109892 china cybersecurity law rules critical information infrastructure five-year planA total of 26 apps were punished for lowbrow and other non-compliant content.]]> china cybersecurity law rules critical information infrastructure five-year plan

China’s top internet regulator, the Cyber Administration of China (CAC), has tightened its grip on music apps and audio-focused social platforms, punishing a total of 26 apps for lowbrow and other non-compliant content.

Among the apps removed from major Chinese Android app stores were NetEase Cloud Music, audio platform Lizhi FM and Ximalaya FM, and social app Soul. The apps still appear in app stores, but in place of their descriptions is a message: “According to related laws and regulations, this app is not available for download.”

As of writing, these apps are still available for download on Apple’s China App Store.

In a statement issued on June 28, the CAC censured audio live-streaming platforms for allowing livestreamers to post illicit content, including sexually suggestive videos. Similarly, audio social platforms such as Soul and Yuwan were found to be allowing users to spread sex service-related information.

According to media outlet TechWeb, Soul said that it would investigate and “rigorously review related content and functionalities” to fully comply with regulations.

The CAC also accused audio platforms of hosting audio books that promote “historical nihilism” and superstition, such as those featuring “celestial beings and spirits” and zombies. It also criticized the platforms for giving underage users unlimited access to such content.

Music apps were berated for disseminating sexually suggestive songs and promoting anime, comics, and games (ACG)-related interests.

The purpose of the cleanup campaign, the statement said, is to encourage orderly industry development and create an internet audio space that is “healthy in theme and rich in positive energy.”

However, dating app Tantan, which was removed from Apple’s App Store and Chinese Android stores in May for allowing sex services through the platform, has recently been restored on several Android stores including those run by Xiaomi, OPPO, and Vivo, media outlet Rancaijing reported.

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E-sports provide new opportunities for betting and gambling https://technode.com/2019/06/27/e-sports-provide-new-opportunities-for-betting-and-gambling/ https://technode.com/2019/06/27/e-sports-provide-new-opportunities-for-betting-and-gambling/#respond Thu, 27 Jun 2019 06:00:33 +0000 https://technode-live.newspackstaging.com/?p=109476 While some bets fall within the bounds of the law, others are downright illegal.]]>

A version of this first appeared in our members-only newsletter on June 22, 2019. Freely available on our site now, it soon won’t be. Become a member and read it first.

On the evening of June 18, the online chat room for a “League of Legends” match on VPGame was blowing up. Both sides were professional Chinese e-sports teams: Shanghai-based FunPlus Phoenix and Hangzhou-based LGD Gaming.

A lot of users appeared to be on the side of LGD gaming. “LGD throw g1 dont understimate LGD when they get serious,” a user named “bwesit-yawa” commented after LGD gaming lost the first game. “LGD PLEASE BE AGRESSIVE GOGOGO,” a user with the handle “Gmode” said before the last and final game.

What had them excited wasn’t just the spirit of the game: when LGD lost, fans complained that they’d lost money on bets.

Many thought the fix was in. “This level of match fixing is really impressive,” a commenter with the handle “9527” said sarcastically in Chinese.

“My 30 became 220 TYTY,” a user named “X!!-It’s hard to win” boasted after the match ended, claiming to have won at odds of more than seven to one, using an abbreviation for “thank you, thank you.”

Those who lost were far less happy. “JUST GO LOSE IDIOT FPX FCK YOU ALREADY LOST F5K SO LOSE MATCH WINNER TOO FCKING IDIOT GO DIE,” a user with the handle “NEVER GIVE UP” wrote, referring to a bet on which team would get the first five kills in a game.

E-sports is big in China, and it is quickly growing bigger. The size of the e-sports market, which was RMB 8.48 billion (around $1.23 billion) in 2018, could more than double by 2020 to RMB 21.10 billion, according to a report from China Central Television (CCTV), the country’s state television broadcaster.

According to the report, the industry will create massive demand for e-sports professionals in China— half a million by 2020. A recent report provided to TechNode by PricewaterhouseCoopers predicts that the e-sports industry will rake in more than $202 million in revenue in 2019.

According to Bovada Sports Betting, the sudden emergence of the industry has also provided new opportunities for betting and gambling in the form of tournaments of different sizes, creating a grey market of “guessing contests” that often pay out with physical or digital commodities rather than cash.

Gambling for money is illegal in mainland China, except for state lotteries. Yet, despite the general ban on such activities, some e-sports betting platforms are still operating and are easily accessible in China.

Bookmakers usually claim to be e-sports news or live-streaming websites. Describing their services as “prediction contests” or “guessing contests,” these websites are licensed by China’s Ministry of Culture. However, legal experts believe that, while some of these contests fall within the bounds of the law, others are downright illegal.

Digital casino chips

In casinos, customers have to buy chips before they can place bets. In e-sports, the virtual chips come in various forms, but they are as much real money as their casino equivalents.

One of the most well-known Chinese guessing content websites is live-streaming platform Huomao. Unlike larger live-streaming platforms, Huomao, which was launched in 2014, offers a very limited number of content categories, with a very heavy focus on competitive games such as “Dota 2,” “CS:GO,” and “League of Legends.” Out of the 16 categories on the website, only six are for individual games, four of them e-sports. In comparison, New York-listed live-streaming platform Huya hosted 434 categories as of June 18.

Huomao allows users to gamble using “cat bean” tokens (Huomao’s name means “fire cat”) purchased with cash. Every new user is invited to purchase the chips, at an exchange rate of 1,000 per Chinese yuan. Transactions can only be made with Alipay and WeChat Pay, with upper limits reaching as high as RMB 99,999 per top-up if users choose Alipay.

Users can then place cat bean stakes on the results of tournaments for four e-sports titles: “Dota 2,” “CS:GO,” “League of Legends,” and “Honour of Kings.” On June 18, the platform was making book on 15 matches. The bets are similar to those in regular sports betting: the result of a match; the result of a match with an Asian handicap, a match where the favorite is deemed to start three games behind; as well as the total games won in a match—whether the total exceeds 2.5 in a “best of three” match.

Users win cat beans rather than cash—but these can be exchanged for gift cards at the same 1,000 beans to the Chinese yuan rate in amounts of RMB 100 or 500. Gift cards are available for Tmall, JD.com, Apple Store, NetEase Yanxuan, as well as membership cards for iQiyi and Youku. Also up for exchange are physical gifts such as iPads and game mice, with the iPad priced at 3.3 million beans.

Screenshot of Huomao’s store page, where users can redeem tokens for gift cards. (Image Credit: TechNode)

Similar betting opportunities can be found on a number of other websites, with minor differences. VPGame and xxdianjing disguise chips as free gifts that come with the purchase of otherwise useless virtual items. These “free” tokens can then be used for betting, with VPGame requiring users to exchange the chips that come with the initial purchase—named “V coin”—into a second of kind of “P coin” before being able to place any bets. The tokens won from bets on xxdianjing can be exchanged for gift cards and physical rewards, or virtual items in games on VPGame.

An even more prevalent kind of e-sports betting uses a special kind of chips: high-value cosmetic items—decorations or “skins” that can be used to change the appearance of weapons or game avatars—in “Dota 2” and “CS:GO.” A “Dota 2” item named the “dragonclaw hook”  can fetch more than $450 dollars on skins.cash, a website where users can sell these items for real money.

While Huomao does allow users to bet with virtual cosmetic items, VPGame is often recognized as the largest platform for this kind of betting. To participate bets, users can either purchase skins directly on the website with normal tokens, or deposit cosmetic items from their accounts on Steam, the world’s largest digital game distribution platform. Users can win these items by playing the two games and trade them with other players for Steam credits.

Cosmetic items are valued by the website upon purchase or deposit, based on rarity, and then treated like regular tokens. VPGame rewards winners with vouchers that can either be sold for regular tokens or used as stakes in future bets. Users who wish to keep the cosmetic items or sell them elsewhere are given the option to transfer them back to their Steam accounts. Like beans and gift cards, skins allow users to spend money to make a bet and get money back if they win.

Screenshot of the cosmetic item trading page on VPGame. (Image Credit: TechNode)

Risky business

Chinese regulators make a distinction between guessing contests and gambling. Guessing contests, sometimes called “match predictions,” are legal. But gambling and providing services related to gambling both offline and online are criminal offenses punishable with up to three years in prison.

“There are two red lines for guessing contests,” He Jing, a lawyer with Merits & Tree Law Offices in Beijing, told TechNode. One is taking commissions. The other is allowing money gambling—in effect, a system that allows users to put cash in and get cash back out if they win. Platforms that take cash as stakes are always considered illegal in China, with the exception of sports lotteries licensed by the General Administration of Sport.

These two red lines put some e-sports betting websites in a very precarious position. While Huomao does not take commissions for bets and therefore doesn’t cross the first red line, it has crossed the second one by selling tokens and allowing users to redeem tokens for gift cards and physical items, He told TechNode.

“Gift cards have face value and can be very easily exchanged into cash. The same is true with electronics such as iPads,” He said. “So whether they are seen as cash or goods, the fact that they can be acquired with tokens means that it [Huomao] is most likely a gambling website.”

Even when tokens are disguised as free gifts from purchases of virtual items, which is the case for xxdianjing and VPGame, users are still buying tokens with cash, He said. If websites give users the option to redeem these tokens for cash or goods, they will be considered as gambling platforms, He explained.

However, websites like VPGame, which specialize in cosmetic item betting, are still currently legal, He told TechNode. This is because courts commonly understand the goods regulated in gambling laws to be physical goods. While a number of courts have ruled that virtual game items have some property-like qualities, these cases were not gambling related. At least for now, rewarding users with virtual game items for winning bets is considered tolerable to regulators, though this interpretation is subject to change, He said.

According to He, although some of these items can fetch high prices on third-party trading platforms, the fact that such transactions are performed by players without the help of betting platforms protect the platforms from punishment.

Crooked matches

Gambling also tempts participants to undermine fair play. Analysts warn that it could threaten the industry as a whole.

In April 2018, two teams in the first division of the Dota 2 Professional League, a large-scale Chinese e-sports tournament, were permanently removed from the league for match fixing, with five players banned from competing in the league for two years. Just a few days afterward, two other teams in the game’s secondary league were also banned for match fixing.

The League of Legends Master Series, the biggest tournament for the game in Taiwan, Hong Kong, and Macau, removed the Dragon Gate Team from the series in April for betting on its own matches. The League of Legends Development League also decided in April to ban four players in a team named Rogue Warrior Shark for 18 months of competition for match fixing.

Most recently, on June 18, Tencent’s League of Legends Pro League, the top league for the game in China, revealed match fixing-related behaviors of a regular player and two reserve players from LGD Gaming. The regular player was banned from the league for 18 months, and the two reserve players for 10.

The unfair competition brought about by e-sports gambling could severely impact the quality of matches and thereby the profitability of the industry, and e-sports betting platforms could magnify such a pernicious effect, Liu Jiehao, an analyst from research group iiMedia, told TechNode.

“Unfair tournaments have no future,” Liu said. “On the industry level, e-sports gambling could lead to lowered quality of competition, decreased investment in professional teams, loss of audience, and loss of advertisers.”

Liao Xuhua, an analyst at data consultancy firm Analysys, however, said that e-sports platforms, though illegal and responsible for providing opportunities for match fixing, are not the ones pulling the strings.

E-sports betting platforms depend on the healthy development of the e-sports industry, and doing too much harm to it is counter-productive, Liao told TechNode. “What bookmakers look for is the revenue from fair matches and regular betting,” Liao said. “They [e-sports betting platforms] are the biggest losers of match fixing.”

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ORIGIN | Short videos and grassroot influencers are riding the new marketing tide https://technode.com/2019/06/26/short-videos-and-grassroot-influencers-are-riding-the-new-marketing-tide/ https://technode.com/2019/06/26/short-videos-and-grassroot-influencers-are-riding-the-new-marketing-tide/#respond Wed, 26 Jun 2019 09:59:04 +0000 https://technode-live.newspackstaging.com/?p=109472 Short videos are emerging as users spend a shocking total of nearly 600 million hours per day watching short-form videos on their mobile devices.]]>
Left to right: Maggie Long, Director of Global PR and Communications at Kuaishou Technology and Daryl Chung, Project Director at e27 speak about short videos at the ORIGIN conference.
Left to right: Maggie Long, Director of Global PR and Communications at Kuaishou Technology and Daryl Chung, Project Director at e27 speak at the ORIGIN conference on June 21, 2019. [Image credit: TechNode]

Authenticity is the key to success on short video platforms, Kuaishou’s Maggie Long told the audience at TechNode’s ORIGINs conference, held during Malaysia Tech Week 2019. Short videos are emerging as the cutting edge of marketing as TechCrunch reports that users spend a shocking total of nearly 600 million hours per day watching short-form videos on their mobile devices in April 2019.

“Short video is a growing phenomenon in China and it is slowly spreading across the world. It is definitely not just a new wave of marketing for those in China, but it is applicable for all,” said Maggie Long, director of Global Public Relations & Communications of short video platform Kuaishou Technology. Kuaishou passed 200 million daily active users in May.

Long spoke at a fireside chat on short videos, grassroots influencers, and their impact on businesses with Daryl Chung, projector director of tech media outlet e27. 

The short video boom

Long said that the growth of short video is driven by the development of China’s technology infrastructure, which allows easy access to strong 4G or wifi networks; the simplicity of short video applications; and the format’s openness to everyone from the countryside to China’s biggest cities.

“Everyone’s lives can be seen and will be seen by everyone in the world. It creates a nation-wide community,” said Long.

A mine for businesses

Long said that short video platforms are an undiscovered mine for businesses. Short video platforms, she said, are equipped to help businesses in identifying their target audience quickly. This would benefit marketers as it would help them to craft their campaign to have a greater and more effective reach, added Chung.

Long added that short video platforms are a good way to reach consumers for both the business-to-business or business-to-consumer sectors.

“The key to capturing user’s attention would be the authenticity of the video and the uniqueness of the content,” said Long. She advises businesses not to do advertisements directly ion a short video feature, suggesting that they first create educational content to accumulate a strong, stable fanbase before marketing their product. “The conversion rate tends to be higher,” said Long.

Grassroot influencers

Long said that her platform’s stars are ordinary people—the sort of people many in first and second-tier cities see as losers. “They used to be commoners,” said Long. 

Geng Shuai, who’s known for short videos of unique and interesting inventions, has gained the attention of 3 million people and earns more than RMB 10,000 (about $1,450) a month solely through live streaming, Long told TechNode. 

Long also said that short videos help Chinese people find safe food: people follow and reach out to content creators who film the rearing process of their animals to buy meat.

How to do it

  1.       Have a clear branding position

Long advises would-be short video stars to stick to a common theme. This allows the platform’s algorithms to better promote and distribute the content to relevant viewers. If streamers change the theme of their content every day, Long said, it confuses the algorithm, causing it to be unable to effectively promote the videos.

  1.       Produce real and authentic content

Long said that users of short-video platforms are looking for videos that are truly authentic. “Videos that are not so professionally produced tend to fare better, as they have an element that makes them more relatable to viewers,” said Long.

  1.       Engage closely with your followers

Long emphasised that interaction with the followers is crucial—it helps users develop a sense of trust in the content creator. This is crucial for business owners hoping to market products. “Once trust is established, people will be more likely to buy the product from you,” said Long.

Wrapping up, Chung said that this new form of marketing requires businesses to take on a new mindset. It is important for business owners and startups to realise that it is about making an impact and scaling their business along the way. Making money and new interesting products, he said, should not be the business’s only focus.

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Just 25% of mobile titles approved in 2019 have launched: report https://technode.com/2019/06/26/just-25-of-mobile-titles-approved-in-2019-have-launched-report/ https://technode.com/2019/06/26/just-25-of-mobile-titles-approved-in-2019-have-launched-report/#respond Wed, 26 Jun 2019 06:32:50 +0000 https://technode-live.newspackstaging.com/?p=109385 esport gaming Tencent PUBGOnly 246 new titles have been released so far this year.]]> esport gaming Tencent PUBG

Less than a quarter of the 1,004 domestic mobile games approved in China since the end of December 2018 have been published in app stores, game media outlet GameLook reported.

Only 246 new Chinese mobile games, or around 40 per month, were released on Tencent’s Android app store, Yingyongbao, according to the report. Yingyongbao is the biggest Android app store in China and where the vast majority of Chinese mobile titles opt to launch.

One reason for the low publication rate was the nine-month freeze on game approvals last year, Liao Xuhua, an analyst at data consultancy firm Analysys, told TechNode on Wednesday.

“Some developers gave up on the titles because they have been in the pipeline for too long. The games are outdated and no longer work in the current market,” Liao said. “Other titles were scrapped because their teams were gone or because publishers were no longer willing to invest.”

Studios might also choose not to publish because the first half of the year is dominated by heavyweight titles from Tencent and NetEase such as “Perfect World Mobile” and “Jian Wang 3 Mobile.”

“Small studios can’t find many opportunities in this environment,” Liao said. “Of course, some of them could have just been postponing the launch dates,” he added.

The first half of 2019 saw a sharp drop in game licenses from China’s game regulator, the State Administration of Press and Publication (SAPP). Including the 70 PC, HTML, and console titles that were approved this year, the total number of domestic games approved in 2019 so far is only 21% of the number seen in 2017.

In April, the SAPP implemented a new game approval process, limiting the number of game licenses and rejecting low-quality copycat games as well as mahjong and poker games. Since the new process came into effect, the regulator hasn’t approved any domestic games.

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YY raises $1 billion in convertible note offering as it eyes global expansion https://technode.com/2019/06/25/yy-raises-1-billion-in-convertible-note-offering-as-it-eyes-global-expansion/ https://technode.com/2019/06/25/yy-raises-1-billion-in-convertible-note-offering-as-it-eyes-global-expansion/#respond Tue, 25 Jun 2019 07:19:55 +0000 https://technode-live.newspackstaging.com/?p=109306 Operating expenses during the first quarter of 2019 almost doubled as it stepped up overseas marketing and sales efforts.]]>

Chinese live-streaming social media company YY on Monday announced that it has raised a total of $1 billion in a convertible senior notes offering, according to an announcement, as it seeks to fund expansion into overseas markets.

Half of the total amount, or $500 million, will mature in 2025 and the other half will be due in 2026. Initial purchasers exercised their right to purchase $75 million of each kind of note, totaling $150 million.

Proceeds from the offering will be used for related capped call transactions, global expansion, enrichment of video-based content offering, technology, and general purposes, the company said.

YY, the owner of live-streaming platform YY Live and Huya, saw steady growth in net revenue and monthly active users (MAU) the first quarter of 2019. According to the company’s financial results, combined MAUs of YY’s global video and live-streaming services reached 400 million as of the end of the Q1 2019, with around 75% coming from overseas markets.

The company’s net income in the first quarter also surged 224% year-on-year, mainly due to measurement gains of its previously held interests in Bigo, a Singapore-based live-streaming service provider that YY acquired in March.

According to CEO Li Xueling, Bigo’s main live-streaming product, Bigo Live, have been expanding out of developing countries to developed countries, where the app earns around 20% of its revenue.

However, operating expenses during the first quarter of 2019 almost doubled, as the company stepped up its overseas marketing and sales efforts with  Bigo and Indonesian focused game-based social app Hago.

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Briefing: Content aggregator Qutoutiao launches short video app https://technode.com/2019/06/25/briefing-content-aggregator-qutoutiao-launches-short-video-app/ https://technode.com/2019/06/25/briefing-content-aggregator-qutoutiao-launches-short-video-app/#respond Tue, 25 Jun 2019 05:47:56 +0000 https://technode-live.newspackstaging.com/?p=109287 The app currently has "several million” daily active users.]]>

趣头条推出短视频应用“球球视频” – Late Post

What happened: Qutoutiao has launched a short video app named “Qiuqiu Video,” which appears to be available for Android devices, media outlet Late Post reported. The team for the short video project was formed late last year and rolled out the first version of the app around Spring Festival in early February. According to the report, the app currently has “several million” daily active users. This is the second officially launched product for Qutoutiao, which has attracted funding from Tencent as well as a recent $171 million investment from Alibaba in late March.

Why it’s important: Qutoutiao revenues and monthly active users (MAU) skyrocketed in 2018 and the first quarter of 2019, but sales and marketing expenses surged alongside. The foray into the short video market could be an effort to monetize and offset mounting losses. However, the short video landscape is already dominated by Douyin and Kuaishou, each vying for a larger share of the market. Most recently, Kuaishou’s two co-founders announced their goal of reaching 300 million daily active users (DAU) before the Spring Festival holiday in late January next year. The DAU goal prompted a shift in working hours to 9:30 a.m. to 9:30 p.m. at the company, according to the Late Post.

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Briefing: Baidu’s iQiyi reaches 100 million paying users https://technode.com/2019/06/25/briefing-baidus-iqiyi-reaches-100-million-paying-users/ https://technode.com/2019/06/25/briefing-baidus-iqiyi-reaches-100-million-paying-users/#respond Tue, 25 Jun 2019 02:37:51 +0000 https://technode-live.newspackstaging.com/?p=109238 iqiyi fraud user number luckin short seller muddy watersThe increase was driven primarily by growth in its over-30 segment and those living in lower-tier cities.]]> iqiyi fraud user number luckin short seller muddy waters

视频付费迎黄金期?爱奇艺会员规模首破亿 – The Beijing News

What happened: Video-streaming platform iQiyi reached 100 million paying subscribers on June 22, according to a report from The Beijing News. According to the company, the increase in subscribers was driven primarily by growth in its over-30 segment and those living in lower-tier cities. As of the end of Q1 2019, iQiyi had nearly 97 million subscribers, 98.6% of whom were paying users, the company’s earnings results show.

Why it’s important: iQiyi’s subscription revenue surpassed online advertising revenue for the first time in 2018, reaching RMB 10.60 billion (around $1.54 billion) and accounting for 42% of the company’s total revenue. According to CEO Gong Yu, the growth in paying users was driven by its high quality, original content offerings and growing acceptance of paid services among Chinese netizens. iQiyi has now taken the lead against its biggest rival, Tencent Video, which had 89 million paying subscribers as of the end of Q1 2019.

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Briefing: WeChat unblocks links shared from short video app Kuaishou https://technode.com/2019/06/24/briefing-wechat-unblocks-links-shared-from-short-video-app-kuaishou/ https://technode.com/2019/06/24/briefing-wechat-unblocks-links-shared-from-short-video-app-kuaishou/#respond Mon, 24 Jun 2019 07:15:41 +0000 https://technode-live.newspackstaging.com/?p=109170 Chinese short video app KuaishouVideos from Bytedance apps still need to be downloaded and then uploaded to appear in WeChat.]]> Chinese short video app Kuaishou

微信朋友圈解封快手分享链接 – 36Kr

What happened: Tencent’s messaging app WeChat has on Monday unblocked links shared from short video app Kuaishou, 36Kr reported. Shared videos play directly in user WeChat Moments newsfeeds as embedded videos. The sharing button in Kuaishou has also been changed to the WeChat’s Moments icon. Videos from Bytedance apps such as Douyin, Xigua Video, and Huoshan Video, however, still need to be downloaded and then uploaded to appear in WeChat.

Why it’s important: In April 2018, China’s National Radio and Television Administration censured a number of short video apps for expanding their services without proper licenses. A month later, Tencent started blocking embedded short video links in WeChat Moments, requiring users to copy and paste links into browsers to be viewed normally. The ban covered all major short video platforms including Tencent’s own Weishi. Kuaishou is the second major short video app to be restored on WeChat, following Weishi, which was restored on WeChat in June 2018.

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Bytedance disputes in court that phone contacts are private information https://technode.com/2019/06/21/bytedance-disputes-in-court-that-phone-contacts-are-private-information/ https://technode.com/2019/06/21/bytedance-disputes-in-court-that-phone-contacts-are-private-information/#respond Fri, 21 Jun 2019 06:36:02 +0000 https://technode-live.newspackstaging.com/?p=109042 The user suing Bytedance for privacy violations and asked for RMB 1 as compensation for emotional distress.]]>

Lawyers for internet giant Bytedance stated Thursday in a Beijing court that user contact lists taken from phones should not be considered private information.

Beijing Haidian People’s Court began trying a privacy-related case filed by a Jinri Toutiao user against the owner of the app, Bytedance, Southern Metropolis Daily reported.

The user, surnamed Liu, accused the Bytedance app of accessing, uploading, and storing the contacts from his phone without his consent. According to the user, after he switched his SIM card to a second phone with an empty contact list and accessed Jinri Toutiao without logging in, the app recommended contacts from his previous phone as friends. He said that he tried to overwrite the already uploaded contact list with the empty one to no avail.

Bytedance said in its defense that by using Jinri Toutiao and its related services, the user has agreed to its privacy policy, which made it clear that the company would “collect, commercially use, and store” user information, including “name, gender, contact information, and other information that could be used to identify users.” The company also claimed that the user allowed Jinri Toutiao to access his contact list a number of times.

For the recommendations on the user’s second phone, Bytedance said that it was able to do so by recognizing the device number of the user’s phone.

The Beijing-headquartered company further argued in court that the legal definition of privacy refers to information unrelated to an individual’s social life. Because phone numbers are revealed to others, they are not legally considered private.

“Although contact lists contain names and phone numbers, they are information that belong to members of the user’s social network and not him personally,” Bytedance was reported to have said during the trial. “Therefore, contact lists are not the plaintiff’s private information.”

Bytedance has not responded to requests for comment from a TechNode reporter on Friday.

In response to media reports, Bytedance issued a statement on Jinri Toutiao late Thursday evening saying that it doesn’t approve of the phrasing, “contact list is not part of user privacy.” It added that its lawyers’ arguments have to be interpreted within the context of the trial and that excerpts can’t be taken as the company’s stance.

“Jinri Toutiao respects user privacy, and all user data must be authorized by users to be further utilized,” Bytedance said in the statement.

Liu filed the lawsuit in March 2018. In the trial on Thursday, he demanded that Bytedance immediately halt violations to his privacy, apologize, pay RMB 1 as compensation for emotional distress, and cover his attorney’s fees.

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Briefing: Tencent’s ‘Game for Peace’ to bring in $1 billion by year’s end – report https://technode.com/2019/06/20/briefing-tencents-game-for-peace-to-bring-in-1-billion-by-years-end-report/ https://technode.com/2019/06/20/briefing-tencents-game-for-peace-to-bring-in-1-billion-by-years-end-report/#respond Thu, 20 Jun 2019 08:02:59 +0000 https://technode-live.newspackstaging.com/?p=108974 Tencent battle royale mobile video gameThe game is likely to include monetization strategies similar to those in “PUBG Mobile.”]]> Tencent battle royale mobile video game

Game for Peace expected to bring in nearly $1b by year’s end – Gameindustry.biz

What happened: Tencent’s “PUBG Mobile” replacement in China, “Game for Peace,” is projected to gross $1 billion by the end of 2019, Gameindustry.biz reported, citing a recent report from game market research firm Niko Partners. According to the report, the game is likely to include monetization strategies similar to those in “PUBG Mobile,” which has generated approximately $400 million in revenue in overseas markets since it launched in February 2018. “Game for Peace” officially replaced its predecessor in China on May 8.

Why it’s important: “Game for Peace” has already shown strong monetization capabilities, earning $70 million in May, according to mobile app intelligence firm Sensor Tower. Different from “PUBG Mobile,” “Game for Peace” was approved by China’s game regulator before launch and could monetize immediately by selling in-game cosmetic items. According to an analyst from data consultancy firm Analysys, the title has a lot of untapped monetization opportunities, but its current focus is most likely maintaining user engagement.

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US to overtake China as the world’s largest gaming market: report https://technode.com/2019/06/20/us-to-overtake-china-as-the-worlds-largest-gaming-market-report/ https://technode.com/2019/06/20/us-to-overtake-china-as-the-worlds-largest-gaming-market-report/#respond Thu, 20 Jun 2019 07:09:42 +0000 https://technode-live.newspackstaging.com/?p=108932 esport gaming Tencent PUBGChina will reclaim its position as the largest gaming market by revenue in 2020.]]> esport gaming Tencent PUBG

The US will replace China as the world’s largest gaming market in terms of revenue in 2019, according to a report from game market research firm Newzoo.

The US has not held the top spot since 2015. Its market is expected to bring in $36.9 billion globally in 2019, whereas China is projected to gross around $36.5 billion during the same period.

The Chinese government’s nine-month freeze on monetization approvals in 2018 weighed heavily on the year-on-year growth rate in the Asia-Pacific region, which fell to 7.6%, much slower than other regions. However, the report forecasts that China will reclaim its position as the largest gaming market by revenue in 2020.

In 2018, China suspended the game licensing process for nine months as it reassigned game regulation responsibilities to the State Administration of Press and Publication (SAPP). The process resumed in December, but just a few months later, the regulator issued a notice requesting local authorities to stop filing applications so that it could process the backlog that built up during the freeze.

In April, the SAPP started accepting new applications for game approvals under a new set of guidelines, which reject low-quality and copycat games, as well as poker and mahjong games. Game research firm Niko Partners estimated that the new rules would reduce the number of approved games to around 5,000 in 2019 from the 8,561 in 2018.

Among those hit hardest by the uncertain regulatory environment has been gaming giant Tencent. The company saw stagnating game revenue in Q4 2018 and Q1 2019. In May, the company scrapped China plans for hit mobile title “PUBG Mobile,” which can’t monetize due to the lack of an approval, and replaced it with a more patriotic “Game for Peace.” According to data from mobile app intelligence firm Sensor Tower, the new title raked in $70 million in May.

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Briefing: Kuaishou aims for 300 million users in effort to revitalize ranks https://technode.com/2019/06/19/briefing-kuaishou-aims-for-300-million-users-in-effort-to-revitalize-ranks/ https://technode.com/2019/06/19/briefing-kuaishou-aims-for-300-million-users-in-effort-to-revitalize-ranks/#respond Wed, 19 Jun 2019 06:38:27 +0000 https://technode-live.newspackstaging.com/?p=108741 Chinese short video app KuaishouTwo founders expressed their dissatisfaction with the company's loose structure and sluggishness among employees.]]> Chinese short video app Kuaishou

快手创始人发内部信:2020年春节前冲刺3亿DAU – 36Kr

What happened: Short video app Kuaishou plans to optimize its organizational structure and speed up the product refinement process to boost growth, with the goal of reaching 300 million daily active users (DAU) before Spring Festival of 2020, 36Kr reported, a major holiday which will fall in late January. Co-founders Su Hua and Cheng Yixiao expressed in an internal letter their dissatisfaction with the company’s loose structure and sluggishness among employees. In May, the vice president of the app announced 200 million DAU.

Why it’s important: Kuaishou has seen substantial growth since the start of 2019, increasing its DAU by approximately 40 million in the first five months of the year. However, compared with its major competitor Bytedance, which has dozens of products with a combined MAU of 1 billion, Kuaishou has made very limited progress in terms of new products. While boosting the DAU of Kuaishou’s flagship product won’t resolve this issue, it could still help Kuaishou grow its share of the live-streaming and short video market.

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Briefing: Tencent launches video streaming service WeTV in Thailand https://technode.com/2019/06/17/briefing-tencent-launches-video-streaming-service-wetv-in-thailand/ https://technode.com/2019/06/17/briefing-tencent-launches-video-streaming-service-wetv-in-thailand/#respond Mon, 17 Jun 2019 08:32:02 +0000 https://technode-live.newspackstaging.com/?p=108510 WeTV adds to Tencent's portfolio in Thailand including music streaming service JOOX and mobile game “PUBG Mobile."]]>

Tencent launches video streaming in Thailand, eyes SE Asia expansion – Reuters

What happened: Tencent launched its first overseas video streaming service in Thailand on June 14, Reuters reported. The service, WeTV, will feature original Chinese content with Thai dubbing from Tencent’s film production and distribution subsidiary, Tencent Penguin Pictures, as well as content created with local partners in Thailand. According to the senior vice president of the subsidiary, the country’s existing user base for Tencent products makes it a good starting point to push into Southeast Asia. Prior to WeTV, Tencent had already launched music-streaming service JOOX and mobile game “PUBG Mobile” in Thailand.

Why it’s important: Tencent posted its slowest revenue growth in Q1 2019 as its Chinese gaming business slowly recovers from regulatory changes. The strategy to expand its businesses overseas could potentially help to offset a slowdown in the China market. Growth for the Chinese version of Tencent’s video streaming service, Tencent Video, has been strong. It recorded a 43% year-on-year increase in subscriptions in the first quarter of 2019, and has more than 89 million subscribers and upwards of 200 million daily active users.

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Shanghai wants to be the world’s ‘e-sports capital’ https://technode.com/2019/06/14/shanghai-wants-to-be-the-worlds-e-sports-capital/ https://technode.com/2019/06/14/shanghai-wants-to-be-the-worlds-e-sports-capital/#respond Fri, 14 Jun 2019 09:40:58 +0000 https://technode-live.newspackstaging.com/?p=108315 Shanghai's skyline is seen from The Bund on April 13, 2019. (Image Credit: TechNode/Eugene Tang)The city will encourage businesses to invest in three to four e-sports stadiums capable of hosting tournaments of the highest level.]]> Shanghai's skyline is seen from The Bund on April 13, 2019. (Image Credit: TechNode/Eugene Tang)
Shanghai's night skyline is seen from The Bund on April 13, 2019. (Image Credit: TechNode/Eugene Tang)
Shanghai’s night skyline as seen from The Bund on April 13, 2019. (Image credit: TechNode/Eugene Tang)

The Shanghai government on Tuesday released a set of guidelines revealing its plans to bolster the city’s competitive gaming industry, with the aim to be a global “e-sports capital” in three to five years.

This is not the first time that Shanghai expressed its ambitions in this area. A document the municipal government released in December 2017 to facilitate the development of the city’s cultural and creative industries included a loose framework for e-sports industry development.

The support from the government, however, is not likely to bring substantial changes in the short term, Liao Xuhua, an analyst at data consultancy firm Analysys, told TechNode. “The development of the e-sports industry is a long-term process and relies primarily on the effort of the industry itself,” (our translation) he said.

The city government says in the guidelines that it will increase the capacity of e-sports-related content creation and research, facilitate more media coverage for the industry, in addition to cultivating and supporting e-sports businesses.

While the guidelines offer few specifics, the city’s plans to organize more and better e-sports competitions include some detail. The Shanghai government aims to host more large tournaments and increase its support for smaller scale matches, including competitions in schools. The city is already home to a number of large e-sports tournaments and is going to hold The International 2019, the top tournament for “Dota 2,” in the Mercedes-Benz Arena.

To provide venues for these events, the guidelines also pledged to encourage businesses to invest in three to four e-sports stadiums capable of hosting tournaments of the highest level such as the League of Legends World Championship, as well as a number of small stadiums for lower-tier matches.

In a way, this has already started. Earlier this year, Tencent struck a deal with Shanghai’s Oriental Sports Center, naming it the primary host stadium for Tencent e-sport tournaments, and prompting the owner to upgrade the stadium’s internet infrastructure.

The document also included promises to improve the business environment for the sector, including setting industry standards for professional training, competition between businesses, and tournaments.

The guidelines were issued by the CPC Publicity Department of Shanghai Municipal Committee, Shanghai Municipal Administration of Culture and Tourism, and the Shanghai Municipal Sports Bureau.

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Briefing: TikTok hires former Facebook executive for its global business unit https://technode.com/2019/06/14/briefing-tiktok-hires-former-facebook-executive-for-its-global-business-unit/ https://technode.com/2019/06/14/briefing-tiktok-hires-former-facebook-executive-for-its-global-business-unit/#respond Fri, 14 Jun 2019 02:58:48 +0000 https://technode-live.newspackstaging.com/?p=108264 tiktok douyin bytedance Chandlee worked on Facebook’s partnerships in Europe, Latin America, and the US for a decade.]]> tiktok douyin bytedance

TikTok Ramps Up Recruiting From Big Tech With Facebook Exec Hire – Bloomberg

What happened: Bytedance has recently hired Facebook veteran Blake Chandlee as the vice president of global business solutions for TikTok, Bloomberg reported. Chandlee had worked on Facebook’s partnerships in Europe, Latin America, and the US for a decade. Chandlee announced the hire with a Facebook post on May 20, saying that he believes “different views, perspectives, and models make everything better.” Bytedance previously hired several executives from YouTube to help expand the TikTok brand.

Why it’s important: The new hire comes as Bytedance accelerates TikTok’s monetization in existing overseas markets. The company has recently reshuffled Douyin’s leadership, naming Musical.ly co-founder Zhu Jun to lead Douyin and TikTok. As someone who is experienced in building teams and scaling businesses, Chandlee could potentially speed up TikTok’s advertising roll out, which greatly lags its Chinese sister app, Douyin.

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Briefing: Transsion to install China Literature app on all Africa-sold phones https://technode.com/2019/06/14/briefing-transsion-to-install-china-literature-app-on-all-africa-sold-phones/ https://technode.com/2019/06/14/briefing-transsion-to-install-china-literature-app-on-all-africa-sold-phones/#respond Fri, 14 Jun 2019 01:34:21 +0000 https://technode-live.newspackstaging.com/?p=108242 Transsion previously partnered with NetEase to create the BoomPlay music app.]]>

Transsion’s latest digital media play – iAfrikan

What happened: Transsion Holdings has partnered with Shanghai-based China Literature to load its reading app onto all of its mobile devices sold in Africa. The 30,000 literary works planned for initial distribution will be in English and come from China Literature’s existing collection. In a statement, Transsion said that there are “huge opportunities” in the Africa’s digital reading space and that it “noticed an increasing demand for online reading content” from its customers there.

Why it’s important: This partnership follows a joint venture between Transsion and Netease to build the BoomPlay music streaming app, which Transsion also pre-installs onto all its mobile devices sold in Africa. BoomPlay’s reported 46 million users would make it the largest music streaming app in Africa, and provides a reference point for the potential reach of China Literature’s app. Transsion held 48.7% of Africa’s mobile phone market and 34.3% of its smartphone market in 2018, and recently reiterated its confidence that it will continue to dominate against competitors like Huawei, which has only a 9.9% market share.

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Mary Meeker’s Internet Trends Report 2019: China’s innovative online business models https://technode.com/2019/06/13/mary-meekers-internet-trends-report-2019-chinas-innovative-online-business-models/ https://technode.com/2019/06/13/mary-meekers-internet-trends-report-2019-chinas-innovative-online-business-models/#respond Thu, 13 Jun 2019 09:02:22 +0000 https://technode-live.newspackstaging.com/?p=108140 Games have driven transformation in payment, e-commerce, retail, and education.]]>

China’s internet companies are spurring growth by transforming online business models, said this year’s internet trends report by venture capitalist Mary Meeker.

China has solidified its position as the world’s largest online population, at 21% of the global internet users, though it lags the US and other Western countries in internet penetration rates. India is catching up, accounting for 12% of global internet users. It is also a promising market for growth, since internet penetration rates are lower.

Alibaba and Tencent are among the top 10 most-valued public tech companies in the world, and Meituan Dianping, Baidu, JD.com, NetEase, and Xiaomi are in the top 30. But the market capitalization rates of Chinese companies have seen less year-on-year growth than other leaders on the list. Alibaba grew the most, jumping 106% but still falling short of Netflix at 366% and Microsoft at 146%.

However, online business models in China continue to evolve. US banking behemoth Citibank said Wednesday that it was looking to Asia, particularly Ant Financial, to build a digital strategy for the future.

“Super apps” consolidate online consumption

Screenshot of Meituan analysis in the Bond 2019 Internet Trends slide deck by Mary Meeker. (Image credit: TechNode)

Internet business models are transforming consumption in China. Platforms that began as single function are evolving into one-stop “super apps,” including life services platform Meituan. Its offerings include more than 30 types of services such as food delivery, movie tickets, hotel and travel bookings, and payments, the equivalent of combining US peers like Yelp, OpenTable, Fandango, Booking.com, and Airbnb.

Ant Financial’s Alipay evolved from a payment app to a life services platform with more than 200,000 mini-programs offering food delivery, healthcare, public transportation fares, and utility bills. Alipay’s transition to a super app is facilitated by the broader Alibaba ecosystem, which covers virtually every emerging internet sector in China.

Entertainment elements boost growth

Screenshot of Pinduoduo analysis in the Bond 2019 Internet Trends slide deck by Mary Meeker. (Image credit: TechNode)

China is a pioneer in adding entertainment elements to e-commerce, messaging, payment services, and online education platforms.

E-commerce platforms drive growth with gamified shopping features or more interactive in-app live-streaming functions. Pinduoduo is as an example of how gamification can play a role in driving online sales. Users earn discounts on a price by sharing with friends, who can then play a game to nab discounts. Also, users can grow virtual fruit trees in the app and real fruit is delivered to their homes at “harvest time.” This combination of social shopping and gamified discounts helped the company achieve rapid growth in the past two years.

Livestreaming is another main driver for the e-commerce sector in China. Taobao Live, the live-streaming unit of the mega marketplace, sold $14 billion in livestreaming gross merchandise volume (GMV) in 2018. Similarly, short video apps such as Kuaishou and Douyin are also adding e-commerce features.

WeChat’s mini-program game, “Jump Jump,” has helped build the mini-program ecosystem in WeChat, allowing brands to better engage users. Alipay meanwhile is using gamified experiences to boost consumer engagement. Alipay Ant Forest packaged philanthropy into a game-like system, where users can accumulate green energy points by completing tasks that reduce carbon emission such as walking and using public transit. Users can collect energy points from friends and donate them to plant real trees.

Screenshot of WeChat’s “Jump Jump” analysis in the Bond 2019 Internet Trends slide deck by Mary Meeker. (Image credit: TechNode)

Games have also made their way into education. A number of education apps have incorporated games and competition with classmates to motivate students to learn math and coding.

Short videos driving surge in internet usage

Screenshot of short video analysis in the Bond 2019 Internet Trends slide deck by Mary Meeker. (Image credit: TechNode)

In 2018, China’s cellular internet data usage grew 189% year-on-year and total daily time spent doubled to 600 million hours in April 2019 from 300 million hours in April 2018. The two biggest short video platforms, Douyin and Kuaishou, are both approaching 250 million daily active users, with Douyin ahead.

With contributions from Tony Xu and Eliza Grkitsi.

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Briefing: Tencent files 6 more lawsuits against Bytedance https://technode.com/2019/06/13/briefing-tencent-files-6-more-lawsuits-against-bytedance/ https://technode.com/2019/06/13/briefing-tencent-files-6-more-lawsuits-against-bytedance/#respond Thu, 13 Jun 2019 03:13:22 +0000 https://technode-live.newspackstaging.com/?p=108094 This raises the number of game-related cases Tencent has brought against Bytedance to 15.]]>

腾讯南山法院再诉今日头条系 要求删除用户游戏视频 – TechWeb

What happened: Tencent has filed six new lawsuits against Bytedance, demanding the company to delete all “Honour of Kings” gameplay videos from the accounts of six specified users on Jinri Toutiao and Douyin. It is also requesting Bytedance pay RMB 10.8 million (around $1.56 million) in damages, TechWeb reported. Tencent says in the filing that the videos are a violation of its copyright for the hit mobile title. This fresh round of lawsuits raises the number of game-related cases Tencent has brought against Bytedance to 15.

Why it’s important: Tencent has drastically increased the frequency of legal action against the owner of Douyin since last month. In May, the gaming giant sued Bytedance six times, demanding it to remove videos and ban live-streaming shows related to three popular Tencent titles from its content apps. Bytedance publicly objected to a court injunction for one of the cases, calling the process “unlawful.” On Tuesday, it was revealed that Tencent recently sued a user for livestreaming “League of Legends” on Bytedance’s Xigua Video, though the company only asked for RMB 1 in damages.

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User spending in Douyin and TikTok hit new high in May https://technode.com/2019/06/12/user-spending-in-douyin-and-tiktok-hit-new-high-in-may/ https://technode.com/2019/06/12/user-spending-in-douyin-and-tiktok-hit-new-high-in-may/#respond Wed, 12 Jun 2019 04:09:08 +0000 https://technode-live.newspackstaging.com/?p=107960 tiktok douyin bytedanceThe 120 million Indian TikTok users, however, only spent $45,000 on the app in May.]]> tiktok douyin bytedance

Short video app Douyin and its international version TikTok have brought in a total of $9 million worldwide through in-app sales of virtual coins, not including revenue from China’s third-party Android stores, according to mobile app intelligence firm Sensor Tower.

The total earnings increased five-fold compared to $1.5 million in May 2018 and 22% compared to $7.4 million in April.

The coins are used to purchase virtual gifts that can be sent to livestreamers.

iOS users from China contributed the most to last month’s total, spending $5.9 million on coins which accounts for 64% of total revenue. iOS and Android users from the US follow, spending $2 million on the coins, or 22% of May’s revenue .

However, purchases form India, which is one of TikTok’s largest markets in terms of number of users, was almost negligible last month. The 120 million TikTok users in India only spent $45,000 on the app in May, less than 0.5% of the total.

In March, Sensor Tower estimated that the two Bytedance-operated apps have grossed $75 million through the sale of virtual coins. Around 55% of sales came from TikTok users in the US, and 23% were from China’s Douyin users on iOS.

First-time installs of the two apps in May reached 56 million, recovering from the two-week ban in India in April that cost TikTok around 15 million new users, according to Sensor Tower figures. Yet new installs showed close to no increase compared to May 2018 and even a 21% drop from January’s 70.8 million.

Total installs of TikTok and Douyin outside China’s third-party Android stores has reached 1.2 billion. Gross revenue of the two apps is also likely to exceed $100 million before the end of June.

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Briefing: Bytedance shuffles Douyin and Jinri Toutiao leadership https://technode.com/2019/06/11/briefing-bytedance-shuffles-douyin-and-jinri-toutiao-leadership/ https://technode.com/2019/06/11/briefing-bytedance-shuffles-douyin-and-jinri-toutiao-leadership/#respond Tue, 11 Jun 2019 06:35:35 +0000 https://technode-live.newspackstaging.com/?p=107820 Bytedance Tiktok Singapore InvestmentThe leadership changes come as growth slows for Bytedance's flagship apps.]]> Bytedance Tiktok Singapore Investment

抖音和今日头条相继“换帅”,字节跳动迎来一轮人事调整 – 36Kr

What happened: Bytedance has shifted leadership at Douyin and Jinri Toutiao in an attempt to boost growth, 36Kr reported. The co-founder of Musical.ly, Zhu Jun, now leads Douyin and TikTok. Ren Lifeng, former head of Douyin and one of the earliest members of its team, now reports to Zhu. Bytedance’s recommendation algorithm expert Zhu Wenjia was promoted to lead the Jinri Toutiao app, reporting to the CEO of the Jinri Toutiao company.

Why it’s important: The personnel reshuffle is likely a move by Bytedance to target the overseas market and seek new areas of growth as flagship apps such as Jinri Toutiao decelerate. Bytedance will step up marketing and monetization in its existing overseas markets with TikTok, according to 36Kr citing people with knowledge of the matter, and the founder of Musical.ly could facilitate such a process. Putting a technical expert at the helm may also potentially help algorithm-driven Jinri Toutiao with new avenues of growth.

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Briefing: Chinese regulators shut down news aggregator Wallstreetcn.com https://technode.com/2019/06/11/briefing-chinese-regulators-shut-down-news-aggregator-wallstreetcn-com/ https://technode.com/2019/06/11/briefing-chinese-regulators-shut-down-news-aggregator-wallstreetcn-com/#respond Tue, 11 Jun 2019 04:56:42 +0000 https://technode-live.newspackstaging.com/?p=107774 The app was fined in March for posting news without a license and has had disputes with other media outlets over copyright violations.]]>

China’s internet censor shuts financial news aggregator wallstreetcn.com amid worsening US relations over trade and tech – South China Morning Post

What happened: China’s internet censors have shut down Wallstreetcn.com, one of China’s most popular news aggregating apps dedicated to financial news, over unspecified breaches of cybersecurity laws. A photograph of the government order circulated online shows that the order was stamped by the Cyberspace Administration of China. It neither revealed why the app was shut down, nor whether the suspension was permanent. The app confirmed the shutdown and said it was working to resolve issues.

Why it’s important:  Wallstreetcn.com has faced regulatory trouble before. In March, it was fined for posting news without a license. The app has also had disputes with Bloomberg, Caixin Global, and Dow Jones over copyright violations. The shutdown comes amid a crackdown on US-China trade war discussions on Chinese social media. Research by the University of Hong Kong suggests that three of the top 10 most-censored WeChat topics include the trade war, Huawei CFO Meng Wanzhou’s arrest, and US sanctions against Chinese telecom manufacturer ZTE.

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Tencent sues user for livestreaming ‘League of Legends’ on Bytedance app https://technode.com/2019/06/11/tencent-sues-user-for-livestreaming-league-of-legends-on-bytedance-app/ https://technode.com/2019/06/11/tencent-sues-user-for-livestreaming-league-of-legends-on-bytedance-app/#respond Tue, 11 Jun 2019 04:11:30 +0000 https://technode-live.newspackstaging.com/?p=107770 Tencent also requested in the filing that the user halt all live-streaming activities and pay RMB 1 in damages.]]>

Tencent has recently filed a lawsuit against a user for livestreaming its PC title “League of Legends” on Bytedance’s Xigua Video without authorization, media outlet BiaNews reported.

Tencent said in its filing that the user violated the company’s user agreement, which prohibits users from recording, livestreaming, and disseminating content from Tencent’s games without its authorization, according to the report. Tencent also requested in the filing that the user halt all live-streaming activities and pay RMB 1 in damages.

The lawsuit could help establish an industry-wide standard that requires livestreaming service providers to acquire authorization from game developers or publishers, He Jing, an IP lawyer with Merits & Tree Law Offices in Beijing told TechNode. This could pose a great challenge to non-Tencent related live-streaming platforms, she added.

The user in question is 25 years old and has 1,690 followers on Xigua Video, where he uses the handle, “HT Jianjian.” His last post on the platform was an announcement for a live-streaming session of “League of Legends” dated December.

Upon being notified of the lawsuit, the user objected and countersued, claiming to have the right to exhibit virtual items that he purchased with RMB 1,500 in “League of Legends,” according to the BiaNews report. By prohibiting him from livestreaming the game, the user stated, Tencent is denying him of such a right. He also demanded that Tencent refund the RMB 1,500, pay RMB 4,500 in punitive damages, and cover his attorney fees.

Tencent was not immediately available for comment when reached by TechNode on Tuesday.

According to the report, this is the first time a game company has sued individual users for livestreaming games without acquiring proper authorization. However, Tencent has been increasingly litigious, suing Bytedance six times in May alone for livestreaming three of Tencent’s most popular titles: “League of Legends,” “CrossFire,” and “Honour of Kings.”

Bytedance recently fought back against an injunction issued by a Chongqing court to remove content related to these games from its content aggregator Jinri Toutiao. In a strongly worded statement, Bytedance called the injunction “unlawful” and “severely flawed,” and urged authorities to investigate the court’s actions.

This article has been updated to include comments from a lawyer.

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Briefing: Sohu joins China’s social networking resurgence with Huyou https://technode.com/2019/06/10/sohu-social-networking/ https://technode.com/2019/06/10/sohu-social-networking/#respond Mon, 10 Jun 2019 09:31:53 +0000 https://technode-live.newspackstaging.com/?p=107685 Sohu is joining a number of other internet companies that have recently taken aim at WeChat.]]>

搜狐社交产品“狐友”正式版上线 张朝阳称其为搜狐的未来 – Bianews

What happened: Chinese internet portal Sohu has formally launched a new social networking app named Huyou to target China’s younger users. An offshoot of its news aggregation app’s social networking feature, Huyou offers typical tools such as blogs, photo-sharing features, and online games. The service has been undergoing testing as an independent app since May 2018 and now has around 2.5 million users.

Why it’s important: As one of the earliest tech giants in China, Sohu offers a variety of services including a search engine, advertising, news, online multiplayer gaming, and video streaming. The company had a fair share of China’s pre-mobile social networking market with products like Facebook-like ChinaRen and Bai Shehui, which targeted white-collar users. Left behind in the transition to mobile internet, Sohu’s social networking services were overtaken by the likes of WeChat and QQ. With the launch of Huyou, Sohu is joining a number of other internet companies that have recently taken aim at WeChat’s ongoing dominance with new products. Three new social media apps were launched on January 15 to challenge WeChat: Bytedance’s video-messaging app Duoshan; Smartisan parent company Kuairu Technology’s Liaotianbao, an updated version of the once-popular messaging service Bullet Messenger; and Shenzhen-based Ringo.AI’s Matong, an anonymous social media app. However, these initiatives could be short lived: Liaotianbao is reportedly facing the axe after Smartisan’s sale to Bytedance, and Matong was taken down from app stores because of regulatory noncompliance.

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Tencent’s ‘Game For Peace’ rakes in $70 million in May https://technode.com/2019/06/10/tencents-game-for-peace-rakes-in-70-million-in-may/ https://technode.com/2019/06/10/tencents-game-for-peace-rakes-in-70-million-in-may/#respond Mon, 10 Jun 2019 04:47:35 +0000 https://technode-live.newspackstaging.com/?p=107630 Tencent battle royale mobile video gameThe high revenue is not likely to continue into June, analysts said.]]> Tencent battle royale mobile video game

Mobile battle royale title “Game For Peace” brought in $70 million from in-game purchases on iOS in May. Tencent launched the title to take the place of “PUBG Mobile,” which it was unable to monetize in China.

The new version of the game retained “PUBG Mobile’s” core mechanisms but changed a number of details to appeal to Chinese regulations and win a license from the State Administration of Press and Publication (SAPP).

According to a report from mobile app intelligence firm Sensor Tower, the two versions of the battle royale title generated a combined revenue of $146 million in May, a 126% month-over-month increase. This number is 26 times the estimated revenue of “PUBG Mobile” in May 2018.

The high revenue from “Game For Peace,” which was driven up by players who wanted to spend money on cosmetic items in “PUBG Mobile” but couldn’t, is not likely to continue into June, said Liao Xuhua, an analyst from data consultancy firm Analysys.

But this doesn’t mean “Game For Peace” lacks long-term monetization capabilities, Liao told TechNode. “The focus of ‘Game For Peace’ at the moment is user operations. There is plenty of untapped monetization opportunities waiting to be developed, so it has the potential to set new revenue records,” he added.

The combined take of the two versions of “PUBG Mobile” made it the top-grossing game in May worldwide, beating Tencent’s mobile multiplayer online battle arena (MOBA) title “Honour of Kings,” which made $125 million last month on both iOS and Android stores outside of China, by 17%.

“Fortnite,” the biggest competitor to both Tencent battle royale titles, also saw player spending rise to $43 million in May on iOS, though it was just 43% of the total revenue of the two Tencent mobile games on the same platform.

Late last month, Tencent added a major update to “Game For Peace,” removing a number of controversial details such as the wave goodbye animation that appears once an enemy is defeated.

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Briefing: Bytedance invests RMB 1.26 billion in sports community app Hupu https://technode.com/2019/06/06/briefing-bytedance-invests-rmb-1-26-billion-in-sports-community-app-hupu/ https://technode.com/2019/06/06/briefing-bytedance-invests-rmb-1-26-billion-in-sports-community-app-hupu/#respond Thu, 06 Jun 2019 07:04:33 +0000 https://technode-live.newspackstaging.com/?p=107543 Bytedance Tiktok Singapore InvestmentThe investment gives Bytedance a 30% stake in Hupu.]]> Bytedance Tiktok Singapore Investment

字节跳动12.6亿元投资虎扑,持股比例为30% – Jiemian

What happened: Sports community platform Hupu has confirmed that it raised RMB 1.26 billion (around $182 million) from Bytedance in pre-IPO funding, media outlet Jiemian reported. This gives Bytedance a 30% stake in Hupu, which has 30 million registered users. Bytedance and Hupu have collaborated prior to the investment. After Bytedance became an official global partner of the National Basketball Association (NBA), Hupu started using Bytedance’s Xigua Video as the default video platform when redirecting users.

Why it’s important: Bytedance has been trying to build its sports content ecosystem for a while, partnering with sports leagues and clubs such as the WWE, CBA, and UFC. Although the recent investment doesn’t make Bytedance Hupu’s largest shareholder, it could greatly facilitate the growth of sports-related content on Bytedance’s domestic products such as Jinri Toutiao, Douyin, and Xigua Video. Hupu’s current business includes sports-related content, marketing, and e-commerce.

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Briefing: Huya’s live-streaming subsidiary Nimo TV officially launches in Brazil https://technode.com/2019/06/06/briefing-huyas-live-streaming-subsidiary-nimo-tv-officially-launches-in-brazil/ https://technode.com/2019/06/06/briefing-huyas-live-streaming-subsidiary-nimo-tv-officially-launches-in-brazil/#respond Thu, 06 Jun 2019 06:27:28 +0000 https://technode-live.newspackstaging.com/?p=107512 Nimo TV has more than 11.5 million monthly active users globally.]]>

虎牙旗下的游戏直播平台 Nimo TV 正式进入巴西 – 36Kr

What happened: Huya’s overseas live-streaming platform Nimo TV has officially entered the Brazilian market, increasing the number of countries where it is available to 10, 36Kr reported. Nimo TV has already signed exclusive partnerships with a number of famous Brazilian YouTube creators and exclusive livestreaming agreements with several major Brazilian e-sports teams. Nimo TV was launched in May 2018 and has been operating in countries such as Indonesia, Vietnam, Thailand, and Mexico before the launch in Brazil. As of the end of 2018, Nimo TV had more than 11.5 million monthly active users globally.

Why it’s important: Nimo TV’s expansion could help Huya tap into Brazil’s emerging livestreaming market as its domestic market slows down and oversight tightens. According to market research company Newzoo, Brazil was the world’s 13th largest game market in 2018 with revenues of $1.45 billion. Although it is a far smaller market than China, fewer competitors could potentially help Nimo TV grab a larger share of the market.

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Briefing: 20-year-old QQ launches new ‘big VIP’ membership package https://technode.com/2019/06/06/qq-launches-vip-membership/ https://technode.com/2019/06/06/qq-launches-vip-membership/#respond Thu, 06 Jun 2019 05:03:45 +0000 https://technode-live.newspackstaging.com/?p=107454 QQ is moving ahead by complementing, not cannibalizing, Tencent's even bigger social platform, WeChat.]]>

腾讯正式上线QQ大会员:每月35元 八大特权 – 凤凰网

What happened: Tencent, which previously announced it would launch a new membership package for long-standing social platform QQ, has officially unveiled the deal: for RMB 35 (around $5) a month, new “big VIPs” will receive access to benefits in eight categories. They include discounts on online services, exclusive membership labels, and offline benefits. Within the membership model, big VIPs will be categorized into eight different levels based on their “growth values,” a points system which rewards regular use.

Why it’s important: QQ’s social spinoff service Qzone has long had a subscription model which has helped Tencent cash in on the ecosystem’s popularity. The move to launch big VIPs may be another nudge forward for its monetization model, leveraging the platform’s continued prominence. In the first quarter of 2019, QQ reported a massive monthly active user base of 823 million and double-digit growth among “young users.” In addition to pushing forth new initiatives for growth, the platform is also moving ahead by complementing, not cannibalizing, Tencent’s even bigger social platform. In May, QQ announced it would launch its mini-program ecosystem, a feature first pioneered by WeChat in 2017, across iOS in addition to Android.

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Bytedance says court overstepped on ‘Honour of Kings’ content ban https://technode.com/2019/06/06/bytedance-says-court-overstepped-on-honour-of-kings-content-ban/ https://technode.com/2019/06/06/bytedance-says-court-overstepped-on-honour-of-kings-content-ban/#respond Thu, 06 Jun 2019 03:40:57 +0000 https://technode-live.newspackstaging.com/?p=107451 The ban prohibits Jinri Toutiao from disseminating all pre-recorded videos with “Honour of Kings” in their titles.]]>
Bytedance’s logo on a building in Shanghai. (Image credit: TechNode/Shi Jiayi)

Bytedance is fighting back against a recent court injunction which banned content related to Tencent’s mobile title “Honour of Kings” from the company’s Jinri Toutiao content aggregator app, according to a statement released on the platform.

Issued on May 30 by a court in Chongqing, the injunction was a preliminary move that banned all pre-recorded videos with “Honour of Kings” in their titles from Jinri Toutiao, save for those from five specified users including the game’s official accounts.

In the statement, Bytedance said that the court’s actions are severely flawed since it issued the injunction solely at Tencent’s request. Bytedance said that the court did not carry out an inquiry or notify the company beforehand. It also urges the authorities to investigate the court’s actions in the statement.

Although such a process is permissible in an emergency or in cases where inquiries could render injunctions ineffective, Bytedance argues that this is not one of those scenarios. However, according to the court’s opinion, the case qualifies as an emergency, according to court documents that Tencent sent to TechNode. Due to “Jinri Toutiao’s enormous active user base and the relatively long time it takes to reach a final decision,” (our translation) the loss of market share and opportunities in the absence of a ban could cause Tencent “irreparable damage,” the ruling stated.

Bytedance also accused the court of unlawfully expanding the scale of the ban. While Tencent requested Jinri Toutiao to remove all unauthorized videos containing “Honour of Kings” gameplay footage, the injunction required the platform to delete all videos with “Honour of Kings” in their titles, even if the content is not related to the game.

Bytedance’s vice president Li Liang reposted the company’s statement on his Jinri Toutiao account with the comment, “No matter how good the relationship is, legal procedures are still necessary, even if they are just a mere formality,” (our translation).

This is the ninth ban in seven months that Tencent has requested against Bytedance that seeks to remove content related to Tencent’s games from Bytedance apps, with six of the nine lawsuits filed in May alone. The cases cover some of the most popular titles in China, including “League of Legends,” “Honour of Kings,” and “CrossFire.”

So far, the court motions have been advantageous for Tencent. In addition to the May 30 injunction, a court in Guangzhou also ruled in favor of Tencent, requiring Bytedance’s Xigua Video to remove all “Honour of Kings” content.

Bytedance declined to comment further when reached by TechNode.

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Briefing: Tencent’s QQ browser under fire for unauthorized user data collection https://technode.com/2019/06/05/tencent-qq-browser-data/ https://technode.com/2019/06/05/tencent-qq-browser-data/#respond Wed, 05 Jun 2019 06:29:27 +0000 https://technode-live.newspackstaging.com/?p=107272 Wechat ban apps facebook wechat yoA man filed an injunction against Tencent for syncing personal data across WeChat, QQ, and the QQ browser without his consent.]]> Wechat ban apps facebook wechat yo

腾讯被法学博士告了 “违法收集用户隐私第一案”出炉?官方回应 – 时间财经

What happened: In late May, a man in Jiangxi province filed an injunction against Tencent due to perceived violations of his privacy by the company’s QQ browser. The app is separate from the tech titan’s popular social platforms WeChat and QQ, although users have the option to log in using their accounts on either service. According to the filing, the plaintiff did not give his consent to share user information across platforms, but noticed after logging into the browser via both accounts that personal data such as his profile photos, contacts, gender, birthdate, or geographic location were automatically synced. Furthermore, he wasn’t able to delete the data from the QQ browser. Tencent told Chinese media that the injunction has since been withdrawn; as of Wednesday midday, the company had not yet responded to TechNode’s request for further details.

Why it’s important: An injunction doesn’t carry the same weight as a lawsuit, and its alleged withdrawal throws further doubt about whether the claims are true. However, they may lead to further scrutiny surrounding possible privacy violations by Tencent, especially if the plaintiff follows up with a lawsuit. While official censure of tech companies both large and small for over-collecting user data is becoming more common, legal backlash from individual users is less so. According to media reports, the plaintiff in the injunction case holds a doctorate in law; in daring to stand up against major player Tencent, he could inspire other, more rigorous challenges to internet companies’ lackluster user privacy protections.

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Briefing: Tencent plans to roll out ‘Call of Duty Mobile’ in overseas markets https://technode.com/2019/06/05/briefing-tencent-plans-to-roll-out-call-of-duty-mobile-in-overseas-markets/ https://technode.com/2019/06/05/briefing-tencent-plans-to-roll-out-call-of-duty-mobile-in-overseas-markets/#respond Wed, 05 Jun 2019 03:59:36 +0000 https://technode-live.newspackstaging.com/?p=107282 tencentTencent's TiMi Studio Group is also working on similar projects with several other international companies.]]> tencent

Tencent Counts on Smash Hit Call of Duty to Quicken Its Global Push – Bloomberg

What happened: Tencent is planning to release “Call of Duty Mobile” to markets including the US, Europe, Japan, Latin America, and Southeast Asia amid uncertainty in the domestic market, Bloomberg reported. The game is an adaptation of Activision Blizzard’s best-selling franchise, “Call of Duty” and is currently in beta-testing without a set release date. Tencent did not provide details about how it would share revenues with Activision. Tencent is also working on other adaptation titles: Its TiMi Studio Group, for instance, is working on similar projects with several other international companies.

Why it’s important: Tencent has been importing games for years, but in recent years, it has recently been revising its strategy to focus more on overseas markets, primarily due to slower economic growth and increasingly stringent regulations at home. The successful experiment with “PUBG Mobile,” one of the highest-grossing mobile games worldwide, is giving Tencent more experience in cooperating with international game studios. This global perspective, however, will require Tencent, which has long been accused of copying content, to enforce better intellectual property protection.

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Briefing: LinkedIn to shut down its localized China app, Chitu, in July https://technode.com/2019/06/05/linkedin-chitu-china/ https://technode.com/2019/06/05/linkedin-chitu-china/#respond Wed, 05 Jun 2019 03:47:15 +0000 https://technode-live.newspackstaging.com/?p=107263 Chitu was no match for rivals including Maimai. ]]>

Chitu, LinkedIn’s localized app for China, to go offline by end of July – KrAsia

What happened: LinkedIn is going to shut down Chitu, its professional social networking app specifically aimed at Chinese market, on July 31. “Chitu was an innovative trial in the Chinese market by LinkedIn, but starting a new business is never easy … It’s regretful that Chitu can no longer accompany you,” the app said in an open letter addressed to users.

Why it’s important: LinkedIn’s China team, headed by then-president of the China business Derek Shen, launched Chitu in July 2015 as fully localized platform for the Chinese market. It was the company’s first attempt at a dual brand strategy, signaling its aspirations for the market. However, it flopped in head-on competition from Chinese professional platforms like Maimai. Shen, who once said Chitu would be the last project he was willing to go all-in for in his career, left the company in 2017. In March, he criticized Linkedin for lagging “way behind” a list of new social networking services such as WeChat in a widely read post.

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Bytedance’s Douyin broadens parental control feature, allowing remote access https://technode.com/2019/05/31/bytedances-douyin-broadens-parental-control-feature-allowing-remote-access/ https://technode.com/2019/05/31/bytedances-douyin-broadens-parental-control-feature-allowing-remote-access/#respond Fri, 31 May 2019 04:54:32 +0000 https://technode-live.newspackstaging.com/?p=106874 Bytedance short video TikTok viralThe feature prevents kids from logging out of their accounts to evade regulation.]]> Bytedance short video TikTok viral

Bytedance’s Douyin has on Thursday updated its existing anti-addiction system to give parents more control over their children’s use of the app, further complying with regulator requirements to limit youth access to short videos.

The update introduced a feature named “parent-child platform” that enables parents to bind their accounts with a maximum of three other accounts. Parents can then turn on existing features like “youth mode” remotely for their children to block functionalities such as topping up and tipping, and to limit them to an age-appropriate content ecosystem.

Similar to “youth mode,” “parent-child platform” prevents kids from logging out of their accounts or switching to other accounts to evade regulation.

The user agreement for the new feature states that it will automatically terminate once a minor turns 18, but Douyin currently doesn’t require real name registration and has no means of verification.

Douyin also recruited the help of education experts to provide parents with child-rearing tips on short video posts, though views of videos with the campaign’s hashtag “child-protection league” remains low, at 1.1 million as of Friday morning.

Douyin’s recent move is reminiscent of Tencent’s and NetEase’s efforts to curb game addiction. Tencent’s “super parent,” for instance, not only tracks the time and money children spend in games, but also gives parents the ability to kick their kids out a game by tapping a button. However, Douyin still lags far behind Tencent in terms of the accuracy of its anti-addictions system—Tencent can verify game registration information using a government database and has been trialing a parental control feature that requires photos.

Starting in March 2019, the Cyberspace Administration of China (CAC) has been increasing the pressure on short video and video streaming platforms to implement anti-addiction systems. Initially, only Douyin, Huoshan Video, and Kuaishou had trialed the system, but on Tuesday, the CAC has expanded the list to include 17 short video platforms and four video streaming platforms.

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Briefing: Chinese database exposed 48.5 million dating app user records https://technode.com/2019/05/30/dating-app-user-data-unsecured/ https://technode.com/2019/05/30/dating-app-user-data-unsecured/#respond Thu, 30 May 2019 09:18:37 +0000 https://technode-live.newspackstaging.com/?p=106749 Around 38 million data points include the ages, usernames, and locations of users from the US, UK, Canada, Australia, and other countries.]]>

Chinese database exposes 42.5 million records compiled from multiple dating apps – Cyberscoop

What happened: Researcher Jeremiah Fowler said that he’s discovered a non-password protected database with tens of millions of user data records mined from a broad range of dating platforms. Around 38.3 million data points include the ages, user names, and locations of users from the US, UK, Canada, Australia, and other English-speaking countries, while another 3.87 million records are “geonames.” According to Fowler, the registered address for the database’s domain owner is a subway station in Lanzhou, China. The trove of user data also includes some Chinese-language commands.

Why it’s important: While the purpose of the database is unclear, as Fowler pointed out, the lack of details surrounding its creators—and its lack of security—are worrying. The incident is far from the first to crop up in China in recent months, however. In January, 5 million domestic train passengers had their data stolen from various ticketing platforms, while in March, Dutch cybersecurity researcher Victor Gevers uncovered a trove of 364 million records collected from Chinese social media users. The recurrent issue highlights widespread security flaws that exist even among established Chinese tech companies, which could affect international perception and acceptance of homegrown firms.

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Briefing: Tencent sues Bytedance over gameplay videos https://technode.com/2019/05/30/briefing-tencent-sues-bytedance-over-gameplay-videos/ https://technode.com/2019/05/30/briefing-tencent-sues-bytedance-over-gameplay-videos/#respond Thu, 30 May 2019 07:13:39 +0000 https://technode-live.newspackstaging.com/?p=106768 Tencent has filed eight copyright-related lawsuits against Bytedance in seven months, five of which were in May.]]>

认为头条系产品未经授权直播游戏,腾讯向法院申请游戏禁令 – 36Kr

What happened: Tencent filed two lawsuits against Bytedance on Monday, requesting the owner of Douyin to stop streaming Tencent’s hit titles “CrossFire” and “Honour of Kings,” 36Kr reported. Tencent said in a lawyer’s letter that users of Bytedance apps such as Douyin, Xigua Video, and Huoshan Video have been uploading gameplay videos of Tencent games without its authorization. The letter requests that Bytedance block further uploads of videos containing “CrossFire” and “Honour of Kings” and remove all existing content of the same nature.

Why it’s important: After taking the two most recent cases into account, Tencent has filed in total eight copyright-related lawsuits against Bytedance in fewer than seven months. The requested bans cover two of the most popular titles in China, “Honour of Kings” and “League of Legends.” In February, a court in Guangzhou ruled in favor of Tencent, requiring Xigua Video to remove all “Honour of Kings” content. However, Tencent has kept up the pressure and has been filing complaints at shorter intervals, with five of the eight cases filed in May.

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Briefing: Short-video app Kuaishou’s daily active users hit 200 million mark https://technode.com/2019/05/30/kuaishou-active-200-million/ https://technode.com/2019/05/30/kuaishou-active-200-million/#respond Thu, 30 May 2019 02:50:31 +0000 https://technode-live.newspackstaging.com/?p=106716 Chinese short video app KuaishouIn 2018, 16 million users received income through Kuaishou, although no figures were provided.]]> Chinese short video app Kuaishou

快手日活跃用户超过2亿,未来将坚持精准扶贫 – TechNode Chinese

What happened: On May 29, Kuaishou Vice President Wang Qiang revealed that the short video and live-streaming app has reached the 200 million daily active user (DAU) milestone. Wang also said that in 2018, more than 16 million performers earned income through Kuaishou’s platform using methods such as e-commerce, although no figures for average income or distribution were provided. Reflecting the Tencent-backed app’s rural popularity, 3.4 million of those who made money on the platform are based in poverty-stricken regions of China.

Why it’s important: A recent report revealed that the size of China’s rapidly growing short video app audience reached 648 million as of end-2018. Kuaishou’s estimated daily active audience is roughly a third of that, showing the dominance of a few big apps within the industry. Rival Douyin, owned by Bytedance and known as TikTok internationally, is likely still ahead, however. In December 2018, it reported 250 million DAU, although an iiMedia analyst told TechNode that at least one of Douyin’s active user counts could be inflated. However, it’s still an exciting time to be in the field, despite increasing saturation: Besides accumulating nearly 54 million users in the last six months, market growth for China’s short-video apps was 744% year on year as of end-2018, according to the report.

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Briefing: Tencent and Roblox announce game partnership https://technode.com/2019/05/29/briefing-tencent-and-roblox-announce-game-partnership/ https://technode.com/2019/05/29/briefing-tencent-and-roblox-announce-game-partnership/#respond Wed, 29 May 2019 08:49:37 +0000 https://technode-live.newspackstaging.com/?p=106663 The final goal of the partnership is to bring Roblox to China.]]>

Roblox and China’s Tencent defied the growing tech ‘cold war’ and announced a big gaming partnership – Business Insider

What happened: Game company Roblox on Tuesday announced that it would form a jointly owned company with Tencent, Business Insider reported. The new company, which will be based in Shenzhen, will initially focus on teaching coding fundamentals, game design, digital citizenship, and entrepreneurial skills. Roblox said in the announcement that its final goal is to bring Roblox, a massively multiplayer online game as well as game creation platform, to China. Roblox was valuated at more than $2.5 billion in September after raising $150 million.

Why it’s important: Roblox has more than 70 million monthly active players globally. Its entry into the China market through the new partnership, though partial at first, could supply Tencent with one or more age-appropriate titles for young audiences in China. Tencent already has an existing line of titles featuring educational content and traditional Chinese culture, but many of them lack interactivity. The anti-addiction features that Tencent has been steadily rolling out across all of its games have also been limiting the number of titles underage users can access.

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Briefing: WeChat testing feature that shares what friends read https://technode.com/2019/05/29/wechat-new-feature/ https://technode.com/2019/05/29/wechat-new-feature/#respond Wed, 29 May 2019 07:46:54 +0000 https://technode-live.newspackstaging.com/?p=106569 Users are pushed to expose their interests and hobbies to their Wechat friends by Wechat's new plan on the social aggregator.]]>

「看一看」改版,微信离张小龙想要的「社交推荐」更近了 – 36Kr

What happened: Mega messaging app WeChat is testing on a limited group of users a new feature on “Top Stories” page, which lists the most popular articles from WeChat official accounts they follow. Test users get new personal pages which show all the articles that they tapped “Wow” on for the past seven days. The pages showing each user’s “Wow”-rated articles are viewable by any other WeChat friend, who can simply click the link shown on the “Top Stories” page to access. “Wow” was initially translated in Chinese to to “Like,” then “Worth Reading” and now “I’m Reading” in WeChat, and is located at the bottom of content posted to the platform.

Why it’s important: WeChat launched “Top Stories” to compete with Jinri Touiao, the top news aggregator in China with 239 million monthly active users (MAU) as of December, according to data analytics firm QuestMobile. The platform wants to use “social recommendations” to encourage users to read what their friends are reading. However, critics say that pushing users to expose their interests to WeChat friends may increase peer pressure on the platform. The comment below 36Kr’s WeChat version of the article that received the most “Likes” said, “Since WeChat changed Likes to Wow, I hardly click it. I don’t like people to see what I am reading even though there is nothing I need to hide.”

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YY spends big to grow overseas user base in Q1 https://technode.com/2019/05/29/yy-spends-big-to-grow-overseas-user-base-in-q1/ https://technode.com/2019/05/29/yy-spends-big-to-grow-overseas-user-base-in-q1/#respond Wed, 29 May 2019 07:00:47 +0000 https://technode-live.newspackstaging.com/?p=106586 Singapore-based Bigo contributed substantially to YY's strong performance in Q1.]]>

Livestreaming social media company YY recorded substantial increases in net revenues and active users but almost doubled operating expenses in the first quarter.

Net revenues increased 47% year-on-year to RMB 4.78 billion ($705 million), primarily driven by increases in live-streaming revenues and the acquisition of tech company Bigo in March 2019. Close to 94% of net revenue came from YY’s live-streaming service portfolio, with YY Live and Huya the top two contributors.

Net income rocketed 224% year-on-year, reaching RMB 3.12 billion. YY attributed this increase to remeasurement gains of its previously held interests in Bigo, which amounted to RMB 2.67 billion.

Monthly active users (MAUs) of YY’s global video and live-streaming services reached 400 million, three-quarters of which were from overseas markets. Combined average mobile MAUs for YY Live and Hago increased 66% year on year to nearly 60 million, driven primarily by Hago, a game-based social app targeting the Indonesian market.

Subsidiary Bigo saw the MAUs of its apps surge by 160% year-on-year, and Huya recorded a 30% year-on-year increase in its mobile MAUs.

While the user base of Bigo Live—Bigo’s main live-streaming product—is largely in developing countries, it is also gradually expanding to developed countries, which accounts for around 20% of its revenue, CEO Li Xueling said. CFO Jin Bing added that the average revenue per paying user (ARPPU) for Bigo is still relatively low except for the Middle East market, where users have high purchasing power.

YY’s gross profit increased 31% year on year, but gross margin dropped to 34% from 38% in the corresponding period of 2018, mainly due to Huya‘s improving but still relatively low gross margin. Huya’s contribution to YY’s net revenues rose significantly compared with the same period a year earlier.

Stepped-up overseas marketing and sales efforts in Q1 almost doubled YY’s operating expenses compared with the same period last year, reaching RMB 1.22 billion.

The company expects net revenues for Q2 of between RMB 6.0 billion and RMB 6.2 billion, which includes YY Live, Huya, and Bigo.

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Regulator expanding anti-addiction systems to video streaming platforms https://technode.com/2019/05/28/regulator-expanding-anti-addiction-systems-to-video-streaming-platforms/ https://technode.com/2019/05/28/regulator-expanding-anti-addiction-systems-to-video-streaming-platforms/#respond Tue, 28 May 2019 08:11:52 +0000 https://technode-live.newspackstaging.com/?p=106351 Video streaming platforms are to curate content that “promote patriotism and give publicity to heroic figures" for underage users.]]>

China’s internet regulator, the Cyber Administration of China (CAC), on Tuesday instructed 14 more short video platforms and four video streaming platforms to roll out anti-addiction systems before June 1, expanding its control over the content underage users can access.

Among the 14 short video platforms to apply the anti-addiction system are Sina’s Weibo, Bytedance’s Xigua Video, and BiliBili, though the latter two also allow videos longer than one hour. The four video streaming platforms are Tencent Video, iQiyi, Youku, and PPTV.

Once implemented, the system would limit the time underage users can spend in these apps and the content they can access. On short video platforms, users under 18 will be restricted to educational videos focusing on calligraphy, painting, history, traditional culture, and science. Video streaming platforms are to create youth-specific ecosystems highlighting TV series and movies that “promote patriotism and give publicity to heroic figures.”

In the announcement, the CAC said it will also require live-streaming platforms to incorporate anti-addiction systems in the near future.

The new rule would increase the number of platforms covered by “youth mode” to 21. Prior to the Tuesday announcement, the system has only been trialed on two Bytedance short video apps, Douyin and Huoshan Video, as well as on Kuaishou.

Tencent and iQiyi were not immediately available for comment when reached by TechNode.

According to statistics from the CAC, since the initial rollout of “youth mode,” more than 460 million short video app users have received popup notifications about the feature, and close to 53 million people have visited the feature’s detail page.

The CAC announcement emphasized the importance of using technical means to identify underage users, suggesting that the expanded coverage of the anti-addiction system is not compulsory for now. Users can evade “youth mode” restrictions in Kuaishou and Douyin by simply not turning them on.

The system could also prove to be difficult to implement on video streaming websites. While short video apps limit users without accounts to a default feed of videos and blocks other functionalities, video streaming platforms impose no such restrictions. Young users can browse any free content on Tencent Video and iQiyi, including the most recent eighth season of the “Game of Thrones.”

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Huawei teams up with Tencent Video to upgrade content for smartphone users https://technode.com/2019/05/28/huawei-tencent-content-upgrade/ https://technode.com/2019/05/28/huawei-tencent-content-upgrade/#respond Tue, 28 May 2019 07:13:09 +0000 https://technode-live.newspackstaging.com/?p=106332 The partnership will allow improved technology sharing and operations cooperation between the two companies.]]>

Besides developing a proprietary OS system, on Monday Huawei announced efforts to upgrade its content by striking a partnership with popular streaming platform Tencent Video.

The cooperation was unveiled at the China Internet Audiovisual Conference on Monday, NetEase reported (in Chinese). The partnership between Huawei Video and Tencent Video will allow users on either platform to perform cross-platform logins using the same account. In addition, the partnership will allow for improved technology sharing and operations cooperation between the two companies.

The smartphone maker’s video platform could get a big boost: in Tencent’s Q1 earnings report, the company said its number of subscribers had jumped more than 40% year on year to 89 million. That fell short of the reported 96.8 million first-quarter subscribers of rival site iQiyi, which belongs to Baidu. However, research firm Aurora Mobile still ranked Tencent’s platform ahead in terms of “value of app traffic,” which includes monetization potential.

In return, Tencent vice president Sun Zhonghua said at the Monday conference, the content and gaming giant will gain increased access to Huawei’s extensive body of users.

As part of the partnership, Huawei users will be able to access Tencent Video from within the Huawei Video app, including various HD and high-quality offerings. Users will also be able to purchase a Tencent Video membership from within the smartphone app, while existing Huawei subscribers will automatically get access to premium content.

On the technical side, Huawei will open up additional channels to access Tencent Video from various features, including its browser, smart assistant, and search engine. The telecom company will also provide support to enhance viewers’ audiovisual experience such as artificial intelligence (AI) enhancement technology and access to an intelligent cloud services ecosystem, TechNode Chinese reported.

Due to potential security concerns, the influential smartphone maker has faced barriers entering international markets in recent months, and was recently blacklisted by the US government. The announcement of a new domestic partnership, along with the decision to develop a standalone OS system, could potentially help the company navigate a long and painful road towards technical independence.

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Briefing: Bytedance is developing its own educational hardware, says company https://technode.com/2019/05/27/briefing-bytedance-is-developing-its-own-smartphone/ https://technode.com/2019/05/27/briefing-bytedance-is-developing-its-own-smartphone/#respond Mon, 27 May 2019 08:51:58 +0000 https://technode-live.newspackstaging.com/?p=106210 Bytedance Tiktok Singapore InvestmentThe project follows Bytedance’s acquisition of a number of patents from Chinese smartphone maker Smartisan.]]> Bytedance Tiktok Singapore Investment

China’s ByteDance plans to develop its own smartphone – Financial Times

What happened: According to a statement released by Bytedance on May 30, the company’s first consumer hardware product will be an education-focused gadget. The statement was likely issued in response to a Financial Times report on May 27 that said that the TikTok owner was developing its own smartphone to advance into the hardware market, citing two people familiar with the matter. The report follows Bytedance’s acquisition of a number of patents from Chinese smartphone maker Smartisan earlier this year, though Bytedance said Thursday it will continue with the Smartisan brand. The smartphone fulfilled Bytedance founder Zhang Yiming’s longtime dream to release a phone with Bytedance apps pre-installed, according to one of the sources.

Why it’s important: The educational gadget falls more in line with Bytedance’s recent moves in the online education landscape, rather than embarking on a smartphone project into the highly competitive and somewhat saturated hardware landscape. Smartphone shipments to China are declining as the economy slows and users hold on to their handsets longer. Companies such as Facebook and Amazon have played with the idea of smartphones but eventually the abandoned their respective projects due to unsatisfying market performance. Bytedance’s lack of experience in product design, supply chain, and sales channels could put the company at a severe disadvantage in the phone market. Bytedance has been trying to diversify its revenue for a while. It has previously launched a number of products such office productivity suite Lark and social app Feiliao and acquired several companies such game company Mokun to expand its line of products.

Update: This story was updated on June 3 to reflect a statement from Bytedance.

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China’s e-sports industry offers low pay, long hours: report https://technode.com/2019/05/27/chinas-e-sports-industry-offers-low-pay-long-hours-report/ https://technode.com/2019/05/27/chinas-e-sports-industry-offers-low-pay-long-hours-report/#respond Mon, 27 May 2019 07:25:47 +0000 https://technode-live.newspackstaging.com/?p=106176 Close to 60% of survey respondents make less than RMB 100,000 (around $14,500) a year.]]>

The burgeoning e-sports industry is propelled by enthusiasts who endure low pay and long hours because of personal interest in the segment, according to a recent survey of e-sports workers.

More than three-fourths of those working in the Chinese e-sports industry work are personally interested in the sector, though close to 60% of them make less than RMB 100,000 (around $14,500) a year, according to a recent survey released by Tencent E-sports on Saturday which interviewed 626 individuals working in the industry.

The average annual salary in the broader tech industry was RMB 147,678 (around $21,423) in 2018, according to the National Bureau of Statistics.

More than half of surveyed e-sports insiders have worked in the industry for fewer than three years, and around 65% of them hold non-management positions in their companies. The most prevalent roles among those surveyed are technical support, tournament operations, and general management.

The industry does not have a high barrier of entry in terms of educational background, though more than 70% of those working in e-sports have bachelor’s degree or above. However, only 17% of them said they joined the industry because of related majors in university.

China said in January that it would recognize online gaming as an official profession, potentially easing the way for a range of job-related considerations like obtaining visas for overseas travel or retaining legal representation in conflicts, according to industry publication esports.net.

The fast growth of the e-sport industry enabled more than 40% of interviewees to receive raises in the past year. In relation to this, more than half of them said that they are satisfied with their current jobs.

Similar to other segments of the tech industry, work hours in e-sports are also long. Three-fourths of survey participants with jobs in e-sports work for more than 40 hours per week. Among them, 20% work for over 60 hours a week.

The survey also interviewed 3,100 industry outsiders, all under the age of 40. Among these respondents, desire to join the e-sports industry is low, with just 17% of university students and 13% of interviewees in other sectors saying they want to join the e-sports industry. As a consequence, issues involving the lack of management talent and marketing personnel, which more than half of all surveyed industry insiders pointed out, will likely to continue.

The relative unpopularity could have something to do with the public’s expectations of salary in the industry. More than 60% of interviewees working in other sectors expect first-time entrants to earn less than RMB 7,000 a month in e-sports.

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Tencent and Riot Games to develop ‘League of Legends’ for mobile https://technode.com/2019/05/24/tencent-and-riot-games-to-develop-league-of-legends-for-mobile/ https://technode.com/2019/05/24/tencent-and-riot-games-to-develop-league-of-legends-for-mobile/#comments Fri, 24 May 2019 09:42:16 +0000 https://technode-live.newspackstaging.com/?p=106098 It is not the first attempt from the two companies at creating a mobile version of the highly profitable MOBA title.]]>

Tencent is working with its US subsidiary Riot Games to develop a mobile version of popular multiplayer online battle arena (MOBA) game “League of Legends,” Reuters reported, citing three sources with knowledge of the matter.

It is not the first attempt from the two companies at creating a mobile version of the highly profitable MOBA title, which brought in $1.4 billion in 2018. According to Chinese game news outlet GameLook, Tencent and Riot Games had previously created demos for several prototypes.

Tencent declined to comment when reached by TechNode.

Despite the slow progress in the joint venture with Riot Games, Tencent did not leave the market open for competitors. In November 2015, the gaming giant launched China market-oriented “Honour of Kings,” a mobile MOBA title that borrowed heavily from “League of Legends.” “Honour of Kings” is one of the world’s highest-grossing games, earning $4.5 billion globally in cumulative revenue as of March 2019, according to analytics firm Sensor Tower.

Once released in the domestic market, the mobile version of “League of Legends” will compete with “Honour of Kings,” but the competition won’t be fierce and is likely to be beneficial, Liao Xuhua, an analyst from data consultancy firm Analysys, told TechNode.

“It will take a while for the mobile version of ‘League of Legends’ to be released in China, possibly not even in 2020. By then, ‘Honour of Kings’ will be nearing later stages of its lifespan and monetization, and the new mobile version could potentially increase the overall size of the MOBA game market as well as become a successor for ‘Honour of Kings,’” Liao said.

“League of Legends” was created by Riot Games in October 2009 and is the world’s most popular PC game in terms of number of monthly unique players. Tencent fully acquired Riot Games in 2015.

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Short video apps key for engaging China’s lower-tier city youth https://technode.com/2019/05/23/short-video-apps-key-for-engaging-chinas-lower-tier-city-youth/ https://technode.com/2019/05/23/short-video-apps-key-for-engaging-chinas-lower-tier-city-youth/#respond Thu, 23 May 2019 07:01:51 +0000 https://technode-live.newspackstaging.com/?p=105978 Around 181 million youth in China use short video apps.]]>

More than a quarter of short video app users in China are under 24 years old, and lower-tier cities are becoming increasingly important sources for growth, Hillary Han, a director at market research company iResearch said at TechNode’s Emerge conference on Thursday.

As of the end of 2018, 80% of China’s 829 million netizens use short video apps, making them even more prevalent than online payment tools, according to a report from the China Internet Network Information Center.

Short video apps have become an increasingly important component of user leisure. Time spent on these types of apps account for 36% of all time spent on entertainment apps in the first quarter of 2019, compared with 22% in the same period of 2018. Combined average daily active users (DAUs) of short video apps also rose 8% in the past six months, a report from data research firm Jiguang said.

These factors have made short video platforms an ideal place for brands to market their products, especially through key opinion leaders (KOLs), experts at the conference said. The fact that users don’t bother or don’t know to compare prices of products promoted on short video apps also makes monetization easier, Han told TechNode.

“According to our experience, when we buy, we at least compare a bunch of products. But this is not the behavior of younger kids. If they trust this KOL, if they can afford this, and this is what they need, they’ll buy it,” Han said.

Most of the purchases are from buyers in lower-tier cities, where industry giants like Douyin and Kuaishou are seeing the fastest growth. “In top-tier cities, people have so much information and so many channels to compare. In lower-tier cities the information channels are limited,” Han explained.

Short video apps also offered an opportunity for KOLs from lower tier cities or even rural areas to go viral. “They don’t necessarily have to come to the city anymore,” Maggie Long, a senior researcher at the e-commerce center of Kuaishou Research Institute, said at the event.

However, while there are around 181 million youth in China who use short video apps, the time they can spend on them is reaching saturation. The time Chinese netizens spend on mobile internet per day has remained at around 4.2 hours for four consecutive quarters since the second quarter of 2018, according to the Jiguang report.

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In search of erotic games, Chinese users turn to Steam https://technode.com/2019/05/23/in-search-of-erotic-online-games-chinese-users-turn-to-steam/ https://technode.com/2019/05/23/in-search-of-erotic-online-games-chinese-users-turn-to-steam/#respond Thu, 23 May 2019 01:03:02 +0000 https://technode-live.newspackstaging.com/?p=105721 The biggest international content platform not blocked in China, Steam is a back door in the Great Firewall—for now.]]>

Porn is hard to come by in China. All major porn websites are blocked by the country’s Great Firewall, the censorship tool that basically made the Chinese internet a local network. Police forces around the country make frequent arrests of individuals who produce and distribute porn, and content platforms are routinely censured or shut down by regulators. An individual from the central China province of Hunan was sent to prison for four years and fined RMB 400,000 (around $57,870) for running two small websites that hosted pornographic content.

Even sexually suggestive content has faced increasingly stringent oversight. A set of standards for live-streaming platforms released by a provincial government this January, for instance, prohibits female live-streamers from wearing overly revealing, flesh-colored, or figure-hugging clothing.

Yet one kind of sexual content is easily available: games. Steam, the world’s largest digital game distribution platform, is one of the few large Western content platforms that are not blocked in China. Chinese users can easily purchase erotic games on the platform with Alipay and WeChat Pay, the top two payment tools in China.

In the erotic game “Nekopara Vol. 1”, which is part of a five-title visual novel series named “Nekopara” distributed on Steam, players can be owners of “catgirls”—anime girls with cat ears dressed in maid outfits. These catgirls want to be petted, and respond to such actions by moaning with pleasure and jiggling their breasts.

Also featured in the game are bath scenes that contain some nudity as well as sexually suggestive conversations. For instance, during a scene where players clean her ears, a catgirl by the name “Chocola” says: “Deeper! Chocola loves it when you go in deeper, meow~.” Within the same scene, another catgirl named “Vanilla” moans: “You’re so skilled with your hands … M-Meow … You’re such a pervy pastry puffer … Nnghhhh!” At a certain point in the plot, the “catgirls” will have sex with the player.

Valve, the developer of Steam, had tolerated erotic games for years with only minor restrictions, but the access to sexual content that Steam provides is becoming an increasingly conspicuous “blemish” in China’s internet space. Last month, the National Office Against Pornographic and Illegal Publications (NOAPIP) started an eight-month cleanup campaign to further intensify the crackdown on pornography. Steam is still functioning normally in China with most of the erotic games available for purchase, though a for-China version of Steam, which was announced last year, could potentially complicate the current situation.

A haven for the erotic

Games in the “Nekopara” series are by no means the only erotic games on Steam. Titles with sexual content number in the hundreds and appear in genres ranging from visual novels to dating simulators and role-playing games.

Although most sell poorly due to low quality, more polished titles can sell upwards of half a million copies. Titles in the “Nekopara” series, for instance, have sold more than 2 million copies globally as of April 2018, according to a Twitter post from the developer of the series, Neko Works. The price of each title ranges from $4.99 to $9.99.

While games in the “Nekopara” series available on Steam do not feature explicit sexual content—only suggestive conversations, bath scenes, and breast jiggles—Neko Works have created downloadable content (DLCs) that add sex scenes to them. These content packs are 174 megabytes, 510 megabytes, and 1.28 gigabytes each for Volumes 1-3 of the series, respectively. Although the DLC scenes still contain mosaic that blurs out the genitals, they contain a number of explicit images and animations.

Screenshot of a scene in “Nekopara Vol. 3” with the DLC installed. (Image Credit: Neko Works)

DLCs of “Nekopara” have been available on other digital distribution platforms such as Denpasfot and DLSite since the release of the first game in the series. They also became available on Steam in December—although based on observations by TechNode, users in China are not allowed to purchase them.

Even without purchasing the DLCs, players in China have been able to access the adult content via the numerous links provided in the games’ review sections. The Chinese review rated “most useful” for “Nekopara Vol. 1,” for instance, contains direct links to the DLCs for three games in the series. Other Chinese language comments detail the installation of the DLCs and offer assistance to those who encounter issues during the process.

Chinese users are open about the reasons for their purchase, referring to titles in the series as games where players get to mate with cats and describing the gameplay as a “first-person shooter experience.” Some of them have lauded the way “Nekopara” treats sex scenes. “Nekopara is different from other erotic games where sex scenes are related to rape, harassment, and prostitution,” commented a Steam user by the handle “Cheesebacon.” “Sex scenes in Nekopara feel comfortable and cathartic… that’s why I strongly recommend this game.”

Others recommend the game but admit they are unsettled by the incestuous overtones of the relationships between the male character and the cat girls. “In the first half of the story I was treating the catgirls as daughters… so when the male character started having sex with his cats, I felt genuinely bad,” a Steam user named “NoManEntry” wrote in his review for “Nekopara Vol. 1.”

Nearly half of all reviews for “Nekopara Vol. 1” and more than half of all reviews for “Nekopara Vol. 2” and “Nekopara Vol. 3” are in simplified Chinese, suggesting that a considerable percentage of the game’s owners are from either mainland China or Singapore. In addition, links to DLCs are almost exclusively shared via Baidu Wangpan, which is primarily used in mainland China, indicating that the majority of users commenting in simplified Chinese are from mainland China.

The success of “Nekopara” is by no means an anomaly on Steam. Erotic titles such as “HuniePop” and “House Party” have sold more than 500,000 copies and 200,000 copies respectively, according to the Steam sales tracking website Steam Spy.

‘Nothing to do with Chinese laws’

All games published in China must apply for a license from China’s top content regulator, the State Administration of Press and Publication (SAPP). However, because Steam is a US-based company without an official Chinese server, it is not required to follow Chinese regulations, said He Jing, an intellectual property lawyer at the Beijing branch of Merits & Tree Law Offices.

Steam is legal in China, but a better way to put it is that its operations have nothing to do with Chinese laws,” He told TechNode.

This “immunity” to Chinese laws and regulations also applies to erotic games or games that contain sexual content on Steam. As long as the actions of Steam are within the boundaries of law of the country where it is based, there’s no legal reason for Chinese regulators to punish the platform, He said.

Regulators cannot fine or shut down Steam, but they can lock it out of the Chinese internet with the Great Firewall—just like Facebook and Google. Steam’s community feature, which contains functionalities such as forums and user profile pages, for example, has seen intermittent availability since late December 2017. Initially, users could circumvent the restriction by changing local files, but according to user posts on the non-official forum SteamCN, the only effective workaround since August 2018 has been VPNs.

If regulators were to strictly apply the laws, developers of erotic games who are Chinese nationals or within Chinese territory could potentially be charged with Article 366 and Article 367 of the Criminal Law of the People’s Republic of China, He told TechNode. According to Article 366, those who “produce, duplicate, publish, sell or disseminate pornographic materials” for profit can be sentenced up to life imprisonment, depending on the severity of the violation. Those who do so without the purpose of profiting could still face up to two years in prison.

The status quo is likely to change with Steam China, a China-specific platform that will only contain games that have received licenses from SAPP.

Announced last June, Steam China is the product of a partnership between Valve and Chinese game developer and publisher Perfect World. It was most likely created with the purpose of protecting Valve’s interest in the country, said Daniel Ahmad, an analyst at game research firm Niko Partners.

When platforms get bigger, they tend to get pressure from the Chinese government to fall in line with regulations, Ahmad said. Steam is reaching this stage, just as Facebook and Instagram did before they were banned. Having established Steam China, in the eventuality that the international version of Steam is blocked or affected in other ways, Steam will not lose their entire presence in China, he explained.

While developers of regulation-compliant titles could benefit from an officially approved entry in the Chinese market, makers of games that feature drug use, nudity, or violence are not likely to put effort into censoring their games to comply with Chinese regulations, Ahmad said. Erotic games, which revolve around sexual content, will have no chance of appearing on Steam China.

Chinese users apparently do not want to be sidelined from the original Steam platform to a censored version. Under the only post from the official Weibo account of Steam China, which wished users a happy Chinese New Year, Weibo users expressed their dissatisfaction.

“My suggestion for you is to cancel your account as soon as possible,” said a user who goes by the handle “I’m so sweet.” “Happy New Year! Don’t come here!” another user named “jianzhi yaowan” commented. Both replies received more than 1,000 upvotes.

Walls coming?

Valve allows censored erotic games on Steam but previously required developers to use mosaics to cover characters’ genitals or to blur out sex scenes. While developers can create patches that remove mosaics, they are technically not allowed to provide links to them on Steam.

However, Steam’s policy toward erotic games underwent some substantial changes last June, following heated discussions ignited by the platform’s warnings to the developers of several erotic games to censor all sexually suggestive scenes or be removed from the platform.

Outraged by Valve’s “threat” to developers, users of the platform started a wave of protest on Steam’s built-in community forum as well as on Reddit. Three weeks later, Valve issued a statement, allowing everything onto the platform and excluding only games that it considers to be illegal or “straight up trolling.” The new policy applies to all countries where Steam is available, including China.

“What’s considered acceptable discussion / behavior / imagery varies significantly around the world, socially and legally. Even when we pick a single country or state, the legal definitions around these topics can be too broad or vague to allow us to avoid making subjective and interpretive decisions … As we mentioned earlier, laws vary around the world, so we’re going to need to handle this on a case-by-case basis,” Valve said in the statement.

The statement explained that the platform would contain games that people find offensive, but added that it did not mean the platform approves or agrees with what those games try to convey. “We believe you should be able to express yourself like everyone else, and to find others who want to play your game. But that’s it,” Valve said in the statement.

While already-released erotic games still contain mosaics of some sort, developers could launch new titles mosaic-free under the new Steam policy. This is the case for the two upcoming erotic visual novels from Neko Works.

However, just as with the DLCs of “Nekopara,” users with mainland China IP addresses who try to access the Steam Store pages of these next two titles are greeted with a “This content is not allowed in your country” message, indicating that Steam’s new guidelines are either not fully implemented in China or have been adapted to meet Chinese regulations.

Valve did not reply to TechNode’s request for comment.

Nor does the platform’s new policy seem to apply to titles that have attracted widespread controversy. Just two months ago, Valve made the decision to bar from Steam a game called “Rape Day,” in which players can rape women in a zombie apocalypse.

“We respect developers’ desire to express themselves, and the purpose of Steam is to help developers find an audience, but this developer has chosen content matter and a way of representing it that makes it very difficult for us to help them do that,” Valve’s Erik Johnson wrote in a statement on Steam.

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Briefing: Tencent’s social app QQ to launch mini-programs https://technode.com/2019/05/22/tencent-qq-mini-program-launch/ https://technode.com/2019/05/22/tencent-qq-mini-program-launch/#respond Wed, 22 May 2019 09:41:52 +0000 https://technode-live.newspackstaging.com/?p=105877 QQ's in-app ecosystem will support easy migration from WeChat's mini-program, making the transition easier for developers.]]>

QQ 小程序将于6月上线,目前处于灰度测试 – TechNode Chinese

What happened: At a Tencent conference on Wednesday, QQ product manager Zhang Hao announced that the company’s longstanding social app is currently testing out its mini-program ecosystem, with plans to fully launch in June on iOS. The approach, first pioneered by WeChat in 2017, allows lightweight applications with a diverse range of functions to be accessed from within one app. The in-app ecosystem will reportedly support easy migration from WeChat mini-programs, making the transition easier for developers.

Why it’s important: The move by QQ isn’t unprecedented: in November, Tencent announced it was testing out mini-programs for Android, called “Light Applications” (QQ轻应用). Still, the latest move promises to bring WeChat and QQ even closer than before by offering extra functionality to the older platform. The benefit may not all be on QQ’s side, either: in its Q1 earnings report, Tencent said that the number of “young users” on the 10-year-old platform saw double-digit growth compared with 2018. At a healthy 823 million monthly active users (MAU), QQ also doesn’t measure up too poorly to WeChat’s billion-plus figure. The app’s adoption of mini-programs is relatively late in the game, however, with Tencent competitors Baidu, Alibaba’s Alipay and Taobao, as well as Bytedance’s Jinri Toutiao and Douyin already implementing similar systems.

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iQiyi seeks to escape Netflix’s shadow with more interactive content, ads https://technode.com/2019/05/21/iqiyi-netflix-interactive-content-ads/ https://technode.com/2019/05/21/iqiyi-netflix-interactive-content-ads/#respond Tue, 21 May 2019 10:31:55 +0000 https://technode-live.newspackstaging.com/?p=105225 Liu Wenfeng, Chief Technology Officer of Baidu-owned platform iQiyi, spoke with TechNode May 9 at the company's 2019 World Conference in Beijing. (Image credit: TechNode/Cassidy McDonald)iQiyi hopes to create an entire creation and distribution ecosystem for interactive video content, it announced at a conference.]]> Liu Wenfeng, Chief Technology Officer of Baidu-owned platform iQiyi, spoke with TechNode May 9 at the company's 2019 World Conference in Beijing. (Image credit: TechNode/Cassidy McDonald)

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Liu Wenfeng, chief technology officer at Baidu-owned platform iQiyi—sometimes known as the “Netflix of China”—insists that the platform is more than just a copycat.

“Last year somebody called us Netflix Plus … but we have more than that,” Liu told TechNode. Referring to their expanding range of content formats and methods of monetizing content, he said, “We’d rather call ourselves an online Disney.”

Unlike either Netflix or Disney, however, iQiyi is still bleeding cash as it seeks to level up content as well as its paying subscriber base. While its efforts have seen success, the platform faces a long road to profit that is hemmed in on either side by competitors and new tech trends.

However, 2018 was a bright spot for growth in both original content as well as number of subscribers, which shot up 72% year-on-year to 87.4 million. iQiyi’s performance was a highlight for Baidu’s overall year-end earnings report, although the streaming site also racked up RMB 9.1 billion ($1.3 billion) in losses.

On March 31, iQiyi reported that subscribers had risen to 96.8 million, up 58% year-on-year, although net losses—RMB1.8 billion—were between four and five times the figure from the first quarter of 2018.

Shelleen Shum, forecasting director at eMarketer, told TechNode via email: “[iQiyi’s] investments in premium content have clearly helped to attract more subscribers. A growing user base will add not only to its membership revenue but also help its ad business remain competitive.”

“However, the online content market in China is very crowded and relying solely on content investment is not sustainable due to the continued high costs.”

Pathbreaking content

At iQiyi’s 2019 World Conference, held from May 9-10, executives announced new strides into the realm of interactive content.

In a sense, they’re late to the party. In December 2018, Netflix released an innovative episode of a popular series, “Black Mirror: Bandersnatch.” Mixing together gaming elements with user choice and metafictional narrative, its debut made a successful splash across English-language media.

However, with the release of their “Interactive Video Guideline (IVG) and Interactive Video Platform (IVP),” iQiyi hopes to create an entire creation and distribution ecosystem for material similar to “Bandersnatch.”

Speaking at the conference, iQiyi senior director Yang Guang explained that more personalized storylines can add color to the entertainment experience: “The more immersive, the better.”

According to an official press release, the IVG is being used to guide content development from conception through plot, as well as production and release. In the future, shows created under these guidelines could be rolled out through iQiyi’s app. The IVP brings together content producers with IP creators and broadcasters in order to publish the new forms of video, and has thus far been used to produce interactive video for iQiyi.

“iQiyi aims to standardize interactive video creation, build an efficient ecosystem for the industry, and explore the possibilities of interactive video in collaboration with our industry peers,” Liu is quoted as saying in the press release.

At the conference, Yang explained that in future iQiyi shows, audience members will be able to actively choose where they want a character to go next, as was possible with “Black Mirror: Bandersnatch.” Alternatively, audience choice might involve switching points of view throughout an episode.

Using the new IVG and IVP, iQiyi announced on May 9, the platform will release an interactive romantic drama titled “His Smile.”

At iQiyi’s 2019 World Conference in Beijing May 9, executives demonstrated AI-powered methods to refurbish old movies. (Image credit: TechNode/Cassidy McDonald)
At iQiyi’s 2019 World Conference in Beijing on May 9, executives demonstrated how AI-powered methods are being used to refurbish old movies. (Image credit: TechNode/Cassidy McDonald)

Doubling down on AI

iQiyi CTO Liu Wenfeng also elaborated on another major part of the company’s tech strategy: artificial intelligence.

Starting five years ago, the company has steadily ramped up its efforts in the area. Nowadays, not only does machine learning help recommend content, a la Netflix, but it also helps cast actors and actresses, edit footage, create customized promotional content, and add to the audience’s viewing experience—for example, by allowing users to skip to scenes featuring a favorite actor.

The applications go beyond content production and post-production. “We utilize AI technology to do the content distribution,” Liu said. By better categorizing and recommending content, algorithms are helping to match viewers with the videos they want to see.

According to Liu, AI also helps determine which content is truly popular. In genres such as children’s content, for instance, the sheer number of views don’t tell the whole story—as “kids tend to watch videos multiple times.” Additional factors must be included in any assessment of a video’s impact, including amount of user interaction and number of shares.

The tastes of fans, in turn, can influence what types of shows iQiyi will make next. When asked if the company could reveal its projected hit flick for the summer of 2019, Liu demurred. He did claim, however, that iQiyi’s algorithms for predicting the popularity of a video are highly reliable, with around 88% accuracy.

That helps content producers decide which directions to explore in the future, although Liu added, “We are not going to [entirely] replace the creativity work by human[s].”

Liu Wenfeng, Chief Technology Officer of Baidu-owned platform iQiyi, spoke with TechNode May 9 at the company's 2019 World Conference in Beijing. (Image credit: TechNode/Cassidy McDonald)
Liu Wenfeng, chief technology officer of iQiyi, spoke with TechNode on May 9 at the company’s 2019 World Conference in Beijing. (Image credit: TechNode/Cassidy McDonald)

Long road to profit

It’s not hard to see how AI can help save iQiyi money in the long term by cutting down on the time required to make decisions, as well as reducing the risk involved. After all, in 2015, Netflix claimed that its technological advancements, including smarter recommendations and improved user interfaces, saved the company some $1 billion each year.

Liu told TechNode that using AI to optimize content classification and recommendation allows iQiyi to get “more value from the same library.”

In addition, Liu said that the platform’s growing user base makes it easier to profit off its increasingly extensive catalog of content. “That scale can dramatically lower our cost and improve our profitability.”

In the realm of AI, the platform has a competitive advantage because it is backed by Baidu, said Shum. “The ability to utilize AI to not only grow its revenue base by attracting and retaining more subscribers but also to realize efficiencies in content production and push down production costs will be an exciting development to watch for iQiyi in the coming quarters,” Shum added.

Interactive videos seem to promise higher overhead without immediate financial reward. But making that leap may be a requirement for iQiyi amid fierce competition from rivals such as Tencent Video or popular short-video apps Douyin and Kuaishou.

“Development of quality content and IP is the core of competitiveness in online video, so these measures are necessary for iQiyi,” iiMedia consulting analyst Li Songlin told TechNode. Even in an increasingly regulated media environment, iQiyi must keep experimenting with its repertoire of content in order to stay ahead.

“Currently, video platforms’ methods for profit are generally in advertising, paid membership business, and IP development. Among these, homegrown IP and tapping IP value are key for profit, but the period needed is relatively long,” Li wrote.

At the World Conference, at least one iQiyi executive pointed out interactive content’s moneymaking potential. In his address, senior director Yang Guang noted that interactive video binds viewers and content creators more closely together. In doing so, more opportunities for user-ad interaction also arise—for instance, by allowing audience members to click on a character’s clothing in order to purchase a similar item.

The foray into new territory could help Baidu’s streaming platform pull ahead of major rival Tencent Video. In a March ranking, research firm Aurora Video placed Tencent Video one place ahead of iQiyi in terms of “value of app traffic” (our translation).

The ranking, an Aurora representative told TechNode, was created using assessments of apps’ active user counts, quality of online traffic, and user backgrounds, as well as the products’ ability to retain user attention and strategically place ads.

In the ranking, Tencent Video’s RMB 12.6 billion value beat out iQiyi’s RMB 12.5 billion estimate. Neither, however, measures up to short-video apps Kuaishou or Douyin, valued at RMB 17.7 billion and RMB 21.9 billion, respectively.

With additional reporting by Cassidy McDonald.

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Briefing: Bytedance to launch Spotify-like music streaming app in fall https://technode.com/2019/05/21/briefing-bytedance-to-launch-spotify-like-music-streaming-app-in-fall/ https://technode.com/2019/05/21/briefing-bytedance-to-launch-spotify-like-music-streaming-app-in-fall/#respond Tue, 21 May 2019 08:13:38 +0000 https://technode-live.newspackstaging.com/?p=105755 Bytedance Tiktok Singapore InvestmentBytedance's new music app will target users in emerging markets where paid music is still nascent. ]]> Bytedance Tiktok Singapore Investment

TikTok Owner to Challenge Spotify and Apple With Music Service – Bloomberg

What happened: Bytedance, which owns short video app Douyin or TikTok, and news aggregator Toutiao, is planning to launch a new music streaming app as early as this fall. The app, which will include on-demand music and video features, may challenge platforms like Apple Music and Spotify. However, Bytedance is looking to target users in emerging markets where paid music is still nascent. The company has already secured rights from two of the largest music labels in India.

Why it’s important: Bytedance has developed several apps that have found success internationally and garnered hundreds of millions of users. However, its foray into paid music streaming will likely face challenges in markets where free music services still dominate. The new app will ramp up competition with Chinese internet giant Tencent, which owns one of China’s most popular music streaming services. Bytedance has become one of Tencent’s fiercest rival in its social media and content businesses. Bytedance launched on Monday a new social messaging app, Feiliao, which is said to be the latest WeChat challenger.

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Qutoutiao widens losses in Q1 as user acquisition bites, CEO resigns https://technode.com/2019/05/21/qutoutiao-widens-losses-in-q1-as-user-acquisition-bites-ceo-resigns/ https://technode.com/2019/05/21/qutoutiao-widens-losses-in-q1-as-user-acquisition-bites-ceo-resigns/#respond Tue, 21 May 2019 04:51:24 +0000 https://technode-live.newspackstaging.com/?p=105694 Despite strong growth, losses continued to widen in the first quarter as the company aggressively grows its user base.]]>

Content aggregator Qutoutiao doubled its net losses in the quarter ended March 31 despite strong revenue growth as the company pours money into aggressively growing its user base. Share prices for the Nasdaq-listed company plunged more than 8% on Monday by market close.

Revenues in the first quarter skyrocketed 373% to RMB 1,118.8 million ($166.7 million) compared with the same period last year, driven by ad revenues from a significantly larger user base. However, despite revenues landing on the high end of analyst estimates, net losses more than doubled to RMB 688.2 million from RMB 302.6 million seen in the same period a year earlier.

Average combined monthly active users (MAUs) increased nearly four-fold to 111.4 million for its two platforms, the Qutoutiao mobile app and its literature app Midu. The company reported that daily time spent on its core content aggregator app increased in the first quarter to 62.1 minutes.

Qutoutiao’s sales and marketing expenses were RMB 1,297 million in the first quarter, a sharp increase of 257% from the same period a year earlier, which the company attributed to user acquisition and engagement efforts. Research and development expenses were around RMB 155.4 million in the first quarter, also a significant increase from RMB 19.7 million in Q1 2018.

Following the announcement of its Q1 financial results, Qutoutiao said co-founder Li Lei has resigned from his position as CEO citing personal reasons, but will remain a director and vice chairman of the board. Meanwhile, Eric Tan, the co-founder and chairman of the company, has assumed the role of CEO.

“It has been a transformational 12 months with user base expanding almost four-fold and monetization enhanced. As historically been the case, the first quarter was a low season for advertising, therefore net revenues were lower quarter-on-quarter,” Wang Jingbo, the company’s chief financial officer, said in a statement.

Founded in 2016, the content aggregation startup debuted on Nasdaq in September. As a newcomer, Qutoutiao needs to maintain rapid growth in order to establish its market position in a market led by Bytedance. Last month, the startup said that it plans to add 2,000 new hires this year, against the tide of layoffs in the Chinese tech sector.

Qutoutiao app was temporarily removed from Apple’s China App Store on May 18 and restored on the morning of May 20, which may have been due to minor violations to Apple’s App Store terms.

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Briefing: NetEase to launch first official Pokémon mobile game in China https://technode.com/2019/05/20/briefing-netease-to-launch-first-official-pokemon-mobile-game-in-china/ https://technode.com/2019/05/20/briefing-netease-to-launch-first-official-pokemon-mobile-game-in-china/#respond Mon, 20 May 2019 09:59:02 +0000 https://technode-live.newspackstaging.com/?p=105631 The official release date of the game is still unknown.]]>

网易发布中国首款正版《精灵宝可梦》手游 – TechWeb

What happened: NetEase on Monday said it would partner with The Pokémon Company and Gamefreak to release “Pokémon Quest” in China, marking the first official release of a Pokémon game in the country. Released in June 2018, “Pokémon Quest” features cube-shaped Pokémon similar to that in the game “Minecraft.” NetEase started testing the game in March 2019, and still only allows users to sign up for what appears to be another beta during summer vacation. The release date of the game is still unknown.

Why it’s important: Pokémon is a highly popular series in China, and NetEase’s release of “Pokémon Quest” could help the company boost its gaming revenue, which saw strong growth in the first quarter of 2019. Tencent’s “Pokémon Go” clone, “Let’s Hunt Monsters,” for instance, has been among the top 10 games in the free game chart of Apple’s Chinese App Store for a month since its launch. The recent box office hit “Detective Pikachu,” which features the most widely known Pokémon, also amassed $70.3 million in China region ticket sales in fewer than 10 days.

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Bytedance launches new social app Feiliao https://technode.com/2019/05/20/bytedance-launches-new-social-app-feiliao/ https://technode.com/2019/05/20/bytedance-launches-new-social-app-feiliao/#respond Mon, 20 May 2019 06:34:48 +0000 https://technode-live.newspackstaging.com/?p=105593 The app signals Bytedance’s interest in experimenting further in the social app landscape.]]>

Bytedance has on Monday launched a new social app that combines instant message and forum functionalities on iOS and Android, another experiment in the social app landscape following the lackluster January debut of Snapchat clone Duoshan.

Feiliao, or Flipchat in English, is described in Apple’s App Store as an “interest-based social app.” Users can join open chat groups centered around different topics, ranging from eccentric boyfriends to popular TV series.

There are two kinds of chat groups in the app, open groups and normal groups. Open groups closely resemble forums on Baidu Tieba, where all posts are visible to all users and where there is no limit to the number of members. As of writing, the biggest chat group on the app contains around 3,500 people and appears to be a group for testing features, not posting actual content. Normal groups are similar to private chat groups and have a limit of 100 users per group.

Group creators automatically become the administrator and can name other members as moderators.

Users can also join celebrity fan groups, where they can interact with the celebrity and tip him or her, Feiliao’s user guide said. According to TechNode’s observations, there were no official celebrity accounts as of writing.

“Feiliao is an open social product,” Bytedance told TechNode in a statement. “We hope Feiliao will connect people with the same interests and make people’s life more diverse and interesting.”

Feiliao’s launch was met with some pushback from Tencent, which doesn’t allow users to open links to the Bytedance social app within WeChat. Alibaba, however, has partnered with Bytedance in providing Alipay as the only payment method in the app. Linking Feiliao with Alipay enables users to send transfer cash between users using hongbao, or red packets, and tip official accounts using gold “likes,” according to the app.

The process of downloading the app from Apple’s App Store shows that the app is still in very early stages of its launch. Searches using “Feiliao” as the keyword did not return results containing the Bytedance app. Only a search for “Feiliao Xingqu,” which translates to “fly chat interest” located the correct app.

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Briefing: Content aggregator Qutoutiao suspended from Apple’s China App Store https://technode.com/2019/05/20/briefing-content-aggregator-qutoutiao-suspended-from-apples-china-app-store/ https://technode.com/2019/05/20/briefing-content-aggregator-qutoutiao-suspended-from-apples-china-app-store/#respond Mon, 20 May 2019 04:16:21 +0000 https://technode-live.newspackstaging.com/?p=105567 The app was restored on the morning of May 20.]]>

趣头条iOS被下架,或因产品违反App Store规则 – 36Kr

What happened: Content aggregator Qutoutiao was briefly removed from Apple’s China App Store, media outlet 36Kr reported. The app was removed on May 18 and restored on the morning of May 20. Users who already installed the app on iOS devices were not affected by the removal, and the app had been available for download in all Android stores. Qutoutiao told 36Kr that it had reached Apple and was actively investigating the cause of the issue. As of March 2019, Qutoutiao had close to 59 million monthly active users (MAU), according to market research firm Questmobile.

Why it’s important: Qutoutiao’s brief removal could be the result of minor violations to Apple’s App Store terms, as the suspension was restricted to iOS. In 2018, the app saw explosive growth, recording net revenues that increased by more than 400% year-on-year and net losses that surged nearly 21 times year-on-year. It has also been planning to substantially increase the size of its team, pledging to hire 2,000 employees in 2019. The app had previously reached partnerships with media outlets with government ties such as The Paper and People’s Daily.

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Briefing: VidMate, sold by Alibaba’s UCWeb, accused of security breaches https://technode.com/2019/05/20/security-alibaba-app-vidmate/ https://technode.com/2019/05/20/security-alibaba-app-vidmate/#respond Mon, 20 May 2019 03:39:12 +0000 https://technode-live.newspackstaging.com/?p=105548 The app is accused of displaying hidden ads, exposing user data, and subscribing users to paid services without consent.]]>

A Huge Chinese Video App Is Charging People, Draining Their Batteries, And Exposing Data Without Their Knowledge – BuzzFeed

What happened: London-based mobile security firm Upstream discovered major security issues on a Chinese video-downloads app, VidMate, that potentially affected users in Egypt, Brazil, Myanmar, and other countries. The app, which supports downloads from YouTube, WhatsApp, and other platforms, was originally developed by Alibaba’s subsidiary UCWeb. It is accused of displaying hidden ads, exposing user data, draining mobile data and battery life, and subscribing users to paid services without their knowledge. VidMate responded that it is investigating the claims, and that any suspicious behavior is due to third-party partners and software development kits. In 2018, VidMate was sold to a Guangzhou-based company; app representatives claim that despite an ongoing business relationship, VidMate is independent from UCWeb.

Why it’s important: With more than 500 million installs around the world, VidMate had an audience in developing countries where downloading videos could be more convenient or reliable than streaming. However its security issues, according to Upstream, were significant: the company said it blocked 128 million “suspicious” transactions by the app worth a potential $150 million. The revelation reflects larger issues that plague China’s app ecosystem, despite or perhaps because of its rapid growth in recent years. Regulators regularly single out Chinese apps both large and small for improperly collecting user data, playing fast and loose with permissions on users’ phones, and similar violations. VidMate’s alleged violations, however, may affect a much broader audience across the world, potentially embroiling it in an ongoing international debate about the security of Chinese tech firms.

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Huya doubles revenues and profit in Q1 https://technode.com/2019/05/17/huya-doubles-revenues-and-profit-in-q1/ https://technode.com/2019/05/17/huya-doubles-revenues-and-profit-in-q1/#respond Fri, 17 May 2019 05:24:14 +0000 https://technode-live.newspackstaging.com/?p=105452 Growth was driven primarily by a substantial year-on-year increase in the number of paying users.]]>

Game live-streaming platform Huya saw surging total revenues and gross profit in the first quarter of 2019, driven primarily by a substantial year-on-year increase in the number of paying users.

Total net revenues increased by 93% year-on-year, reaching RMB 1.63 billion ($243 million). Around 95% of net revenues came from the company’s livestreaming business, which grew by 95.8% year-on-year. According to Huya, the growth was powered primarily by increases in the number of paying users and their average spending.

The number paying users reached 5.4 million, representing a 57.4% year-on-year increase, of which more than 70% are mobile users, CFO Sha Dachuan said. However, they still account for just around 4% of the platform’s average MAUs, which reached 123.8 million in the first quarter of 2019.

Gross profit more than doubled year on year to RMB 273 million, and gross margin improved to 16.8% compared with the 15.5% in Q1 2018, mainly due to the company’s enhanced monetization efforts. “In the short term, our emphasis is on refining operations and monetization,” CEO Dong Rongjie said in the earnings call.

Cost of revenues also rose sharply by more than 90% to RMB 1.36 billion, mainly driven by revenue sharing fees which more than doubled,  and content costs that come in the form of virtual item revenue sharing and e-sports content expenses. According to Dong, however, e-sport tournament expenses would not see a sharp increase in the second half of 2019. “The money required has already been spent in the first half of the year,” he said.

Huya is likely to focus less on poaching star livestreamers in the long turn. “We believe the time when growth is driven by poaching star livestreamers from other platforms will pass. In the near future we will continue doing it, but it shouldn’t be what drives our growth,” Dong said.

Huya expects the total net revenues of Q2 to be between RMB 1.73 billion and RMB 1.79 billion.

In April 2019, the company raised around $314 million in net proceeds in a share offering of American Depositary Shares (ADSs), twice the amount it raised with its 2018 IPO, which it said it would put toward content costs and e-sport partners.

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Hidden in Pokémon Go clone, Tencent’s plan to bring blockchain to the masses? https://technode.com/2019/05/16/hidden-in-pokemon-go-clone-tencents-plan-to-bring-blockchain-to-the-masses/ https://technode.com/2019/05/16/hidden-in-pokemon-go-clone-tencents-plan-to-bring-blockchain-to-the-masses/#respond Thu, 16 May 2019 01:57:38 +0000 https://technode-live.newspackstaging.com/?p=105232 With Let's Hunt Monsters, Tencent tries to plant its flag in multiple gaming trends]]>

After several failures of wanna-be Pokémon Go-likes in mainland China, Tencent’s new mobile game “Let’s Hunt Monsters” is a hit: it immediately climbed to the top of the free game chart in the Chinese Apple store after being released in mid April. A month later, it’s still at number six.

What Tencent didn’t promote—and few have noticed—is the company’s first experiment with blockchain gaming. Hidden inside its Pokémon Go clone is a clone of CryptoKitties, which encourages players to trade virtual cats on Tencent’s blockchain and endows the cats with actual market value using the game’s strong social media features.

This might ultimately test the boundaries of Chinese regulations, which adamantly prohibit crypto trading. Some also criticize the game for not being as “decentralized” as a blockchain game should be and question Tencent’s disruption of the market as an outsized player. But Tencent’s first move into a mainstream blockchain product deserves more attention.

At first, I didn’t see what Tencent was up to. For around a week, I wandered around Beijing, playing Pokémon Go with Chinese sacred animals. But then I got to level 22 and they gave me my first cat. Now I’m running a virtual kitten mill off my cell phone: I’ve got a collection of 109 cats, two of whom are breeding.

Let’s Hunt Monsters gives users cartoon cats who appearance is determined by an array of digital genes stored in a blockchain registry. Image of list of genes captured in-game. (Image credit: Serenitie Wang)

My first cat was nude colored and cartoonish. It had round and earnest eyes, pointy ears, a single tiger tooth and spiral whiskers. These visual traits were assigned randomly from a collection of virtual genes—currently 201. Send a friend with a cat a link through WeChat or QQ—both owned by Tencent—and we can breed kittens with a combination of their traits.

People can also buy and sell cats, and they’re paying real cash: The first batch of limited “fortune cats” are listed on the game’s official market for 4,700 to 50,000 game points, which cost RMB 470-5,000 (about $58-$725). Imagine if people could breed Beanie Babies, and you get the idea.

The most fertile, and therefore valuable, cats, are generation 0 cats mined from Tencent’s Trustsql blockchain. Sound familiar? This is a clone of CryptoKitties, a viral digital goods trading game on the Ethereum blockchain that set off a buying frenzy and made a few people rich off cat trading, at least at the height of virtual currency frenzy.

The cats are as much virtual asset as game: Tencent has issued a white paper, not a usual move for a mobile game but part of due diligence for cryptocurrency. The 13-page white paper was jointly drafted by three institutes under Tencent—Tencent Financial Technology, the equivalent of Alibaba’s Ant Financial; the Tencent Research Institute; and Tencent Gaming Innovation Studio.

A nod and a wink to speculators

According to Tencent, cats are for fun, not speculation. In its white paper, the company says the “blockchain props” like the personalized cats can be bought for real money, but cannot be exchanged back for real cash, nor can players raise funds or pay with props or tokens in the game. This shows Tencent’s caution as a tech giant and its “desire for survival”—Chinese social media slang that describes companies bending over backward to show that they’re in line with the government’s rules.

The game offers an official market where users can trade their cats for an in-game currency. Users spend real money to buy the currency, and to bring a cat to market must pay an RMB 1 fee to add a cat to the blockchain.

But it’s a no brainer to users that they can profit from trading virtual assets in the game, and a WeChat black market makes it easy to sell cats for real money. The deeply integrated social networking features of the game—one can immediately pull up a WeChat group from the game—work almost seamlessly to initiate an over-the- counter transaction with RMB outside the game using WeChat Pay. One can pay for cats and other game props via WeChat Pay after adding a dealer on WeChat.

During the “fortune cat” breeding event, users were aiming to breed cats with four designated genes, which would cause them to turn into limited fortune cats. At that time, I had a cat with two of the desired genes, and I was looking for another cat with the two other genes. I could choose to find such cats in the market with a price or pair the cat via WeChat. I happened to see an advertisement in the in-game broadcast offering “cat pairing 30% off” for RMB. I could message this person in the game and exchange our WeChat ID and finalize the trade all on WeChat.

In digital cat breeding WeChat groups, some players anticipate profits from the cat breeding: “People made big bucks from the [Cryptokitties] virtual cat game! Now here’s the Chinese one.”

Virtual cats trade for as much as 50,000 points, costing RMB 5,000, on Tencent’s official market (Image credit: Serenitie Wang)

“WeChat, as a convenient payment channel, will promote the free flow of trade,” said Jack Yang, senior analyst with TokenInsight, a blockchain consultancy. He believes with the growing popularity of the game, it’s inevitable that the financial value of the assets in the game will be realized.

Tencent may be shocked, shocked to find real money transactions in this establishment—but a real-money collectables craze is what its made.

The risks abound. China officially bans domestic initial coin offerings and crypto trading platforms, and it keeps a tight grip on fintech.  Although blockchain has become a buzzword in the country’s tech industry and has appeared on the top legislature’s agenda, cryptocurrencies remain a taboo in China.

“Restricted by the government regulation, they [Chinese tech giants] are staying away from cryptocurrencies,” said Yang.

Is it really blockchain?

When Let’s Hunt Monsters entered testing April 2018, Tencent announced (in Chinese) that it was working on its “first game with blockchain technology.” But since then, the company has dropped the description, avoiding politically risky blocktalk in press releases about the game.

The crypto world has been developing blockchain games for some time. These, usually collectible games, allow players to earn valuable in-game commodities, promising that storing players’ assets in blockchains protects them from arbitrary changes by the developer. Some implement blockchain mining to limit asset inflation.

Tencent’s version is dismissed by some industry observers and cryptocurrency investors as quasi-blockchain.

“[It’s a] private blockchain, meaning that Tencent has absolute control over it. The mining process wouldn’t matter anyway,” said Paul Qian, a blockchain industry observer.

Qian said that the purpose of mining is to ensure fairness—the right to add an accounting record to a ledger on the public chain—and prevents one party from having too much power. But the nature of Tencent’s own blockchain makes the mining process meaningless.

“You can understand the private chain as an internal database of the company,” he said.

Despite users pumping money into the game for virtual cats and props, the reaction from Chinese crypto investors has been lukewarm. When I surveyed a few crypto investors I know, few have heard of the game.

One who had is Xin Xingji, who both plays the game and invests in cryptocurrencies. He said the biggest appeal of the game to him lies in the similarities (or likeness) to Pokémon Go. The blockchain element? Not so much.

“I don’t think the game means a lot to crypto investors,” he said. “We engage in the blockchain business because we believe in this technology, not playing games or generating profit for Tencent.”

“By the end of the day, blockchain is just a gimmick for Tencent to market this game.”

Lowering the blockchain threshold

It might be watered down blockchain—but Tencent appears to hope this entry-level offering will bring users into the genre.

“It’s a great attempt to combine blockchain with gaming, which serves as a model for the industry,” said Yang with TokenInsight.

User Xin said that the blockchain games he has tried were not so entertaining but he found Let’s Hunt Monsters enjoyable and got obsessed with it.

Tencent’s inroads into blockchain gaming have worried some insiders. Wu Xiao, CEO of independent blockchain game maker Matrixdapp called the Tencent game a “downgrade” of the genre.

Traditional blockchain games, mostly based on the public chain, require digital wallets and cryptos, which are high thresholds for the mass gamers. Plus, games on blockchain are delayed by long “blocking times,” often failing to deliver smooth and highly interactive experiences.

“But Tencent can channel its WeChat users into the game,” he said, “and its ‘centralized’ processing, on the surface level, makes blocking time painless.”

On the flipside, Tencent’s massive traffic and its proprietary blockchain solve the most outstanding problems in blockchain gaming: speed, cost and scalability. For Tencent, it’s an experiment with popularizing emerging tech concepts in the biggest market, where pioneers like Pokémon Go and Cryptokitties are unknown or unavailable.

“Users won’t need complicated blockchain know-how and it greatly lowers the threshold. Tencent attracts users to try blockchain technology and learn about its transparency and integrity, as well as how distribution and transfers work. It’s a great way to educate users,” said TokenInsight’s Yang. He predicts that Tencent could introduce users to more advanced blockchain tools, such as wallets and keys, once they are used to owning blockchain assets.

Limited as it is, Let’s Hunt Monsters could prove to be crypto’s beachhead in China—or Tencent’s beachhead in crypto.

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Tencent’s fintech and cloud push strong profits in Q1 amid gaming slump https://technode.com/2019/05/15/tencent-fintech-cloud-q1-gaming/ https://technode.com/2019/05/15/tencent-fintech-cloud-q1-gaming/#respond Wed, 15 May 2019 14:35:37 +0000 https://technode-live.newspackstaging.com/?p=105249 tencentThe company will introduce a season pass in the second quarter which is expected to support monetization and engagement.]]> tencent

Tencent announced first quarter 2019 profits of RMB 27.9 billion ($4 billion), posting 16% growth year on year driven by strong earnings from the company’s fintech and cloud businesses. However, revenue growth was the slowest on record as the titan struggles to recoup losses from increased gaming regulations in China.

Tencent grew its revenue 16% year on year to RMB 85.5 billion in the first quarter. RMB 21.8 billion came from fintech and other businesses including payment services and cloud computing, which posted strong 44% year-on-year growth.

Fintech and cloud revenue momentum helped offset a disastrous period for games due to increased regulatory oversight. The company released only one new mobile title—Perfect World Mobile—in the first quarter. Smartphone gaming revenue fell 2% year on year as a result, to RMB 21.1 billion, though it rose 11% sequentially, showing the catastrophic effects of the government’s crackdown on new gaming licenses.

In the second quarter the company plans to release “several” games, according to its official release. It also has plans to implement a paid season pass system, similar to systems in overseas titles Fortnite and PUBG Mobile. The season pass will apply to domestic games including Cross Fire Mobile, Honour of Kings, and QQ Speed Mobile. During the earnings call on Wednesday, Tencent CSO James Mitchell said that the move could aid future monetization since “players who buy the season pass generally engage with the game more.”

On the recent controversial transformation of China’s PUBG Mobile into Game for Peace, CFO John Lo said, “For a new game it’s actually a very successful launch,” adding that “at the current time we are much more focused on making sure we retain customers” than monetization. On Monday, analytics firm Sensor Tower reported that the game had racked up $14 million in revenue within 72 hours of its launch.

Tencent’s online advertising revenue grew 25% year on year in the first quarter to RMB 13.4 billion. The slower rate of growth compared to last year was attributed to a difficult macro environment.

Social and other ad revenue rose slightly faster at a 34% growth rate, reaching RMB 9.9 billion. Tencent attributed the rise to increased monetization of mega app WeChat’s Moments newsfeed and mini-programs, and QQ’s Kandian.

While total monthly active user (MAU) count for WeChat worldwide remained relatively stable at 1.1 billion users, Tencent’s older social network QQ saw something of a renaissance in certain user segments. QQ’s Q1 MAU figures reached 823 million, including double-digit year-on-year growth among “young users.”

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China’s PC gamers will exceed US population in 2023: report https://technode.com/2019/05/15/chinas-pc-gamers-will-exceed-us-population-in-2023-report/ https://technode.com/2019/05/15/chinas-pc-gamers-will-exceed-us-population-in-2023-report/#respond Wed, 15 May 2019 07:06:09 +0000 https://technode-live.newspackstaging.com/?p=105161 esport chinaChina's PC online game revenue in 2018 accounted for more than half of the global total.]]> esport china
https://www.bigstockphoto.com/zh/image-272520106/stock-photo-team-of-teenage-gamers-plays-in-a-multiplayer-video-game-on-pc-in-a-gaming-club
Teenage gamers playing a multiplayer video game on PC. (Image Credit: BigStock/fxquadro)

China will have around 354 million PC online gamers in 2023, surpassing the population of the United States, according a report released by game research company Niko Partners.

In 2018, China had around 312 million PC online gamers, a quarter of whom spend money in games, according to the report. Their in-game purchases drove total domestic PC online game revenue for 2018 to $15.21 billion, more than half of the global total in this segment. In 2019, revenue from PC online games is projected to reach $16 billion in China.

Mobile game users and revenue already exceed those of PC online games, and its growth will outpace PC in the next five years, the report says. The number of mobile gamers in China is forecasted to reach 728 million in 2023, accounting for approximately half of the country’s population. This is largely due to the fact that mobile game market penetration is approaching saturation: 95% of gamers in China play mobile games.

Mobile games also enjoy a higher percentage of paying users in China at around 40% in 2018. While domestic mobile game revenue at around $15.63 billion wasn’t much higher than that of PC online games in 2018, it is expected to increase by 63% over the next five years and reach $25.5 billion by 2023.

Within the mobile games segment, e-sports will grow the fastest. Mobile e-sports game revenue is projected to more than double by 2023 to $11.5 billion and account for 45% of the entire mobile games market.

Due to changes to the game approval process in China, 2019 could see the number of approved titles drop from the more than 8,000 in 2018 to around 5,000, Daniel Ahmad, an analyst at Niko Partners, told TechNode in April. However, the affected titles are generally low-quality copycat games that won’t really affect the market’s total revenue, he added.

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Briefing: WeChat restricts education apps from rewarding users to share links https://technode.com/2019/05/15/wechat-education-apps-share/ https://technode.com/2019/05/15/wechat-education-apps-share/#respond Wed, 15 May 2019 03:30:18 +0000 https://technode-live.newspackstaging.com/?p=105107 Wechat ban apps facebook wechat yoWeChat said that repeated violations would result in accounts being shut down.]]> Wechat ban apps facebook wechat yo

Tencent’s WeChat blocks learning apps from incentivising users to spam, saying it breaks rules – South China Morning Post

What happened: On Monday, WeChat reiterated its rule against companies offering rewards for users to share advertising-related content, naming educational apps in particular. WeChat said that repeated violations would result in accounts being shut down, citing examples like English-language learning applications Mint Reading and Liulishuo. Both offered incentives, through tuition specials for instance, for users to share links to their services on WeChat’s Moments newsfeed feature. The promotions harmed user experience, WeChat said.

Why it’s important: Although the rule against incentives already existed, the recent reminder could be a wake-up call for educational companies which depend on WeChat’s word-of-mouth advertising. Barring rewards for users who share links may require marketing spending to be diverted into other channels. Previously, WeChat has made other moves to protect successful features from becoming too commercialized; for instance, it sued app operators as well as an Android app store over a tool which automatically “snatched” virtual money on WeChat. Tencent’s flagship social app has also long been known for blocking external links to rival platforms such as Alibaba’s e-commerce giant Taobao or Bytedance’s short-video app Douyin—moves which have led to monopoly claims by competitors.

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Draft rules help China take step to online privacy though fuzzy provisions remain https://technode.com/2019/05/14/chinas-first-privacy-legislation-attempt-may-face-implement-challenges/ https://technode.com/2019/05/14/chinas-first-privacy-legislation-attempt-may-face-implement-challenges/#respond Tue, 14 May 2019 12:37:45 +0000 https://technode-live.newspackstaging.com/?p=105066 Draft guidelines for app operators, introduced by China's cyberspace watchdog, are designed to protect users. ]]>

China’s internet watchdog last week took the first step toward developing online privacy protection norms when it released a new set of draft privacy guidelines for app operators.

The draft guidelines by the National Information Security Standardization Technical Committee (TC260)—which is jointly administered by the Cyberspace Administration of China (CAC) and the Standardization Administration of China—outlined seven situations that constitute the illegal collection and use of personal data. These included the collection and use of users’ personal information or the provision of personal information to third parties without the consent of the user.

The draft rules, which currently are not legally binding, have been released for public comment. Once finalized, they will be used by China’s cyberspace watchdogs, including the CAC, the State Administration for Market Regulation, and the Ministry of Public Security, to enact privacy laws.

A commentary (in Chinese) published Tuesday by state-run news agency Xinhua said the guidelines were “the world’s first legislative attempt” to categorize illegal behavior against app users’ personal data.

“The big data economy based on personal information has begun to come in conflict with the old legal system … the protection of personal data is critical to safeguard cybersecurity and internet users’ legal rights,” the commentary from Xinhua said.

A special administration working group dedicated to apps (in Chinese) was set up by the TC260 and the Internet Society of China, a non-governmental organization supported by the Ministry of Industry and Information Technology, in January to promote closer evaluation of illegal collection and use of personal data by mobile apps.

Up to the beginning of April, the working group had received around 3,500 reports by app users involving more than 1,300 apps, according to the overseas edition of the People’s Daily (in Chinese).

A report (in Chinese) by the China Consumers Association, a national organization operating under the instruction and supervision of the State Administration for Industry and Commerce, showed that 91 out of 100 apps the association had reviewed involved the excessive collection of users’ private data.

Popular selfie app Meitu was criticized by the report for excessively collecting users’ biometric information and personal financial information. The report also accused Industrial and Commercial Bank of China of not containing a privacy policy in its app.

In a report covering the third quarter of 2018, China’s Ministry of Industry and Information (MIIT) singled out premium ride-hailing service providers Shenzhou and Shouqi Yueche for not “releasing explanations regarding collection of passengers’ personal information.”

Qi Aimin, a professor at the Chongqing University’s School of Law, told TechNode that the draft guidelines would effectively contain the chaotic situation in China’s app market where the users’ right to privacy is frequently violated.

“The draft provided law enforcement departments with clear guides, and it’s beneficial for the mobile app industry to improve its standard of privacy protection,” said Qi.

The guidelines also cautioned against the collection of personal data of minors under the age of 18 and subjecting them to advertisements without guardians’ consent.

According to a report (in Chinese) by China Internet Network Information Center, an administrative agency responsible for internet affairs supervised by the CAC, the number of internet users under the age of 18 in China reached 169 million up to the end of 2018, accounting for 93.7% of the country’s minor population. There is no dedicated legislation in the country to protect minors from online personal information gathering.

However, the draft guidelines could face challenges when it comes to enforcement.

“The guidelines have listed almost all situations of illegal collection and use of private data that are common in the industry, but some of the situations may be hard to identify in reality,” said Qi the law school professor.

The guidelines, for example, said privacy policies of mobile apps should not be “unintelligible and lengthy,” which is impossible to define, Qi noted.

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Briefing: Tencent streaming service WeTV lands in Taiwan despite security concerns https://technode.com/2019/05/14/tencent-streaming-wetv-taiwan/ https://technode.com/2019/05/14/tencent-streaming-wetv-taiwan/#respond Tue, 14 May 2019 10:27:52 +0000 https://technode-live.newspackstaging.com/?p=105060 In March Taiwanese officials expressed doubts about allowing the tech titan's streaming service enter the market due to security concerns.]]>

Tencent’s Video-Streaming Service WeTV Comes to Taiwan – Yicai Global

What happened: On Monday, a Taiwanese news outlet reported that Tencent’s video-streaming service, WeTV, had arrived on Taiwanese shores through its subsidiary Image Future Investment HK. Currently, users can sign up for monthly or quarterly content plans priced from NTD 190 to NTD 560 (around $6 to $18). The app, which is available on iOS as well as Android, had been downloaded 500,000 times on the Google Play store as of Monday.

Why it’s important: While Taiwan’s total population of 23 million represents only a small fraction of WeTV’s user base, the territory has a wireless internet penetration rate of 100%, with residents clocking relatively high monthly average rates of online traffic. Tencent’s move came as a surprise, however. In March Nikkei Asian Review reported that Taiwanese officials harbored doubts about allowing the tech titan’s streaming service enter the market due to security concerns. At the time the deputy minister of Taiwan’s Mainland Affairs Council cited the risk of “cultural and political influences” that could “affect Taiwan’s elections.” Baidu’s iQiyi streaming platform was blocked in Taiwan in late 2016, only to later return through local partner OTT Entertainment—a company which was founded by iQiyi’s regional head but claims to have no relationship to the Beijing-based platform.

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NetEase updates anti-addiction game system to increase parental control https://technode.com/2019/05/14/netease-updates-anti-addiction-game-system-to-increase-parental-control/ https://technode.com/2019/05/14/netease-updates-anti-addiction-game-system-to-increase-parental-control/#respond Tue, 14 May 2019 09:52:42 +0000 https://technode-live.newspackstaging.com/?p=105056 The new feature lags Tencent’s by more than two years.]]>

NetEase has on Monday updated its existing anti-addiction game system, adding a new feature that allows parents to monitor and control the time and money their children can spend on NetEase’s 15 major titles.

The feature, named “child guardian,” follows by more than two years Tencent’s “super parent,” which is most famous for giving parents the ability to kick their kids out of a game with the click of a button.

While NetEase’s version doesn’t give parents that kind of power, it does enable monitoring the duration of time children spend in games and the time of login, both down to the second. Parents can also set in advance times when access will be blocked.

A NetEase spokesman told TechNode that the absence of “one button ban” is to help parents manage the playtime of underage users in a “more targeted and flexible way.”

“Child guardian” also let users limit their kids’ in-game spending. Users can set an upper limit for in-app purchases for a certain period of time.

Both parents and children need to go through NetEase’s real-name verification to activate the new feature. Unlike Tencent’s version, however, NetEase’s verification system has not yet been connected to China’s public security database.

Since 2019, the company has been speeding up the construction of its anti-addiction system, limiting the playtime of underage players and enforcing a “curfew” that bars users under 18 from accessing NetEase titles from 9:30 p.m. to 8:30 a.m. the next day. A NetEase spokesman told TechNode that the company could further extend the right to monitor underage users’ game activities to teachers like Tencent did.

In recent years, companies like Tencent and NetEase have been under mounting pressure from regulators to prevent damage to children’s eyesight—video games are considered detrimental—and video game addiction.

As the two largest game developers and publishers in China, Tencent and NetEase have been taking a number of measures comply with regulators, with Tencent taking the lead. Tencent’s most recent update to its anti-addiction system, for instance, only allows players above 16 to play “PUBG Mobile” replacement “Game for Peace.”

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Cloud provider Xunlei discards dubious past, reveals partnership with Youku https://technode.com/2019/05/14/cloud-xunlei-partnership-youku/ https://technode.com/2019/05/14/cloud-xunlei-partnership-youku/#respond Tue, 14 May 2019 08:33:40 +0000 https://technode-live.newspackstaging.com/?p=105041 The 16-year-old company has seen a remarkable transformation from its origins as a peer-to-peer file sharing and download service provider.]]>

Cloud provider Xunlei, once notorious for piracy complaints over its file sharing services, recently announced that it is an infrastructure-as-a-service (IaaS) provider for popular streaming platform Youku.

During its first quarter earnings call on Monday, Xunlei CEO Chen Lei said that enterprise service StellarCloud provides IaaS solutions for Youku’s “analog video-streaming platforms.” He added that a partnership with an unnamed enterprise client is helping the company to identify and aggregate “redundant computing sources from business class networking devices” in order to expand bandwidth for shared cloud computing services.

According to Chen, “cloud computing and IVAS business remain our long-term growth driver.” Of those services, shared cloud computing is a “key driver.”

Overall revenue for the company in the first quarter of $41.3 million declined 2.3% sequentially, which CFO Eric Zhou attributed to a “significant” slide in income from livestreaming over the Chinese New Year period. The company significantly narrowed losses on a sequential basis to $8.6 million from $32.4 million, compared with profits of $8.0 million from the same quarter a year earlier.

The 16-year-old company has seen a remarkable transformation from its origins as a peer-to-peer file sharing and download service provider.

In 2014 it began pivoting towards cloud, and in 2015 released an enterprise product that evolved into StellarCloud, according to PingWest (in Chinese). Currently the service provides edge computing, functional computing, and shared content delivery network (CDN) solutions. That makes it a valuable partner for content platforms including Baidu’s iQiyi, smartphone brand Xiaomi (which is also a Xunlei shareholder), anime streaming site Bilibili, and dating app Momo.

The company has also expanded into blockchain. Last May, it launched a platform called ThunderChain which provides infrastructure solutions to help scale projects in the emerging field.

In what might be considered a nod to its roots, the company also previously announced a partnership with the Copyright Protection Center of China to create a blockchain solution in order to identify digital copyrights.

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Content emerges as new driver of Chinese e-commerce https://technode.com/2019/05/14/content-emerges-as-new-driver-of-chinese-e-commerce/ https://technode.com/2019/05/14/content-emerges-as-new-driver-of-chinese-e-commerce/#respond Tue, 14 May 2019 07:08:07 +0000 https://technode-live.newspackstaging.com/?p=105011 Perhaps the most significant development that pushed traditional e-commerce to content creation was Xiaohongshu.]]>

Li Jiaqi, a 27-year-old video blogger, is known as the “Lipstick King” in China.

He rose to fame for selling over 15,000 of the essential cosmetic item in five minutes, a striking number compared with few hundreds the former L’Oréal makeup artist could achieve per day at brick-and-mortar outlets of the French cosmetics brand.

Li is among a growing number of online content creators who are contributing to and cashing in on the integration of content production and e-commerce industry in China.

Chinese consumers’ shopping preferences and brand awareness are influenced by content from digital influencers, or key opinion leaders (KOLs), who spread their views in WeChat articles, usually with the function to direct users to the shopping site, to social media livestreams, photos and videos.

“Quality contents from KOLs and web celebrities have a huge influence on my purchasing decisions,” Qu Lijie, a 27-year-old student from Changchun from northeastern China’s Jilin province told TechNode. “The more I like a certain blogger, the more I want to dress like her.”

Although the idea of using quality content as a marketing tool for the promotion of commodities is not completely new, the current trend brings the two sectors closer, opening more possibilities for both sectors.

It’s neither about e-commerce nor content alone, it’s about the combination.

Getting in on the action

“Content is the king and it always is,” Deborah Weinswig, an analyst at research institute Coresight Research told TechNode. “Chinese tech giants are betting on content to further develop their [ecommerce] businesses.”

Alibaba has been exploring the possibilities of boost its ecommerce business by leveraging the power of quality content since its early days.

One of the first attempts by the e-commerce giant to use content to drive sales dates to the early 2010s when it entered into partnerships with fashion platforms such as Mogujie and Meilishuo, a Pinterest-style social sharing sites where users can share their shopping experience along with URL link to Taobao shops.

Although partnership with these shopping guide sites turned sour as the latter began to eat into Taobao’s traffic and hurt its advertising revenues, the examples nonetheless showed the value of quality content.

Since then, Alibaba has been building its own content ecosystem that include Taobao’s built-in social commerce platform Weitao, and fashion and shopping news aggregation Taobao Toutiao.

But perhaps the most significant development that pushed traditional e-commerce startups to content creation was the emergence of Xiaohongshu, also known as Little Red Book, a fashion community and e-commerce platform which claims over 200 million users.

At the same time, the entry of hugely popular video apps like Douyin and Kuaishou, weighed in on the trend.

Bytedance’s Douyin rolled out a shopping cart feature earlier in December last year. In the same month, its rival Kuaishou upgraded its e-commerce services, giving preference to domestically produced goods and partnering with Chinese e-commerce giants in the hope of commercializing its 150 million daily active users.

To fend off competition from tech upstarts, Alibaba’s doubling down on content initiatives since late last year. After inking a partnership with Bilibili in December, Alibaba took a step further to acquire an 8% stake or 24 million shares in the Chinese online video platform in February. The Bilibili deal is seen as a move to leverage the power of KOLs and content creators to allure the attention of younger audiences who are voracious consumers of digital content.

In addition to external investment, Alibaba has upgraded its internet content activities by drastically expanding the operations of Taobao’s live streaming unit Taobao Live.

Integration between online content and e-commerce is now quite streamlined and friendly, Weinswig explained. For example, users watching Taobao Live is just two clicks away from the shopping site.

Weibo, China’s microblogging services which Alibaba has a stake in, will invest RMB 2 billion (around $291 million) in the next two years to support content-driven e-commerce, key opinion leaders, actors, and agencies.

Although late to the game, JD.com launched a new program on its WeChat mini program, enrolling influencers in an attempt to build up a KOL-driven shopping guide community.

Why now?

Chinese e-commerce giants are in need of a new driver while facing saturating markets and the plateauing of new user numbers. The year-over-year sales growth rate for Alibaba’s Singles’s Day last year dropped from 36% a year earlier to 27%.

Underlying this is changing consumer behavior. Different from two decades ago when shoppers use e-commerce platform to find cheaper prices for the products they had already decided to buy, browsing through various platforms has now become an essential part to the shopping journey as well as an “entertainment” experience.

“It’s all about shopping experience and storytelling. Content gives the products a background story that we want to be part of. I just purchased two lipsticks introduced by Li Jiaqi, even though I’ve already got more lipstick than I can use,” says Li Weilin, mom of 9-year-old from Harbin in the northeastern province of Heilongjiang.

Chinese e-commerce giants pioneered the “shoppertainment” concept to combine the purchasing and entertaining experience. Further, e-commerce is a good means for content platforms to commercialize their user base.

“The e-commerce platforms have all the data, they know 100% what’s working. It is obvious that targeted content to niche audiences that offers educational or entertainment value is what establishes trust, builds affinity, and ultimately converts to sales.” says Elijah Whaley, CMO of KOL marketing platform PARKLU.

Despite the boosting effect for e-commerce, some say that contents with promotion goals are ruining contents. At times, fake or overly exaggerated reviews have tarnished the credibility of some platforms. Xiaohongshu has removed more than 1.38 million paid posters and 1.21 million biased reviews from its platform.

E-commerce and contents are going hand in hand in China, but this is just “one example of a larger global trend,” according to Eytan Avigdor, CEO & founder of influencer marketing platform Klear.

“China’s ability to integrate payments across social networks is more sophisticated than any other market. With users able to shop directly in platforms like WeChat, influencers in China play an extremely important role in direct sales,” he added.

“Comparatively, platforms like Instagram make direct purchases very difficult for brands looking to integrate,” says Avigdor. “As China continues to lead this market I believe we’ll continue to see influencers playing an extremely important role in the Chinese e-commerce industry.”

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Tencent Music shuffles leadership as Q1 content costs outpace subscriber growth https://technode.com/2019/05/14/tencent-music-shuffles-leadership-as-q1-content-costs-outpace-subscriber-growth/ https://technode.com/2019/05/14/tencent-music-shuffles-leadership-as-q1-content-costs-outpace-subscriber-growth/#respond Tue, 14 May 2019 06:43:39 +0000 https://technode-live.newspackstaging.com/?p=104969 Monthly average revenue per paying user for social entertainment grew 28% year-on-year.]]>

Tencent Music Entertainment Group (TME) recorded healthy growth in total revenues, operating profit, and paying users in the first quarter of 2019.

Driven by a significant increase in paying users, revenues in the three months ended March 31 grew close to 40% year on year to RMB 5.74 billion ($855 million) but still fell short of analyst estimates of RMB 5.8 billion. Operating profit increased by nearly 30% year on year to RMB 1.15 billion.

Mobile monthly active users (MAUs) for online music and social entertainment services rose slightly, but paying users for the two segments increased by more than 27% and 12% year-on-year respectively, reaching 28.4 million and 10.8 million. However, the percentage of paying users remained flat at around 4% of the total mobile MAU for TME’s online music service, same as in 2018.

Monthly average revenue per paying user (ARPPU) for social entertainment, which include online karaoke platform WeSing and concert live-streaming platforms Kogou Live and Kuwo Live, grew substantially, rising 28% year-on-year to RMB 127.5. Monthly ARPPU for online music remained roughly unchanged at RMB 8.3 compared with the first quarter of 2018.

Cost of revenues surged more than 50% year on year to RMB 3.70 billion, primarily due to content and revenue-sharing fee increases. The company attributed the higher content fees to the increased market prices and amount of licensed music content as well as investments.

The ratio of operating expenses over revenue for the first quarter of 2019 saw some improvement, dropping from close to 20% in the first three months of 2018 to around 18%.

TME also announced on the same day a number of management changes. The co-president of the company, Xie Guomin, would resign on June 6 due to personal reasons. Xie Zhenyu, previously the company’s co-president and board member, was named the chief technology officer. Chen Linlin and Shi Lixue, both TME vice presidents, were appointed to oversee Kugou Live and Kuwo Live, respectively.

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Anime site Bilibili’s non-gaming businesses surged ahead in Q1 2019 https://technode.com/2019/05/14/bilibili-anime-gaming-q1/ https://technode.com/2019/05/14/bilibili-anime-gaming-q1/#respond Tue, 14 May 2019 05:47:49 +0000 https://technode-live.newspackstaging.com/?p=104971 bilibiliAlong with a new monthly active user high of 101 million, revenue also grew 58% from the same period last year.]]> bilibili

First quarter results are in for video and gaming platform Bilibili: while the company reported RMB 150 million in losses, it outperformed analyst expectations and saw gains in revenue from its live-streaming business and new e-commerce platform. Along with a new monthly active user (MAU) high of 101 million, revenue also reached RMB 137 billion, an increase of 58% from the same period last year.

The site has long held a special place in China’s entertainment ecosystem, appealing to a younger audience with cartoon- and anime-focused content. Much of that content is also user-generated; Bilibili estimates that in the first quarter, 89% of video traffic was due to “professional user-generated video.” Some 88.6 million of its MAU access the platforms from their phones, showing a marked preference for mobile.

The number of monthly paying users grew to 5.7 million, rising 29.5% sequentially. According to company chairman and CEO Chen Rui, daily active users surpassed 30 million for the first time. In addition, daily average time spent on the platform skyrocketed to 81 minutes from just five last year.

After sliding for three consecutive quarters, Bilibili’s gaming revenue grew to RMB 870 million in the first quarter, a 27% year-on-year increase. The growth hints at a recovery following a period of regulatory crackdowns for China’s gaming industry. Meanwhile, income from the platform’s live-streaming and value-added services surged 202% compared with the same period last year, although it still only totaled a third of gaming revenue.

Following a February announcement that Alibaba would acquire 8% of Bilibili’s stock, the company reported that a members-only e-commerce platform raked in RMB 96 million in Q1, posting growth of more than 600% compared with the same period a year earlier.

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INSIGHTS: TikTok’s overseas issues https://technode.com/2019/05/14/insights-tiktoks-overseas-issues/ https://technode.com/2019/05/14/insights-tiktoks-overseas-issues/#respond Tue, 14 May 2019 02:17:54 +0000 https://technode-live.newspackstaging.com/?p=104935 tiktok douyin bytedanceChina's first globally successful social networking company learns a lesson in India about taking responsibility for content]]> tiktok douyin bytedance

On April 25, an Indian state court reversed an earlier decision to ban TikTok from app stores that serve Indian users. The April 3 decision in question, handed down by the Madras High Court, had cited pornography and safety risks for minors when ordering the Indian federal government to ban downloads of TikTok. This is not the first time that TikTok, or other Bytedance products, have had run-ins with local law in other countries.

Bottom line: Bytedance learned a key lesson in Madras. Unlike other Chinese companies that have enjoyed success abroad, such as smartphone makers, Bytedance creates products that have the potential—if not managed well—to create considerable social harm. Especially in India and Indonesia, which have strict laws against pornography and blasphemy, the company needs to apply the content-control best practices they have honed in China. Given the mounting pressure on Chinese companies as they seek new markets abroad, Bytedance cannot afford to trip over their own feet as they continue their meteoric growth.

Recent events

  • September 2017: Bytedance launches TikTok in Indonesia. In the initial announcement, the company conflates TikTok and Douyin. Since then, however, they have made it clear that the two are separate apps with separate teams. However, most of the content positions listed on the company’s website are based in Beijing, as of May 9.
  • November 2017: Bytedance buys Musical.ly, also headquartered in China, for an estimated $1 billion.
  • April 3, 2019: The Madras High Court orders that TikTok be banned from app stores in India based on concerns about “pornographic and inappropriate content.”
  • April 22, 2019: The Indian Supreme Court orders the Madras High Court to review its judgment within a week, threatening to vacate the judgment otherwise.
  • April 24, 2019: The Madras High Court reverses its ban but warns if any “controversial” videos violating their conditions appear in the app, Bytedance will be found in contempt of court.
  • April 30, 2019: TikTok reappears on app stores in India.

David vs Goliath: The original suit was brought by one man, Muthukumar Sankaran. This was Sankaran’s 147th lawsuit involving public interest litigation, whereby an individual files suit against the government to force them to take action against possible public harm. In the case of TikTok, Sankaran filed the suit against Madras and included Bytedance as a respondent. He decided to sue after a young girl approached him saying that people were inserting sexually explicit content into her TikTok videos that suggested she was a prostitute.

Missed opportunities: App analytics firm Sensor Tower estimates that the ban cost Bytedance up to 15 million new users. In a blog post, Oliver Yeh estimated TikTok’s global installs in April to be 33% lower than in the previous month. The ban also reportedly cost Bytedance $500,000 a day. According to Sensor Tower, TikTok rapidly returned to its former status in the Top 10 on India’s iOS App Store. To make up for lost time, the app is offering cash prizes of up to 100,000 rupees (around $1,445) daily for three users who share the hashtag #ReturnOfTikTok.

Typical positioning: According to Indian media, Bytedance’s lawyers claimed the company was only an “intermediary” and couldn’t be held responsible for user-generated content. Both Facebook and Twitter make the same claims: Since they do not curate content, they are not publishers responsible for the content found inside their website and apps. This is a legal maneuver meant to take advantage of a legal loophole that allows it to skirt legal responsibility. It is also demonstrably false as both platforms regularly ban users and remove “harmful content.” Indeed, Facebook has a content moderation team of at least 4,500 people. The Information estimates that Bytedance has 10,000 people dedicated to content moderation.

Not the first time

  • In December 2017, Chinese regulators crack down on Jinri Toutiao, Bytedance’s founding and flagship product, claiming it was spreading “pornographic and vulgar information.”
  • The potential for abuse of minors was first brought to our attention by YouTuber PayMoneyWubby in July 2018 after a Bytedance representative tried to have the same video taken down over copyright violations. (Warning: This video can be quite vulgar at times and features strong language.)
  • That same month, Indonesia temporarily banned TikTok for containing “pornography, inappropriate content and blasphemy.”
  • In February 2019, Bytedance settled with the US Federal Trade Commission for illegally collecting personal information from children.

Foreign invasion

  • Bytedance is leading the charge into the Indian app ecosystem.
  • In 2018, Chinese apps dominated India’s app rankings, occupying five out of the top 10 slots.
  • That same year, both TikTok and Helo were both in the top 10.
  • As of May 8, TikTok is the #1 free app on iOS, according to AppFollow.io.
  • China and India have long had their geopolitical differences in relation to allies as well as ongoing disagreement about borders. In April 2019, India politicians accused Bytedance’s Helo of interfering in elections.

A young user base: The most recent publicly available data from Jiguang shows that as of February 2018, Douyin’s users in China were:

  • primarily female (66.4%),
  • relatively young (<19: 20%, 20-24: 32.8%, 25-29: 27.9%)
  • located in less affluent areas (Tier 1 cities: 8.23%, Tier 2: 34.39%, Tier 3: 21.51%, Tier 4+: 35.87%)
    Note: Douyin is only available on Chinese app stores.
  • Data from GlobalWebIndex shows that as of January 2019, 41% of Tiktok users were in the 16-24 age range.
  • According to our sources, TikTok’s user base in the US is not very affluent nor well-educated.

Monitoring content

  • Around 10,000 people, or 25% of Bytedance’s workforce, are devoted to content monitoring.
  • 15 out of 31 positions posted in 2019 under Operations/Editing on the company’s China jobs site are for international markets.
  • 1 out of 81 positions on TikTok’s LinkedIn jobs search page is content-related. The position is at Bytedance HQ in Beijing.
  • After the ban in India, Bytedance said they pulled 6 million videos from TikTok.
  • The company also introduced three new content moderation features for the India market: Filter Comments, Anti-Bullying Guidelines, and integration with cVIGIL, a mobile app allowing citizens to report violations of the election code of conduct.

Protecting minors: According to statements provided to us, the company has a wide range of protection features:

  • Safety Center, a page with tools and resources “to promote a positive and safe environment for our community”
  • Parents Portal, an overview of the app’s privacy settings and tips for parenting in the digital age
  • Anti-Bullying, a special page in the Safety Center
  • Parental Guardian Platform (currently piloted in Japan), similar to Apple’s Screen Time feature. Parents can set limits on usage and content presented to their children.

An uphill battle: While seemingly innocuous, even content and entertainment companies like Bytedance will have to answer difficult questions as geopolitical tensions increase. Not only are data privacy and data jurisdiction increasingly important national security issues, but I wouldn’t be surprised if foreign products like TikTok are somehow implicated in the upcoming US presidential election.

With contributions from Tony Xu, Bailey Hu and David Cohen

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Briefing: Fashion platform Mogu connects livestreamers and brands https://technode.com/2019/05/13/mogu-launches-platform-to-connect-livestreamers-and-brands/ https://technode.com/2019/05/13/mogu-launches-platform-to-connect-livestreamers-and-brands/#respond Mon, 13 May 2019 08:44:52 +0000 https://technode-live.newspackstaging.com/?p=104886 Mogu's new platform aims to standardize the process.]]>

蘑菇街上线全球美妆供应链池 目标今年“蓄水”1000个品牌 – TechWeb

What happened: Mogu Inc., the fashion and lifestyle e-commerce platform backed by Tencent, rolled out on Friday a platform to connect livestreamers and cosmetics brands. Mogu Global Cosmetics Supply Chain Pool (our translation) helps livestreamers gain access to various brands and select cosmetics by offering product details, price fluctuations, delivery time, and historical sales. Brands and suppliers can meanwhile view the recent sales and areas of expertise for each livestreamer. The company aims to include 1,000 brands this year and add clothing brands to the platform in the future.

Why it’s important: Although the live-streaming boom is cooling down in China, it is becoming a larger part of the country’s e-commerce industry. More traditional e-commerce platforms like Taobao are leveraging the technology to offer a more interactive, immersive shopping experience. Alibaba’s Taobao is drastically expanding its live-streaming operations this year as a new driver for e-commerce growth. Mogu’s new platform aims to standardize the process of matching livestreamers and brands, driving efficiency and results.

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Dating apps Momo and Tantan suspend social feeds in content cleanup https://technode.com/2019/05/13/momo-10-social-newsfeeds-suspended/ https://technode.com/2019/05/13/momo-10-social-newsfeeds-suspended/#respond Mon, 13 May 2019 05:42:06 +0000 https://technode-live.newspackstaging.com/?p=104847 Chinese instant messaging platforms are notorious sources for online pornography and illegal activity.]]>

Shares of dating app company Momo fell on Friday after announcing it would temporarily shut down the social newsfeed on its platform for a month amid tightening government scrutiny.

In an announcement posted late Friday on its platform of the same name, Momo said users are restricted from posting on the location-based social newsfeed until June 11. The Nasdaq-listed company is taking measures with strengthened content screening efforts “to establish a more healthy and orderly social networking space” (our translation).

Momo saw its share price fall 10.3% to $28.97 by market close Friday following the announcement. A company spokeswoman declined to comment when contacted by TechNode on Monday.

Another dating app, Tantan, made a parallel announcement on Friday night, saying its social feature, “Moments,” would be suspended for a month as it is conducts a comprehensive investigation and works to enhance its screening capabilities.

The incident follows Tantan’s removal from major Chinese Android app stores in late April. Tantan responded by saying the removal was due to the “violations” of relevant rules and it had launched a total investigation on the platform.

It remains unknown when Tantan will be available on app stores again, according to The Beijing News citing a company representative. Momo, a bigger rival, had acquired the company in a $600 million buyout in February 2018. Shares of Momo fell 6.8% to $34.36 by market close on April 29.

The Chinese government is ramping up efforts to rein in illicit content in a series of regulatory moves aimed at the country’s social networking apps. Alibaba’s workplace communication platform DingTalk also announced on Friday that it would close its community function for a month, as it was “required by relevant regulators to remove non-compliant content” (our translation).

Chinese instant messaging platforms are notorious sources for online pornography and illegal activity. Momo, known by Chinese netizens as “a magical tool to get laid,” was reportedly used by sex workers for soliciting as early as 2014. Tantan had been censured by local media last month for allowing sex services available through the platform, just days before it was removed from app stores.

Update: this story was updated to reflect Tantan’s social feature suspension on Friday.

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Briefing: Tencent’s ‘Game for Peace’ grosses $14 million in 3 days https://technode.com/2019/05/13/briefing-tencents-game-for-peace-grosses-14-million-in-3-days/ https://technode.com/2019/05/13/briefing-tencents-game-for-peace-grosses-14-million-in-3-days/#respond Mon, 13 May 2019 03:38:49 +0000 https://technode-live.newspackstaging.com/?p=104832 Tencent battle royale mobile video gameThe game was the world’s highest-grossing mobile battle royale title on iOS for that period.]]> Tencent battle royale mobile video game

Tencent’s Game for Peace Surpasses $14 Million in 72 Hours on China’s App Store – Sensor Tower

What happened: Tencent’s “PUBG Mobile” replacement for the China market, “Game for Peace,” raked in more than $14 million just 72 hours after it became available on Apple’s China App Store, making it the world’s highest-grossing mobile battle royale title on iOS for that period, according to a report from analytics firm Sensor Tower. During the same period, “PUBG Mobile,” which is still available outside China, brought in around $2.2 million on iOS, and its biggest rival, “Fortnite,” grossed an estimated $4 million on the same platform.

Why it’s important: Tencent abruptly shut down “PUBG Mobile” on May 9 and replaced it with a more compliant title, “Game for Peace.” Unlike “PUBG Mobile”, which couldn’t bring in any revenue in China because of the lack of an approval from China’s State Administration of Press and Publication (SAPP), “Game for Peace” received its license in April and has been able to monetize since launch. While players aren’t pleased with the changes the new title made to its predecessor, the amount of in-app purchases that they are making indicate that “Game for Peace” is still likely to achieve business success.

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Briefing: Netflix inks deal with Alibaba’s Youku for Chinese-language rom-com https://technode.com/2019/05/10/netflix-chinese-rom-com-alibaba/ https://technode.com/2019/05/10/netflix-chinese-rom-com-alibaba/#respond Fri, 10 May 2019 07:59:09 +0000 https://technode-live.newspackstaging.com/?p=104726 Netflix has been pouring more money in the programmes in Mandarin to woo over 60 million Chinese people living outside the country.]]>

Netflix Signs Deal With Alibaba to Add Chinese-Language TV Show – Bloomberg

What happened: Netflix signed a deal with Alibaba’s video streaming platform, Youku, to add another Chinese-language show to its offerings starting May 15. The US company bought the rights to 24 episodes of romantic comedy, “I Hear You,” which will be available in 190 countries and regions.  Adapted from a Chinese novel of the same name, the series is a modern Cinderella story between an ordinary girl who wants to become an actress and a mysterious violin maker from a family of musicians. The financial terms of the deal were not disclosed.

Why its important: This is the second Chinese-language content deal struck between the two giants. Netflix acquired the rights to stream the detective thriller, “Day and Night” in late 2017, which was viewed more than 4 billion times in China in its first four months on Youku. Netflix has been pouring more money into Chinese-language content on increasing demand as it seeks to win over the more than 60 million Chinese people living outside the country. The US company also acquired rights to the Chinese sci-fi blockbuster “The Wandering Earth,” which was available beginning in May 6 on the US company’s platform, and is reportedly working on producing an original series in Chinese.

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Briefing: WeChat challenger Toilet pivots to e-commerce, rebrands as Haoji https://technode.com/2019/05/10/wechat-toilet-e-commerce/ https://technode.com/2019/05/10/wechat-toilet-e-commerce/#respond Fri, 10 May 2019 02:19:52 +0000 https://technode-live.newspackstaging.com/?p=104653 Similar to popular app Xiaohongshu, users can share photo or video reviews of various products.]]>

Failed anonymous chat app is pivoting to social shopping – South China Morning Post

What happened: Toilet, an anonymous messaging app that launched in January, has rebranded itself as a social e-commerce platform. It’s also changed its name to Haoji. Similar to popular app Xiaohongshu, users can share photo or video reviews of various products. Users can also add purchase links to their posts.

Why it’s important: Toilet launched roughly around the same time as two other apps which were spun as potential WeChat-killers: smartphone brand Smartisan’s Bullet Messenger and Duoshan, owned by valuable AI content startup Bytedance. Despite brief bursts of popularity, both apps saw their profiles slide in ensuing months. In March, after criticism of inadequate security and salacious content, the team behind Bullet Messenger was reportedly dismantled. Duoshan, meanwhile, is still regularly ranked within the top 20 of the Apple App Store’s free social app category, but has steadily dropped in overall rankings. However Toilet’s rebirth as an e-commerce app plays out, its pivot shows that it may still be too soon to challenge industry titan WeChat.

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Nobel laureate Mo Yan talks new media at iQiyi conference https://technode.com/2019/05/09/nobel-mo-yan-iqiyi/ https://technode.com/2019/05/09/nobel-mo-yan-iqiyi/#respond Thu, 09 May 2019 13:01:58 +0000 https://technode-live.newspackstaging.com/?p=104626 Nobel Prize-winning author Mo Yan spoke at the annual conference of video-streaming platform iQiyi in Beijing on May 9, 2019. (Image credit: Technode/Cassidy McDonald)The appearance of Mo at the event was an effort to bolster iQiyi's credentials after recording $1.3 billion in losses in 2018.]]> Nobel Prize-winning author Mo Yan spoke at the annual conference of video-streaming platform iQiyi in Beijing on May 9, 2019. (Image credit: Technode/Cassidy McDonald)

Nobel Prize-winning author Mo Yan, known for unconventional, semi-fantastic novels set in China’s countryside, made an appearance on Thursday at the 2019 iQiyi World Conference in Beijing.

On stage, the 64-year-old writer spoke in sweeping terms about the progress of technology and entertainment over time. “Things that could only happen in mythology now happen in reality,” Mo said. The author, who has faced censorship in the past, also spoke of potentially transforming his words into new forms of media.

Somewhat whimsically, he concluded by imagining a multi-sensory experience where an audience member, viewing a roast chicken on the screen, could also get a whiff of its savory smell. While less ambitious, iQiyi CEO Gong Yu stated earlier in the day that the platform saw potential in pursuing AR and VR technology for the platform.

The appearance of Mo, China’s only Nobel laureate in literature who still resides in-country, seemed to be part of iQiyi’s attempt to bolster its credentials. In 2018, iQiyi attributed a 72% year-on-year increase in subscribers to its sizable investment in original content production. However, it came at a cost. The company, owned by Baidu, reported losses of RMB 9.1 billion (around $1.3 billion) during the same period.

In an interview Thursday, iQiyi CTO Liu Wenfeng said that the company was aiming to control costs so spending was expected to trend downward while scaling its user base. When asked, however, he did not specify a timeline for profitability.

Besides the challenge of monetization, iQiyi faces an increasingly strict regulatory environment. On Thursday, Weibo netizens noticed that a woman appearing on an iQiyi variety show, “Idol Producer,” who had previously worn her hair dyed green was now sporting purplish-black locks, a change apparently made in post-production. Regulators have previously criticized the flamboyant styling choices of TV performers, leading producers to edit footage in order to tone down their hair colors. iQiyi representatives declined to comment to TechNode on the change.

On the same day, iQiyi also denied rumors that it plans to lay off 15% to 20% of its staff in Shanghai, Tencent News reported.

With contributions from Cassidy McDonald and Wei Sheng.

Correction: This article has been corrected to reflect that the woman whose hair color was changed was not an actress on “Idol Producer.”

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Briefing: Bytedance launches K-12 online education platform Dali Ketang https://technode.com/2019/05/09/briefing-bytedance-launches-k-12-online-education-platform-dali-ketang/ https://technode.com/2019/05/09/briefing-bytedance-launches-k-12-online-education-platform-dali-ketang/#respond Thu, 09 May 2019 07:39:37 +0000 https://technode-live.newspackstaging.com/?p=104608 Bytedance Tiktok Singapore InvestmentThe platform says it only hires Peking University and Tsinghua University graduates as teachers.]]> Bytedance Tiktok Singapore Investment

今日头条K12网校「大力课堂」上线,收购清北网校搭建团队 – 36Kr

What happened: Bytedance has officially launched its K-12 online education platform Dali Ketang, media outlet 36Kr reported. The platform is currently offering primary school mathematics courses and junior high Chinese classes for the upcoming summer vacation. The company says it only hires Peking University and Tsinghua University—the top two universities in China—graduates as teachers. Bytedance reportedly acquired another online education platform named Qingbei Wangxiao to facilitate the development of Dali Ketang.

Why it’s important: The relatively late market entry puts Dali Ketang at a severe disadvantage in the online education market, where there are several heavyweights such as Xueersi and Yuan Fudao. Following English tutoring platform Gogokid and foreign teacher live-streaming platform aiKID, Dali Ketang is Bytedance’s third major push into the online education market. Its performance could potentially decide whether Bytedance will keep experimenting in this segment, since its two predecessors have proved unsuccessful despite various promotion efforts.

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‘Game for Peace’ changes draw ire from ‘PUBG Mobile’ players https://technode.com/2019/05/09/game-for-peace-changes-draw-ire-from-pubg-mobile-players/ https://technode.com/2019/05/09/game-for-peace-changes-draw-ire-from-pubg-mobile-players/#respond Thu, 09 May 2019 05:52:11 +0000 https://technode-live.newspackstaging.com/?p=104574 Tencent battle royale mobile video game"Game for Peace" tweaked a number of details to be more regulation-friendly.]]> Tencent battle royale mobile video game

Players aren’t pleased with the changes Tencent made in “Game for Peace,” the patriotic replacement of “PUBG Mobile” in the Chinese market, castigating the game on social media and app stores.

“Game for Peace,” which officially replaced “PUBG Mobile” on Wednesday afternoon, retained the core mechanisms of its predecessor but tweaked a number of details to make it more regulation-friendly.

The story background was switched from a battle royale match, where up to 100 players scavenge for weapons and equipment and fight others on an island until there is only one left standing, to an anti-terrorism military skills competition that is “open to tourists from around the world.”

When players are defeated, instead of immediately disappearing and dropping all their equipment in a loot box like they used to in “PUBG Mobile,” they suddenly sit up, reach for their back pocket, place a loot box with all their gear in front of them, and wave goodbye before disappearing.

“The waving feature is super annoying,” a Weibo user by the handle “Babybreath_lemon” said. “Every time I saw that I felt [the enemies] were not dead, so I shot them some more.”

“Game for Peace” also replaced depictions of blood, colored green to satisfy prior restrictions and now considered noncompliant according to the new game approval rules, with colorful light dots. Players complain that without the mist of blood that rises when enemies get hit, they can’t tell whether they are landing shots.

“How am I going to play the game if I can’t get any feedback on whether I’m hitting people?” a Weibo user named “bobo has a bad memory” said.

Another hotly debated feature is the pop-up notification that alerts players when there are five remaining, telling users that they’ve already won and asking whether they would like to continue. The notification not only appears in the center of the screen and impacts gameplay, but also makes very little sense, players said.

“The notification for the top five players is seriously stupid. Since I’m already among the top five, why wouldn’t I keep playing?” asked a Weibo user using a Chinese language handle, “mo yin yin.”

Some disappointed players went straight to mocking the game. “I suggest that the game remove weapons as well since they are super violent. We can just hold our hands together, watch the sunset, and decide who’s the champion with rock paper scissors,” Weibo user “JUST eee” posted.

Reviews on Apple’s App Store are also overwhelming negative, with users lamenting the shutdown of “PUBG Mobile” and criticizing “Game for Peace” for its unrealistic game experience and changes to appease regulators.

“What has this game become? Not only me, but several random people I teamed with said the same thing,” read one comment from user using a Chinese user name, “e ge ge.” “My friends have uninstalled the game, and I’m going to do the same after I leave this comment.”

Despite the negative reviews from players, market estimates for the game are positive as the two games are essentially the same, with “Game for Peace” featuring some relatively minor updates. Analysts at investment bank China Renaissance told Reuters that “Game for Peace” could potentially generate RMB 8 billion to RMB 10 billion (around $1.18 billion to $1.48 billion) in annual revenue.

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Tencent scraps ‘PUBG Mobile,’ replaces it with more compliant ‘Game for Peace’ https://technode.com/2019/05/08/tencent-scraps-pubg-mobile-replaces-it-with-more-compliant-peace-elite-game/ https://technode.com/2019/05/08/tencent-scraps-pubg-mobile-replaces-it-with-more-compliant-peace-elite-game/#respond Wed, 08 May 2019 03:01:44 +0000 https://technode-live.newspackstaging.com/?p=104442 The successor of 'PUBG Mobile' is promoted as a 'military skills competition game.']]>
Promotion page for Tencent’s “Game for Peace.” (Image Credit: TechNode)

Tencent has on late Tuesday shut down its hit mobile title “PUBG Mobile” in China, replacing it with an anti-terrorist themed game named “Heping Jingying,” or “Game for Peace.”

Initially, users who logged into “PUBG Mobile” after 11:30 p.m. on Tuesday would receive a pop-up notification telling them that the game’s server is under maintenance, and that they need to update the game.

Hours later, the message changed to an announcement about the open beta of “Game for Peace,” a game that Tencent has kept secret until its approval by the State Administration of Press and Publication (SAPP) in early April.

According to the notification, the game will be available for download on Apple’s App Store and Android app stores in batches after 3 p.m. on Wednesday.

Following the announcement was a thank-you letter from the operations team of “PUBG Mobile” in China, confirming the end of what the team refers to as the “beta” of the title.

Users can update to “Game for Peace” using the existing “PUBG Mobile” client or download directly from app stores. According to a report from media outlet 36Kr, user data from “PUBG Mobile” will be transferred to its more regulation-compliant successor.

Promoted as a “military skills competition game,” “Game for Peace” claims to have enlisted the help of the recruitment center of China’s air force, and is a “tribute to warriors who defend the territorial air space of China.” A screenshot from the game’s beta shows that there is even a recruitment notice for China’s air force on the game’s loading screen.

“Game for Peace” is among the only batch of games that received monetization approval in April. The month saw the number of approved titles plummet from the 170 in March to just 40.

While “PUBG Mobile” has enjoyed worldwide popularity, raking in more than $65 million in March outside China according to analytics firm Sensor Tower, it has been unable to bring in any revenue in China due to the lack of an approval from the SAPP.

Chinese players had been able to access its beta version, which allowed for gameplay but no monetization. Data consultancy firm Analysys estimated “PUBG Mobile” had 115 million monthly active users (MAU) in China in March.

Tencent did not immediately reply to TechNode’s request for comment.

The “PUBG Mobile” successor is also the first game to feature Tencent’s most recent update to its anti-addiction system, which only allows users 16 and older to play the game and limits play time for those under 18 to two hours.

Scrapping “PUBG Mobile” and launching “Game for Peace” is not an optimal move for Tencent, but a necessary decision since the former is never going to be approved, said Liao Xuhua, an analyst with Analysys.

Revenue from “Game for Peace” is almost certainly going to top app stores on both iOS and Android, Liao added. “When ‘Game for Peace’ brings out season passes, it could potentially beat ‘Honour of Kings’ in terms of gross revenue,” he said, referring to a purchasable access in “PUBG Mobile” that unlocks more challenges and rewards.

The changes to “PUBG Mobile” was a top trending topic on microblogging platform Weibo, amassing 380 million views as of Wednesday afternoon. While some users lamented the abrupt shutdown of an entertaining game, others mocked the game’s name and expressed concerns about future in-game balances.

“I gave up ‘Honour of Kings’ and played ‘PUBG Mobile’ for more than a year, and now you tell me it’s just a beta. I’m heartbroken,” (our translation) a Weibo user named “Sylvia_tangtang” commented on a post about the change.

“The name of the [new] game is in line with socialist core values,” (our translation) a Weibo user using the handle, “the skin of lord pilafu” said.

UPDATE: This article has been updated to include information about Tencent’s implementation of a new anti-addiction system, comments from an analyst, the official English title, and Weibo user reactions.

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Sellers use Baidu Tieba and WeChat stores to peddle nitrous oxide https://technode.com/2019/05/07/baidu-laughing-gas-tieba/ https://technode.com/2019/05/07/baidu-laughing-gas-tieba/#respond Tue, 07 May 2019 08:51:31 +0000 https://technode-live.newspackstaging.com/?p=104326 This is only one of the latest cases representing the rampant drug trades in the Chinese internet world over the past years. ]]>

Using the internet to adapt distribution channels is not limited to fresh produce or cosmetics; some Chinese sellers are capitalizing on the anonymity of the internet to distribute nitrous oxide.

Chinese media reported Monday that nitrous oxide dealers look to connect with buyers via posts on Tieba, Baidu’s bulletin board system (BBS) where users post questions or topics for online discussion, by leaving their WeChat IDs. In an investigation by one media outlet, a seller going by “CP” sold 300 laughing gas canisters for RMB 630 (around $93) on his WeChat stores. As of May 5, 77 orders of Kayser brand cream chargers had been sold, according to the report.

In a Weibo announcement released later in the day, Baidu said it cleared out related posts. The search engine giant added that it is currently gathering information to assist the police. A Baidu spokeswoman told TechNode that the company is still investigating the situation and were not yet releasing details to the public. WeChat owner Tencent did not respond to requests for comment.

Recreational use of nitrous oxide, or laughing gas, is a relatively unknown in China. In May 2017, a netizen named Teng Teng posted an account of nitrous oxide use on Zhihu, a Quora-like question-and-answer platform, detailing how it is consumed and its potential effects on the body. The post also mentioned that it was sold on Alibaba’s online marketplace Taobao as an agent to whip cream, a common commercial use.

Alibaba later announced it had forbidden the nitrous oxide sales on the platform by targeting relevant keywords. However, since buying and selling nitrous oxide is a legal grey area in China, purchasing it for use in certain industries, both online and offline, was technically legal, said the company.

Chinese cyberspace watchdog are intensifying the fight against illegal activities online, shuttering over 33,600 apps and 2.3 million websites in a recent government move in four months beginning in December. Baidu said it had removed 120 million pieces of information as well as 500,000 accounts which were deemed “harmful” from Tieba in 2018, which was largely seen as a response to the government’s sweeping efforts to clean up the country’s cyberspace. In January, the company said it removed 50 billion pieces of harmful information in 2018 as a whole, an 11% increase over the year prior.

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Briefing: Game-streaming startup Douyu delays US IPO as trade war escalates https://technode.com/2019/05/07/briefing-douyu-delays-us-ipo-as-trade-war-escalates/ https://technode.com/2019/05/07/briefing-douyu-delays-us-ipo-as-trade-war-escalates/#respond Tue, 07 May 2019 04:36:42 +0000 https://technode-live.newspackstaging.com/?p=104308 DouyuIf the trade war continues to escalate, Chinese tech firms may have to find other markets for financing. ]]> Douyu

Chinese Startup DouYu Delays U.S. IPO Launch on Trade Jitters – Bloomberg

What happened: Chinese video game live-streaming platform Douyu is considering delaying its IPO roadshow, which was scheduled on Monday US time, by at least a week. People with knowledge of the matter told Bloomberg that the decision was made following global market turmoil after US president Donald Trump threatened new tariffs on Chinese goods. The Tencent-backed company filed its IPO application to the New York Stock Exchange last month, seeking to raise up to $500 million.

Why it’s important: In the past two decades, the number of public companies listed in the US nearly halved, and each has grown much bigger, a sign of unhealthy industry concentration. But Chinese tech companies have become a rich source for US IPOs in recent years. Thirty-three Chinese companies went public in the US in 2018, accounting for 17% of all US IPOs. If the trade war continues to escalate, Chinese tech firms may have to find other markets for financing. China has already set up a Nasdaq alternative, the Science and Technology Innovation Board on the Shanghai Stock Exchange, for high-tech firms seeking IPOs.

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Briefing: Video game license approvals plummet in April https://technode.com/2019/05/06/briefing-video-game-license-approvals-plummet-in-april/ https://technode.com/2019/05/06/briefing-video-game-license-approvals-plummet-in-april/#respond Mon, 06 May 2019 09:56:04 +0000 https://technode-live.newspackstaging.com/?p=104223 Only 40 titles were approved in April compared with the 170 granted in March.]]>

4月份游戏版号仅发一批,连续三周断粮 – GameLook

What happened: China’s game regulator, the State Administration of Press and Publication (SAPP), has drastically reduced the number of game approvals in April, approving licenses to only 40 titles compared with the 170 granted in March, game media outlet GameLook reported. Around three batches of games were being approved per month in the last few months, but only one batch of games were approved in April. The SAPP resumed approving new titles in December 2018 after a nine-month freeze, and has since approved a total of 1029 new games.

Why it’s important: The sharp drop in approvals echoes the new rules the SAPP released in April, in which the regulator said it would limit the number of games that receive licenses. Among the targeted are titles that “lack cultural value” or “blindly imitate others,” as well as those that often contain gambling features, such as poker and mahjong games. Although the rules have not been officially confirmed, the shrinking number of approved titles indicate that they may already be in effect. According to game research firm Niko Partners, around 5,000 games will be approved in 2019 under the new rules.

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Ask China Anything: What do you think of idol culture in China? https://technode.com/2019/05/06/ask-china-anything-what-do-you-think-of-idol-culture-in-china/ https://technode.com/2019/05/06/ask-china-anything-what-do-you-think-of-idol-culture-in-china/#respond Mon, 06 May 2019 03:05:20 +0000 https://technode-live.newspackstaging.com/?p=103729 Lawyers for Cai Xukun want users of video site Bilibili to take down their viral, satirical videos of the Chinese pop star.]]>

If you can’t see the YouTube player above, try watching here

Chinese pop star Cai Xukun became a meme this spring when the internet began poking fun at his basketball skills. Now, his lawyers are demanding that users of video site Bilibili take down their viral, satirical videos.

The conflict began when the National Basketball Administration named Cai—long known as a controversial figure for his effeminate look and passionate fan base—as an ambassador for the brand. Cai’s detractors began posting guichu videosa video genre that mixes existing videos with sounds and effects—to joke about his athletic abilities.

In response, Cai’s studio posted an open letter calling for Bilibili to take down videos the studio said were “deliberately defamatory image misuse.”  Many support Cai’s call for Bilibili to remove the offending videos.

Bilibili responded by saying that it was concerned about Cai’s feelings but said the law would have the final say: The company linked to an article listing celebrities who have failed at similar lawsuits.

After Cai sent his open letter, jokes picked up steam on Bilibili—a site not heavily populated by Cai’s fans. Bilibili is not completely open to the wider internet; users must pass an exam to gain permission to post comments.

Some have said the scuffle represents the worst of so-called “idol culture,” in which fans blindly and passionately defend their favorite celebrities in online debates.

Cai rose to fame after debuting on the musical talent show Idol Producer, and later became captain of the musical group Nine Percent. He has a whopping 23 million followers on Weibo and is ranked first on Weibo’s mainland superstar power list.

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Briefing: WeChat update takes cue from Douyin, removes ‘Drift Bottle’ feature https://technode.com/2019/05/06/wechat-drops-drift-bottle/ https://technode.com/2019/05/06/wechat-drops-drift-bottle/#respond Mon, 06 May 2019 03:04:08 +0000 https://technode-live.newspackstaging.com/?p=104154 Wechat ban apps facebook wechat yoThe most recent version enables background music for short video posts and allows users to comment on videos.]]> Wechat ban apps facebook wechat yo

微信漂流瓶正式下线 视频动态可搜索歌曲设置背景乐 – 新浪科技

What happened: WeChat’s latest update released May 5 on Apple’s App store enables background music for short video posts and comments on other users’ videos. Absent in this update is the social “drift bottle” feature, where users could write voice or text messages and throw them into the “sea” of WeChat users to be viewed by anyone on the app. The company had announced late last year it would remove the feature over concerns that it was being used to circulate pornography. The Android version of the update was available beginning mid-April.

Why it’s important: Over the years, WeChat has experimented with a number of different social features, including a “shake” function that allows users to add people nearby as friends. The quiet elimination of “drift bottle” may be an acknowledgment that users no longer see WeChat as a way to make casual social contact; instead, the app appears to be focusing on creating new ways of connecting with existing friends. The push towards making social video posts more interactive also seems to point in that direction. In addition, it makes the relatively new function more similar to scripted offerings featuring musical accompaniment on hot short-video app Douyin. Douyin, too, may be moving closer to WeChat with a recently announced promotion for more personal vlogging content.

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TikTok returns to app stores after India ban https://technode.com/2019/05/05/tiktok-returns-to-app-stores-after-india-ban/ https://technode.com/2019/05/05/tiktok-returns-to-app-stores-after-india-ban/#respond Sun, 05 May 2019 08:49:45 +0000 https://technode-live.newspackstaging.com/?p=104095 tiktok douyin bytedanceThe ban cost TikTok more than 15 million first-time users in India.]]> tiktok douyin bytedance

Short video app TikTok became available again on Apple’s App Store and Google Play on April 30, marking its return to the Indian market after a two-week ban.

The ban, which required Google and Apple to remove the app from their app stores, cost TikTok more than 15 million first-time users in India, according to a report from analytics firm Sensor Tower. The app’s worldwide downloads also dropped by about 33% in April compared with March.

However, TikTok’s comeback was swift. It surged back to the sixth most-downloaded app on India’s App Store and ranked number 131 on Google Play’s most-downloaded list just one day after its reinstatement, the Sensor Tower report said.

The app has been busy promoting its return with an in-app campaign featuring the hashtag #ReturnOfTikTok, offering cash prizes of 100,000 rupees (around $1,445) to three users daily from May 1 to 16 for sharing the campaign page, Quartz reported.

TikTok was banned in April by an Indian state court for spreading pornography and encouraging predatory behaviors. The app was then removed from Apple’s App Store and Google Play at the request of India’s Ministry of Electronics and Information Technology.

The company appealed, stating that the ban imposed on free speech rights and citing company losses of up to $500,000 a day to its parent company, Bytedance. TikTok also revealed a number of measures it had taken to right its wrongs, including removing more than six million noncompliant videos generated by Indian users after “an exhaustive review of content.”

The Indian state court lifted the ban on April 24, but the app did not immediately become available on the two app stores.

Following the ban, TikTok is likely to face more stringent oversight in India. Failure to prevent pornographic videos on the platform in the future will translate into contempt of court, according to a report from media outlet The Mobile Indian, citing the decision of the state court.

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Tencent’s short-video app Yoo rebrands as Hotpot Video https://technode.com/2019/05/05/tencent-short-video-yoo/ https://technode.com/2019/05/05/tencent-short-video-yoo/#respond Sun, 05 May 2019 07:11:15 +0000 https://technode-live.newspackstaging.com/?p=104067 Tencent hasn't given up on developing a homegrown short video app into a serious contender.]]>

Douyin and Kuaishou may currently dominate China’s short-video market, but Tencent hasn’t given up yet on developing one of its homegrown apps into a serious contender. The tech titan, which also backs Kuaishou, recently renamed Yoo Video as Hotpot Video, and made significant changes to its interface.

Yoo, now Hotpot, originally launched in August 2018 and takes its name from the working title it was given internally while under development. According to app intelligence platform Qimai, its ranking in the “free” category of entertainment apps in the Apple App Store has hovered around the 100 mark; as of May 5, it was number 105 in that list. Unlike popular short video app Douyin, which limits most users to 15-second videos, Hotpot users can upload videos of up to 3 minutes.

According to Chinese news outlet 36kr, the previous version of the app presented users with two main channels to browse recommended content. Currently, Hotpot Video mainly features a single, horizontally-scrolling bar with several categories of content, including movies, games, food, pets, technology, and suggested videos.

As was advertised at a Tencent conference last year, the newest version of the app still prominently features vlogging content, according to its official description on Xiaomi’s Mi Store.

Yoo is far from Tencent’s only attempt to crack the still-growing short-video market. Citing Qimai and media outlet All Weather TMT, Ce.cn reported that Tencent launched eight short-video apps in 2018. Of those, Yoo is estimated to have received the most downloads in that year, at over 928,000. However, that figure pales in comparison to an estimated 26.3 million downloads of Tencent’s five-year-old short-video app, Weishi, over the same period.

In addition, in late March of this year, the team behind Yoo was reportedly reassigned to Weishi and Tencent Video. Yoo’s content was also integrated into Tencent Video’s channels, although its app continued to operate as a standalone offering.

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Vlogs may be hot in China but investors remain cool https://technode.com/2019/04/30/vlogs-may-be-hot-in-china-but-investors-remain-cool/ https://technode.com/2019/04/30/vlogs-may-be-hot-in-china-but-investors-remain-cool/#respond Tue, 30 Apr 2019 11:13:01 +0000 https://technode-live.newspackstaging.com/?p=100927 Online video platforms and tech giants are looking for 'the next big thing.' Vlogs are a likely prospect.]]>

Amateur comedian and former online video producer Zhu Yi recently become a full-time vlogger.

Every week, the 28-year-old makes two or three short video blogs, or vlogs. While this type of video content originally appeared on US platform YouTube, they have become increasingly popular in China in the last year, with a number of Chinese websites hosting this new content genre. While there is no strict definition for what constitutes a vlog post, it’s widely agreed that the creator generally shares details of their personal life.

Online video platforms and tech giants alike are looking for “the next big thing,” and some see great potential for vlogging in China. Hoping to seize the initiative, websites such as Bilibili and Sina Weibo have begun rolling out incentive schemes to provide vloggers with additional exposure, advertising commissions, or even cash subsidies.

However, the capital markets in China are still on the fence, with little or no investment happening to date.

Zhu vlogs for Jiangbing, a short-video app developed by iQiyi, the online video unit of Chinese search engine giant Baidu. In his vlog entries, which typically last about one to two minutes, Zhu recounts the often-mundane details of his life. In one recent entry, he recounted a weekend trip to the northwestern Chinese city of Xi’an, where he discovered that the city was a paradise for snack lovers.

In his vlogs, Zhu Yi focuses more on his daily life than comedic situations. (Image credit: Jiangbing/Zhu Yi)

After short videos took the Chinese internet by storm in 2016, a batch of startups popped up to host the video clips, including Tencent-backed Kuaishou and Bytedance’s Douyin. The sector is now dominated by tech giants, with more than 90% of total short-video usage time concentrated across top five platforms, as indicated in a report from data and analytics institute Evergrande Think Tank.

Zhu first heard the term “vlog” a few months ago when he decided to quit his job as an online video producer.

He’d had a close brush with fame once before. Two years ago, he had been approached by Papi Jiang, a Shanghainese comedian and online celebrity whose racy monologues in a digitally altered voice have garnered her more than 30 million followers on Weibo. She had tried to sign Zhu as a member of her multichannel network, known as the Papitube.

“I turned down the offer because I wasn’t paid at the initial stage of the contract,” he said. When vlogging began to snowball in popularity during the second half of 2018, Zhu was determined to go for it. “I didn’t want to miss my chance at becoming famous—again,” he said.

Zhu’s vlogs currenly only attract a few hundred views each, which hardly makes him an online celebrity. As a newcomer to the vlogging scene, Zhu says he is still struggling to find a way to monetize his videos. Jiangbing pays him somewhere between RMB 100 and RMB 1,000 (around $14.90-$149) as a “subsidy” for each vlog that he uploads exclusively to their platform. These payments from Jiangbing are currently Zhu’s only source of income.

Zhu hopes that sponsors will find him once his channel becomes a hit. He is also optimistic about the prospect of selling snacks through e-commerce platforms after he attracts more followers.

“I’m a foodie myself. I’m sure my fans will be interested in this,” he said.

Enter the vlog

If vlogs are to become the next big thing for China’s internet, they will first have to overtake short video, which currently reigns supreme.

Douyin, which is known as TikTok outside of China, is among the most successful short-video apps in the country. It had 250 million daily active users as of the end of 2018, according to a report released by Bytedance.

Its biggest rival, Kuaishou, has a wide reach in China’s smaller cities, towns, and rural areas, with about 160 million daily active users, according to Tencent.

Short videos, which usually last from 15 seconds to a few minutes, are always jammed with background music and special effects, and most importantly, they make people laugh. Their appeal lies in providing a quick shot of immediate gratification.

Vlogs tend to employ more editing techniques and filters; they also last longer than short videos, ranging from a few minutes to more than 10 minutes in duration. They tend to have a more confessional tone, but some vlogs have an educational component; they appeal to audiences who trust the vlogger’s knowledge and experience.

Data from Baidu Index, a tool that tracks keyword search volume on the Baidu search engine, shows that the frequency of searches by Chinese internet users for the word “vlog” started rising in September 2018. By March 2019, the average daily search volume had increased 324%. The trend continues upward.

Last September, China’s Twitter-equivalent Sina Weibo organized an online event encouraging users to upload vlogs to the platform. Users who posted more than four vlogs in 30 days could be verified as vloggers by Weibo to gain more exposure on the platform, according to Weibo Vlog, an official account that promotes such activity on the social media site.

Later in 2018, Bilibili, a video-streaming site popular with young netizens, launched a “30-day vlog challenge” to encourage people to share their life stories using the new format. Bilibili announced afterward that of the 22,016 people who took part, 8,729 completed the challenge.

“I don’t think there is any difference between the vlog in China and that on YouTube … They both have a core element: to express people’s images and their lifestyles,” said Wang Yibo, who began uploading his fitness vlogs to Bilibili in 2017.

Wang maintains several playlists on Bilibili, including one that teaches viewers how to make post-workout meals and one that shares fitness tutorials. But he reserves “vlog” hashtags to label videos that relate to his personal experiences.

While the content and approach to vlogging are similar in the US and China, the monetization paths are still very different.

Last year, Forbes estimated that the highest-paid YouTube vlogger, 7-year-old Ryan Kaji of Ryan Toysreview, earned $22 million in the 12 months leading up to June 1, 2018. About $21 million of his earnings appear to come from pre-roll advertising on his YouTube channels; the remaining $1 million comes from sponsored posts.

Logan Paul, another YouTuber on Forbes’ annual Highest-Paid YouTube Stars list, also earned most of his $14.5 million income in the same period from YouTube ads, according to Forbes.

Clearly, ad revenue generates most of the income for YouTube vloggers. Just 1,000 views on the video site will earn a creator somewhere between 25 cents and $4, according to YouTube channel statistics firm SocialBlade.

Vloggers in China, by contrast, cannot expect much revenue-sharing from video site advertising. Most video platforms do not pay creators based on their video clicks—and those that do, pay very little.

Chen Zhanwei, 25, operates a video channel named CatLive with his girlfriend, sharing stories about the four cats that live with them in Chengdu.

CatLive’s first video appeared online in April 2017. Since then, Chen Zhanwei has shared more than 100 videos that have attracted more than 10 million followers across multiple platforms, including Weibo, Bilibili, YouTube, and Bytedance’s Douyin and Xigua, an interest-based short-video aggregation app.

For the last two years, the videos on the CatLive channel have been very consistent: The cats are the protagonists; they jump around, play, and fight each other. Even though the content of his videos hasn’t changed, Chen tends to hashtag his new videos with the trendy new vlog label.

“It’s not only because platforms are promoting vlogs, but also because of sponsors’ demands,” said Chen. His sponsors include Chinese smartphone maker Huawei and the American ice cream brand Häagen-Dazs. In February and March, Chen says, these companies all specified that they only want vloggers to promote their products.

Chen did not reveal precisely how much Huawei paid him, but he said that the contract amount exceeded RMB 100,000 (just under $15,000).

According to Chen, for every 100,000 views that his videos amass on different sites, he gets paid RMB 300 from Bilibili, RMB 300 from Tencent’s online media platform Qiehao, and RMB 500 from Baidu’s equivalent, Baijiahao.

He earns around RMB 80,000 every month through these online platforms’ pay-per-click advertising revenue sharing, which only covers the cost of making the videos. A team of five people help him with shooting and editing videos.

He refused to reveal how much he earns from sponsored posts but indicated that it constitutes most of his income.

Can vlogs overtake short video?

Even though online video platforms are doing their best to promote vlogs, Chinese netizens have not yet fully embraced them. Short videos are decidedly more popular with online content audiences. A report by Chinese research firm iiMedia Research shows that the number of short-video users reached 501 million in 2018.

Chen Fei (unrelated to Chen Zhanwei), a blogger who covers the digital media industry at Technology Suo, told TechNode that vlogging is still a niche in China, and that it is far from becoming nationally popular because it lacks differentiated content and a clear path to monetization.

Back in 2017, when online video platforms began chasing short videos, considerable capital flooded into the sector. On March 23 of that year, Tencent injected $350 million into short-video app Kuaishou; Bytedance announced on May 16 that the company would invest RMB 1 billion in its short-video app Huoshan. Later that year, Bytedance acquired popular lip-syncing app Musical.ly for $1 billion, and subsequently rebranded it as TikTok.

By contrast, the vlog sector still lacks investment. Despite the nascent marketing efforts to promote the making and viewing of vlogs, none of the video platforms have yet invested real funds in it.

“Capital is always profit-oriented, and it’s unnecessary to invest in the sector before it can build a sustainable ‘production and consumption’ ecosystem,” said Chen Fei.

However, the value of vlogs consists in their potential to convey more information than short videos can, making them a perfect tool for advertising, said Sun Jing, an analyst at Changsha-based Fengmang Research Institute.

Moreover, adds Sun, viewers are less annoyed by advertisements in vlogs because they feel a stronger connection with vloggers, who share more personal information with their audience.

Prior to this year, Zhu the vlogger had been posting self-made comic vignettes imitating gags from actor Stephen Chow Sing-Chi’s classic Hong Kong movies on his Weibo account. Each of these videos attracts a few thousand viewers. “That wasn’t enough to support me quitting my job,” he said.

As a full-time vlogger, Zhu has kept some of this comedic flair in his videos in the form of exaggerated facial expressions and voices, but he now tries to share more about his daily life instead of relying on gags and punch lines.

“My followers didn’t stick with me very much when I made comic videos, but now they do,” said Zhu, adding that what his audience likes most seems to be the feeling of connecting with him as a real person.

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Briefing: Bytedance acquires database company Terark https://technode.com/2019/04/30/briefing-bytedance-acquires-database-company-terark/ https://technode.com/2019/04/30/briefing-bytedance-acquires-database-company-terark/#respond Tue, 30 Apr 2019 09:09:09 +0000 https://technode-live.newspackstaging.com/?p=103916 Bytedance Tiktok Singapore InvestmentTerark develops algorithms that speed up databases by compressing data.]]> Bytedance Tiktok Singapore Investment

字节跳动收购奇简软件,张一鸣的“To B野心”再下一城 – 36Kr

What happened: Bytedance acquired a Beijing-based database company named Terark on April 22, media outlet 36Kr reported. According to company database website Tianyancha, the legal representative and CEO of Terark was changed to the vice president of Bytedance, Zhang Lidong. The company’s seven shareholders left the company on the same day. Founded in 2015, Terark develops algorithms that speed up databases by compressing the data, and enables direct searches on the highly compressed data. It had secured deals with Alibaba in 2017 to integrate its technology into Alibaba Cloud.

Why it’s important: Acquiring Terark will not only help Bytedance make further advancements into big data, which has synergies with its core businesses, but could also help optimize its existing content platforms. Bytedance has been making a series of moves to diversify its businesses, launching online education platforms Gogokid and aiKID, productivity tool Lark, investing in productivity suite Shimo, and acquiring cloud-based productivity tool Mubu. While the company’s ventures in education haven’t seen much success, the move into big data, a segment in which it already has expertise, could prove to be more fruitful.

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Briefing: Jinri Toutiao partners with tourist sites to find lost individuals https://technode.com/2019/04/29/briefing-jinri-toutiao-partners-with-tourist-sites-to-find-lost-individuals/ https://technode.com/2019/04/29/briefing-jinri-toutiao-partners-with-tourist-sites-to-find-lost-individuals/#respond Mon, 29 Apr 2019 07:06:50 +0000 https://technode-live.newspackstaging.com/?p=103703 Partnering tourist attractions include Hangzhou’s West Lake, Shaolin Temple, and the Old Town of Lijiang.]]>

头条寻人联合全国27家5A级景区发起“景区寻人” – Jinri Toutiao

What happened: Bytedance’s content aggregator Jinri Toutiao has formed new partnerships with 27 major tourist attractions in China to help visitors find missing family members during the upcoming Labor Day holiday. After an online application with highly detailed information about the individual is received, the app sends out notices to users who are near the attractions to ask for assistance in locating the person. Tourist spots such as Hangzhou’s West Lake, Shaolin Temple, and the Old Town of Lijiang are among the sites partnering with the company.

Why it’s important: Bytedance has been leveraging Jinri Toutiao’s massive user base to help relocate lost individuals for several years at major tourist attractions, which can multiply the number of visitors by a factor of up to 10, according to at least one site. This is the first time the company has formally partnered with the tourist sites. The platform launched the people-finding feature in February 2016, and it has since become one of the largest tools for relocating lost individuals, reuniting more than 9,000 people with their families as of writing. While the content aggregator has been under criticism for lowbrow content since its launch, its increased effort on its people-finding functionality could potentially help with creating a more positive public image.

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Dating app Tantan removed from Android app stores https://technode.com/2019/04/29/dating-app-tantan-takedown/ https://technode.com/2019/04/29/dating-app-tantan-takedown/#respond Mon, 29 Apr 2019 04:28:16 +0000 https://technode-live.newspackstaging.com/?p=103656 An official response stated that the takedown was due to "violations," and that the company would work to rectify the issues.]]>

On Sunday, multiple Chinese media outlets reported that popular dating app Tantan had been taken down from major Android app stores. As of Monday morning it was still available on Apple’s App Store as well as on smartphone brand Xiaomi’s Mi Store.

An official response from Tantan stated that the takedown was due to “violations,” and that the company would work to rectify the issues. The response did not address the nature of the violations.

As of publication, Tantan had not responded to TechNode inquiries.

In February 2018, Tantan was acquired by its larger competitor Momo in a $600 million buyout. In its 2018 financial report, the live-streaming and social giant reported strong revenue growth, although its costs also rose. Tantan had 3.9 million paying customers as of end-2018, the company said. Previously, the app won popularity as a Tinder lookalike with a “swipe left or right” feature.

On April 19, Chinese outlet Nanchang Evening News reported that ads for prostitution could be found on Tantan’s platform. Just three days earlier, a cleanup effort by internet authorities resulted in other nine messaging-related apps being taken down for hosting pornographic content.

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Briefing: Google bans Baidu-affiliated app developer Do Global from Play Store https://technode.com/2019/04/28/google-baidu-do-global-play-store/ https://technode.com/2019/04/28/google-baidu-do-global-play-store/#respond Sun, 28 Apr 2019 08:19:22 +0000 https://technode-live.newspackstaging.com/?p=103560 Nearly half of the company's 100 apps have so far been removed. ]]>

Google bans app developer with 600 million downloads for being a fake click factory – The Verge

What happened: Google is banning popular Chinese app developer Do Global, which is partly owned by search giant Baidu and has more than 600 million downloads, from its Play Store after it was found committing ad fraud and abusing app permissions. The company allegedly faked ad clicks to boost revenue. According to researchers, at least six of Do Global’s apps contained code that allowed fake ad clicking that would run even when the apps were closed.

Why it’s important: Nearly half of Do Global’s 100 apps have so far been removed from the Play Store. In addition to abolishing the apps, Google has also moved to stop Do Global profiting from AdMob, the search giant’s mobile advertising platform. Do Global was a subsidiary of Baidu until it was spun off last summer. Baidu now holds a 34% stake in the company. The removals follow similar moves by Google against Cheetah Mobile and Kika Tech, which are also Chinese app developers. However, Google did not ban the internet firms entirely, only taking action against the infringing apps.

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Kuaishou brings 3D cartoon characters to livestreaming with new AR feature https://technode.com/2019/04/26/kuaishou-cartoon-livestream-ar/ https://technode.com/2019/04/26/kuaishou-cartoon-livestream-ar/#respond Fri, 26 Apr 2019 10:11:25 +0000 https://technode-live.newspackstaging.com/?p=103496 Kuaishou is reportedly cooperating with other animation companies to bring more original characters to live-streaming screens.]]>

Building on an augmented reality (AR)-emoji tool powered by  for users released last December, short-video app Kuaishou announced today that it is using similar technology to create live-stream options for cartoon characters.

So far two popular accounts on its app have used the new service to produce full-length livestreams, Tencent News reported. The new service uses AR technology and facial recognition to bring the cartoons to “life.” By detecting the movements of a person’s mouth, eyes, limbs, and more, the system can replicate similar expressions in cartoon form.

Using the new service, a character called “little Zen monk” (our translation) produced by Suzhou Dayu Internet, “talked” to followers for close to an hour on May 23. The stream attracted 250,000 viewers, or between 3% to 4% of the account’s total fans. On Thursday, an animated creature known as Dooro Bear also made a live-stream debut on Kuaishou.

Short video app Kuaishou makes foray into game livestreaming

Kuaishou is reportedly cooperating with other animation companies to bring more original characters to live-streaming screens. A representative of the company told TechNode that the feature will be available for users in the future, but did not specify a date of release.

Previously, the short-video platform launched an interactive feature for its users, allowing them to scan their own faces to create customized cartoon avatars. However, that feature had limitations–users could only scan their faces, and content was intended for brief, shareable clips.

Update: This article was updated on April 28 to include a response from a Kuaishou representative.

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Baidu and Bytedance continue legal spat with fresh round of lawsuits https://technode.com/2019/04/26/baidu-bytedance-lawsuits-continue/ https://technode.com/2019/04/26/baidu-bytedance-lawsuits-continue/#respond Fri, 26 Apr 2019 09:28:15 +0000 https://technode-live.newspackstaging.com/?p=103453 The two companies filed lawsuits within hours of one another. ]]>
(Image credit: TechNode/Cassidy McDonald)

Tech giants Baidu and Bytedance on Friday filed lawsuits against each other for unfair competition, with both companies seeking RMB 90 million (around $13 million) in damages and extended public apologies.

The companies filed their respective lawsuits at the Haidian District People’s Court in Beijing. They each also seek 30-day apologies posted to their competitor’s website and app.

Baidu alleges that Bytedance stole a number of its TOP1 search results, a feature that displays relevant information from a Baidu search query without having to click through to get information. For example, if a user searches for the weather forecast, a graphic displaying conditions will be displayed as the first result on a search page.

Baidu said it used anti-counterfeiting measures including watermarking and inserting code into its TOP1 results, which enabled the company to track their usage. The search giant said the allegedly stolen results were used in content aggregator Jinri Toutiao’s newly launched search engine function. “This kind of behavior is a blatant theft of [Baidu’s] technology,” the company said in a statement.

Bytedance told TechNode the company is actively responding to the lawsuit.

Hours after Baidu, Bytedance filed a lawsuit against Baidu for “stealing” videos from its short video app Douyin, media outlet PEdaily reported.

Bytedance found that a lite search app from Baidu named “Jiandan Sousuo,” or “Simple Search” includes a tab for popular videos on Douyin. The Douyin owner added that Baidu erased the watermark on Douyin’s videos to make the “stealing” less conspicuous.

Baidu declined to comment when reached by TechNode.

In its filing, Bytedance stated that Baidu’s search app has “maliciously robbed” Douyin of its rightful users and traffic, which significantly damages Douyin’s operating results. Bytedance also condemned Baidu for increasing the competitive advantage of Simple Search at the expense of Douyin’s growth, calling the gains “unearned” and accusing Baidu of unfair competition.

Launched in July 2017, Simple Search is a search app that looks similar to Baidu.com and is available on iOS and Android. The app promises to never include ads.

Both companies have taken an increasingly litigious stance toward one another. In January, Baidu sued Bytedance, along with professional networking platform Maimai, for RMB 5 million over allegations of defamation and copyright infringement. Two months later, Bytedance vice president Li Liang won a defamation suit against Baidu, in which he said the company posted slanderous material about him on its website and app.

Additional reporting by Tony Xu.

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Short video app Douyin campaign signals the arrival of vlogs in China https://technode.com/2019/04/26/short-video-app-douyin-campaign-signals-the-arrival-of-vlogs-in-china/ https://technode.com/2019/04/26/short-video-app-douyin-campaign-signals-the-arrival-of-vlogs-in-china/#respond Fri, 26 Apr 2019 07:03:17 +0000 https://technode-live.newspackstaging.com/?p=103428 The platform has extended the video time limit on the app to one minute from 15 seconds for all users.]]>

Short video app Douyin has launched a campaign on Thursday to promote vlogging, increasing the video time limit for all users to one minute from 15 seconds to support the program.

Guidelines for the program, which bears a name that translates into “One-Billion-Views Vlog Support Program,” says that any users who post original video blogs of longer than 30 seconds can participate in the first season of the program themed, “#vlog travel,” by using the hashtag. The program will have three more seasons, but further details are not yet available.

The first season of the vlog campaign will last from April 25 to May 8 and up to 60 winners will be announced on May 13. Prizes include boosts that give content creators more traffic, special “vlogger” certifications, and priority access to ad partnerships.

Douyin will grant the platform boosts to winners in two stages in the form of “traffic packages” of 1 million to 2.5 million views, awarding a  total of one billion views. The first stage is open to all Douyin users and rewards up to 240 content creators during the four seasons of the program with a total of 500 million views. The second stage rewards first stage winners that continue producing high-quality, high view-count vlogs four weeks after each season is over with the remaining 500 million views.

Content creators who don’t qualify for the prizes can also receive traffic rewards if they are identified as high-quality vloggers within six months of the campaign conclusion.

The program also features tutorials from established vloggers on Douyin. One such tutorial is posted by a travel vlogger who goes by the handle “itsRae” and has more than 9.5 million followers. A recent graduate from New York University, she posts vlogs about her travel around the globe. “First, you should choose a theme for the destination of your trip. For Iceland, the theme could be ‘seeking beauty at the edge of the world’, and for Tibet, it could be something that’s related to challenging yourself,” she advises.

Prior to the campaign, only users with more than 1,000 followers on Douyin could upload videos that exceed 15 seconds and last up to one minute. The platform also enabled some users with large followings to post videos of up to three minutes last month.

Vlogs, or video blogs, are a developed medium outside of China on platforms such as YouTube, though it is still in its early stages of development in China. Platforms such as anime-theme video website BiliBili has been testing programs to support vlogs for a while, and Baidu’s short video platform “Haokan Video” recently announced a pivot to vlogs, according to reports from media outlet Jiemian.

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New SAPP rules to lower video game approvals, but impact on industry revenue limited https://technode.com/2019/04/25/new-sapp-rules-to-lower-video-game-approvals-but-impact-on-industry-revenue-limited/ https://technode.com/2019/04/25/new-sapp-rules-to-lower-video-game-approvals-but-impact-on-industry-revenue-limited/#respond Thu, 25 Apr 2019 09:08:29 +0000 https://technode-live.newspackstaging.com/?p=103308 The new process imposes more stringent requirements on game developers.]]>

China’s top video game regulator, the State Administration of Press and Publication (SAPP) began accepting new game approval submissions on Monday after a two-month hiatus, while implementing a new and more detailed approval process, according to game media outlet GameLook.

The new requirements were initially disclosed in a post from the official WeChat account of Yifan Publications, an agency that helps game companies apply for approvals. As of writing, the agency has taken down the article, and there are no updates about the new requirements on the website for State Administration of Press, Publication, Radio, Film and Television (SAPPRFT), the government body that SAPP replaced. In the absence of its own website, SAPP uses the website of the now-defunct SAPPRFT to send out notices.

While not yet officially confirmed, the new rules were reportedly released by SAPP on Apr. 10 during a gaming conference. They were later conveyed to game approval agencies like Yifan and game companies on Apr. 16 by local gaming regulators.

Under the new approval process, SAPP will limit the number of games that receive licenses. Titles that “lack cultural value” or “blindly imitate others,” as well as those that are “excessively entertaining” will be rejected. Also targeted are games that often contain gambling features, including poker and mahjong games, which account for 37% of the 8,561 games approved in 2017, according to a report from game research firm Niko Partners. The restrictions, however, only apply to new applicants.

The Niko Partners report estimates that around 5,000 games will be approved in 2019 under the new rules, but according to analyst Daniel Ahmad, the lower number of approved titles will have a limited impact on the revenue of the industry. “We expect to see revenue growth this year as demand from gamers has not wavered over the past year,” he told TechNode. “Legacy titles are more successful than ever and we’ve seen new games find success at launch.”

While large gaming companies are likely to benefit from the change since they don’t rely on low-quality titles and can root out some competition under the new rules, small and medium-sized developers that rely on quick launches and the occasional copycat game could be take some serious hits, Analysis analyst Dong Zhen told TechNode.

Mini games on WeChat are also required to acquire approvals like other digital games. Previously, these games were able to skip approvals if operated by individuals. But WeChat notified mini game developers on Apr. 18 about the new rules, stating that the platform will no longer approve games operated by individuals. The notice also urged developers to change the operators of their games to businesses within 10 days.

According to GameLook’s report, the approval process will “tilt toward original high-quality games,” but guidelines for “high-quality” and the specifics of “tilt” are not explained. “Games that focus on traditional culture will have a higher chance of being approved and will usually be prioritized,” Ahmad explained.

Also updated are some specific requirements about game content. Another rule that discourages gambling, game applications must specify how many attempts on average it takes for players to get certain items from loot boxes—virtual boxes bought with money that can be redeemed for random items in the game, according to two screenshots from Yifan’s original WeChat post.

Other approval guidelines appear to further guard against violence. No depictions of fluids, including blood of any color, can appear in a game’s combat system, the new rules said. Tencent’s battle royale title “PUBG Mobile,” for instance, changed the color of blood in the game to green to circumvent previous requirements. Bodies of defeated enemies also need to disappear as quickly as possible according to the new rules.

Another requirement goes into minute detail, stating that the marriage feature between in-game characters should be locked for underage players. It suggested that games could devise a system that gives players benefits of in-game marriages without having them go through the process.

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Briefing: China’s online regulator censures Durex for naughty Heytea ads https://technode.com/2019/04/25/durex-ads-authorities-heytea/ https://technode.com/2019/04/25/durex-ads-authorities-heytea/#respond Thu, 25 Apr 2019 03:41:58 +0000 https://technode-live.newspackstaging.com/?p=103254 The campaign included the brand's popular, cream-covered tea along with the tagline, "Tonight, not a single drop left."]]>

Durex ads ‘more frightening than pornography’, China’s online watchdog says after bubble tea brand Heytea joins innuendo-filled campaign – South China Morning Post

What happened: Condom brand Durex, known in China for its playfully suggestive ads, attracted official censure after a recent partnership with beverage purveyor Heytea. The campaign included an image of the brand’s popular, cream-covered tea along with the tagline, “Tonight, not a single drop left” (our translation). In addition, on microblogging platform Weibo, the official accounts of both brands published follow-up posts featuring cream-related innuendos. On Weibo, an official internet watchdog proclaimed that the campaign and those like it were “more frightening than pornography,” and vowed to include such “vulgar advertising” in its crackdown. Heytea has apologized for the post, and Durex replaced the ad with a new, less suggestive version.

Why it’s important: Durex has gained a reputation for toeing the line with its Chinese advertisements for years, winning it more than 3 million fans on microblogging platform Weibo. However, some netizens have criticized its latest campaign for lacking finesse, presumably attracting official attention. In addition to the Heytea ad, Durex has also partnered with various brands including food-delivery chain Ele.me (“Tonight, my mission is to quickly deliver”), to create a series of similar images. The brand may need to keep a low online profile going forward, however, as restrictions on content deemed “vulgar” continue to tighten.

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Briefing: Indian court lifts ban on Bytedance’s TikTok after hearing https://technode.com/2019/04/25/briefing-indian-court-lifts-ban-on-bytedances-tiktok-after-hearing/ https://technode.com/2019/04/25/briefing-indian-court-lifts-ban-on-bytedances-tiktok-after-hearing/#respond Thu, 25 Apr 2019 03:02:37 +0000 https://technode-live.newspackstaging.com/?p=103260 tiktok douyin bytedanceDuring litigation, Bytedance issued statements promising more investment, job opportunities, and tighter content filters in India.]]> tiktok douyin bytedance

Indian court lifts ban on TikTok video-sharing app in victory for China’s Bytedance – South China Morning Post

What happened: An Indian state court lifted a ban on Bytedance’s short video app TikTok on Wednesday, South China Morning Post reported, citing two lawyers involved in the case. After hearing Bytedance’s plea during a hearing that day, the state court reversed the Apr. 3 decision to ban the app. A senior Indian government official said that once the IT ministry receives the court order, it will ask Apple and Google to reinstate TikTok on their app stores. A TikTok spokesperson said that the company welcomed the court’s decision, adding that the app is “committed to continuously enhancing” its safety features. The lawyer for the individual who filed public interest litigation calling for ban stated that there are no plans to appeal to the court’s latest decision.

Why it’s important: The state court’s decision marks a temporary victory for TikTok in India, where the company has been accused of spreading pornography. The company argued in an earlier filing that it should not be held accountable for the inappropriate content created by users. It has also released a series of statements while the case was ongoing, promising more investment, job opportunities, and tighter content filters in India. While it is uncertain which of those moves had impact, Bytedance will soon regain access to one of its largest markets.

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The focused generation comes of age: a guide to China’s post-00 market https://technode.com/2019/04/24/the-focused-generation-comes-of-age-a-guide-to-chinas-post-00-market/ https://technode.com/2019/04/24/the-focused-generation-comes-of-age-a-guide-to-chinas-post-00-market/#respond Wed, 24 Apr 2019 07:00:16 +0000 https://technode-live.newspackstaging.com/?p=102745 University students, pictured here December 2018, skateboard near Guiyang, Guizhou outside the Guizhou Normal University library. (Image credit: TechNode/Cassidy McDonald)As a new generation enters the workforce in China, their drive for self-awareness will shape markets]]> University students, pictured here December 2018, skateboard near Guiyang, Guizhou outside the Guizhou Normal University library. (Image credit: TechNode/Cassidy McDonald)
University students, pictured here December 2018, skateboard near Guiyang, Guizhou outside the Guizhou Normal University library. (Image credit: TechNode/Cassidy McDonald)
Students take a break from exams to skateboard outside their college library in Guiyang, Guizhou December 2018. (Image credit: TechNode/Cassidy McDonald)

This article originally appeared on Trivium UB, ​a ​Trivium China project focused on exploring the human factors driving China’s user markets.

Last year, millennials moved over to make room for a new “key demographic” as Generation Z first reached college age and began to enter the workforce. Market researchers responded with a series of profiles on the purchasing patterns and social values of the West’s newest consumer group: They’re independent and realistic, says Inc Magazine; they feel pressed for time, says LinkedIn; Bloomberg concludes they’d rather relax with a joint than a beer.

But China’s Gen Z, or “Post-00s,” are still an enigma to foreign firms. In this piece, we take a look at key studies out of China’s user experience and big data research centers, to see how China’s next online user group is set to disrupt the status quo.

The background

Post-00s are the products of two social experiments:

1. They’re the first generation raised under the 4-2-1 family model

The 4-2-1 family structure is a result of China’s one-child policy, and describes a single nuclear family consisting of four grandparents, two parents and one child. There’s been endless speculation and analysis about the effects of this phenomenon on the Post-00 generation. That runs on both economic and psychological lines. Fewer working-aged adults will struggle to support an aging population, while only children become the sole recipient of six adults’ love and attention—and the sole bearer of the entire family’s expectations and hopes for advancement.

2. They’re China’s first generation of mobile internet natives

While Post-90 kids came into their own with Renren, Weibo and the birth of WeChat, the Post-00 generation has never known a world without WeChat, short video apps and ultra-convenient online payments.

(Image credit: Trivium)

How narcissistic are the Post-00s?

Not all of the metrics that appear in generational consumer profiles are useful. Most cohorts under the age of 55 are “addicted to their mobile phones,” “interested in expressing themselves” and “willing to spend money on their hobbies.”

Likewise, measuring levels of generational narcissism seems like another big waste of time. Doddering graybeards (like us) tend to point fingers at the next wave of consumers, leveling charges of “impulsiveness” and “egotism.” Baby Boomers were branded the “Me Generation,” and Time’s widely debunked May 2013 cover story, the “Me Me Me Generation,” took a series of pot shots at the entitlement of American Millennials.

Similar accusations have been made about China’s Post-80 and Post-90 consumers, and there’s been considerable concern that children born under the 4-2-1 dynamic will be self-centered and lack empathy. We’re not at all convinced this stuff is genuinely instructive, as the metrics used to track narcissism on such a broad scale are suspect, and the whole topic does little to deepen our understanding of the individuals using consumer products.

That said, the available data on the Post-00s paints a picture of a generation that’s more self-aware than self-involved. Some examples:

  • In a recent QQ Big Data survey, Post-00s ranked the things they most wanted out of life by order of importance. At the top of the list, 61.6% of respondents said that  “having warm family relationships and close friends” was most crucial to their happiness.
  • At the bottom, with 4.2%? “Receiving attention and attaining popularity.”
  • In another study by Tencent and the Experience Design Center, 61% of Post-00s said that they considered the interests of the group to be more important than the interests of the individual.
  • The same study points to a small body of anecdotal evidence showing that early exposure to the internet, with all its differing points of view, have created a more tolerant and sympathetic generation.

China’s Gen Z is using the internet to make their own money

Back in August 2018, a survey by Sequoia Capital (Chinese link) found that, on average, urban Post-00s from first to third tier cities have about $100 per month in spending cash. Naturally, the bigger the urban area, the more money the youth have to throw around—19% of Post-00s in first tier cities had RMB 1000-2000 (about $150-300) to play with. These numbers won’t be valid for long—the totals will creep gradually upwards as more of this cohort enter the workforce.

But either way, the most interesting dynamics is not the amount of cash they have, but how they’re getting it.

Traditionally, China’s school-aged kids have not been encouraged to earn their own pocket money. Rather, parents are expected to provide the financial resources and social foundation which will allow students to focus the entirety of their attention and energy on preparing for China’s ultra-competitive college entrance examinations, and then on entering the workforce.

Anything that distracts from success in the classroom, including dating, video games and summer jobs, is often discouraged. Only in cases of extreme poverty are students required to both work and attend school—a state of affairs which would cause many Chinese parents considerable embarrassment.

But the popularity of live-streaming platforms gives younger internet users a money-making channel they can leverage with minimal skills, right from their bedrooms—with tools they already have, via channels their parents can’t effectively control. Fans can present their favorite live-streamers with digital gifts that can be cashed out for real-world money, and the most successful live-streamers are picked up by talent agencies and groomed for full-time careers.

On the extreme upper end of this scale, you’ve got pint-sized influencers like Cai Luoli, with a fan base approaching 1.5 million people.

Screenshot from Cai Luoli’s Douyin account (Image credit: Technode)

Cai Luoli mostly just skips around in cosplay cat ears doing dance numbers, pulling in mountains of viewers with a through-the-roof cute factor. But kids don’t have to be internet mega-stars to put a couple of kuai in their own pockets through casual participation. In the Sequoia survey, 74% of respondents said they engage in live-streaming either as hosts or viewers.

That’s not to say that Post-00s are suddenly not dependent on their parents. We’re simply pointing out that there’s now a path to increased financial independence for teens and tweens where there once was none, and that’s a game-changer both socially and economically.

They’re more interested in striking out on their own.

After decades of doctor-lawyer-engineer traditionalism, China’s next-gen workforce is willing to blaze its own trail: 15% of Post-00 survey respondents in Tier-3 cities and above said they’re already interested in entrepreneurship as a career path. They’re also more interested in careers in artistic-focused fields—according to QQ Big Data (Chinese link), almost 25% are chasing a career in the arts. That’s new.

Sequoia Capital concludes that this is due to a higher level of education among parents—45% of respondents said both of their parents had a college degree, while an additional 43% said at least one of their parents did—and that certainly must play a role, but we suspect that’s not the whole story. Other factors are likely to include:

1. Reaching adulthood in one of the world’s fastest-growing economies.

China’s economic uptrend is reflected in the high levels of optimism among China’s youth: 76% of Post-00s said they were either “very optimistic” or “fairly optimistic” about the future.

2. China’s startup boom, and the central government’s adoption of “innovation” as one of the central tenets of China’s new socialist development (Financial Times in 2016): 

“Chinese Premier Li Keqiang has urged local governments to implement policies encouraging “mass entrepreneurship and innovation” and to promote the growth of start-up companies. The state has set aside more than RMB 2.1 trillion to invest in supporting emerging entrepreneurs in the technology sector…”

3. Post-00s have more agency in the decisions that shape their own lives than any other Chinese generation in recent memory.

Chinese authority figures are moving gradually away from “because I said so” approach to parenting and education, and encouraging debate and shared opinions:

  • 29% of Post-00’s parents say they’re willing to listen to their children’s opinions, vs. 19% of Post-90’s parents.
  • 53% of Post-00’s teachers say they welcome debate from their students, vs. 48% of Post-90’s teachers.
  • 66% of Post-00s say that they make the majority of the decisions that affect their lives.

4. Self-confidence is valued.

QQ’s study indicates that “self-confidence” is the second most approved of trait in Post-00s, after “kindness.”

They express themselves by getting really into the things they get into

A Tencent study charts a stat-inspired path through the Post-00 mindset. Long story short, the study posits that through frequent use of social apps, Post-00s are exposed to a wide variety of people and pursuits, and so they discover their own interests early on. Once some subject has grabbed their attention, mobile internet provides the tools, tutorials and social groups they need to immerse themselves in their new hobby.

This immersion is more than just escapism, it’s a method of self-expression. In fact, 72% of surveyed Post-00s said that cultivating a deep understanding in one’s field of personal interest, and making accomplishments in that field, is a better expression of the self than either career achievements or consumption.

So all of this video blogging, live-streaming, fan-fiction writing, manga drawing and video game level building is not really just “leisure,” it’s a form of soul-searching.

That might explain the determination among the Post-00s cohort to jump over any barrier to entry. If there’s any financial impediment to getting involved—mom doesn’t have enough money for drum lessons, say, or dad won’t increase your allowance—this generation is motivated to find the resources on its own. Some 73% of survey respondents agreed that when there’s a will, they’ll find a way.

They judge brands and influencers the same way they judge friends

Post-00s take the same curiosity they apply to their hobbies, and allocate a little of it towards researching the backstories of the brands they care about. What’s more, they reserve their faith and trust for brands they respect and admire.

This may come as a surprise if you’ve been inundated with articles rhapsodizing about the explosion of influencer marketing in China, but this deep digging, combined with a certain savviness brought about through digital nativity, means Post-00s are actually less likely to trust influencers than you might expect—especially those influencers who they find to be inauthentic and overly commercial.

Tencent’s study claims that China’s high school sophomores are well aware that the relationship between key online influencers and their fans is a material one: only 16% of Post-00 survey respondents agreed that “the more similar a KOL is to me, the more their product recommendations should be believed over a celebrity’s product recommendations.”

QQ’s study results concur: they found that while a celebrity’s physical attractiveness might spark initial interest among Post-00s, it’s not enough to engender lasting loyalty. Teens stick it out for those celebs with genuine talent, and become loyal to those who they believe possess “moral character.”

The common thread

Just as marketers in the west have given each generation its own moniker—Baby Boomers, Gen X, Millennials, Gen Z—Chinese marketers have created labels that sum up the world view of each Chinese consumer generation.

Gen-80 was popularly described as mensao, which translates to something like “outwardly skeptical but inwardly passionate.” Gen-90 was termed satuo, “free and unconstrained.” And Gen-00 was dubbed aijuebulei, “you never feel tired when you’re doing something you love,” which might be better translated as the Focused Generation.

We think the description is apt: depth of focus is the thread underlying most of this cohort’s key characteristics, as described in the numerous surveys we dissected above. Gen-00 kids don’t just want to watch, they want to participate. They don’t just want to follow, they want to understand. They’re willing to spend the time and effort needed to do so.

And this is critical: they want brands to show the same level of focus and dedication that they do.

Although the west’s Gen Z and China’s Post-00s come from very different technological ecosystems, there is certainly some crossover in terms of personal values. A respect for authenticity stands out as a common denominator. A certain amount of pragmatism and highly-honed BS-detection also stand out in both user groups.

Takeaways

The truth is, a lot of these insights generate more questions than they answer, and it’s still early days in terms of really understanding this segment of China’s consumer market. But here’s some food for thought, based on what we do know:

Be equal, not aspirational: This isn’t a generation that constructs self-identify via Gucci sunglasses, so placing your brand just out of reach and then asking Post-00s to take pride in jumping for it probably isn’t the best approach. Instead, explore the effectiveness of creating a brand that interacts with the market as an equal, rather than a superior.

Give your market something to delve into: Post-00s want to get to know you. They want to know what you stand for, where you come from and what it means to buy your stuff. Give them a way to do that.

Be diligent and single-minded: Focus on the depth of your specialization, and show pride in being best at what you do.

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Briefing: Bytedance India court filing says ban costing $500,000 per day https://technode.com/2019/04/24/briefing-bytedance-india-court-filing-says-ban-costing-500000-per-day/ https://technode.com/2019/04/24/briefing-bytedance-india-court-filing-says-ban-costing-500000-per-day/#respond Wed, 24 Apr 2019 04:15:47 +0000 https://technode-live.newspackstaging.com/?p=103141 tiktok douyin bytedanceBytedance details losses on a court filing, including devaluation of investments, loss of commercial revenue, and reputational damage.]]> tiktok douyin bytedance

China’s Bytedance says India TikTok ban causing $500,000 daily loss, risks jobs – Reuters

What happened: India’s ban on short video app TikTok is causing losses of $500,000 a day for Bytedance and putting more than 250 jobs at risk, Reuters reported, citing a filing to India’s Supreme Court from the company. Bytedance stated in the filing dated Saturday that the losses include devaluation of its investments, loss of commercial revenue, and damage to its reputation. The company has also been losing close to one million new users per day. In the filing, Bytedance requested the court to quash the ban on the app and inform Google and Apple to make the app available again on their respective app stores.

Why it’s important: Bytedance has been making statements expressing confidence about TikTok’s prospects in India, but the latest filing suggests that the viral video app could face a bleak future there. Bytedance’s recent filing also casts doubt on statements made by an executive saying that the company will invest $1 billion in India over the next three years and increase the number of employees in the country to 1,000 by the end of 2019. While the case is still ongoing, the fact that India’s Supreme court rejected Bytedance’s request to stay the ban on TikTok once could mean continued losses for the company.

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Briefing: Qutoutiao to hire 2,000, offer 600 million shares to employees in 2019 https://technode.com/2019/04/23/briefing-qutoutiao-to-hire-2000-offer-600-million-shares-to-employees-in-2019/ https://technode.com/2019/04/23/briefing-qutoutiao-to-hire-2000-offer-600-million-shares-to-employees-in-2019/#respond Tue, 23 Apr 2019 09:54:14 +0000 https://technode-live.newspackstaging.com/?p=103069 The new hires will consist of 60% technical personnel and 40% operations and sales staff.]]>

趣头条刘先锋:三四线城市有很大增长空间 将扩大招聘规模 – Tencent Tech

What happened: Content aggregator Qutoutiao plans to add 2,000 employees in 2019, composed of 60% technical personnel and 40% operations and sales staff, Tencent Tech reported, citing Qutoutiao’s chief human officer (CHO) Liu Xianfeng. According to Liu, the company needs to maintain fast growth to catch up with top-tier internet companies and maintain its market position, which is why it is increasing its team size amidst waves of layoffs in the industry. Qutoutiao will also offer 600 million shares to its employees as incentives during the year.

Why it’s important: While the new hires could help Qutoutiao become a stronger rival to Bytedance’s Jinri Toutiao, they are also likely to increase the company’s already significant losses. In 2018, Qutoutiao’s net losses surged nearly 21 times year-on-year and user acquisition costs increased seven-fold. Earlier this month, the company went back to the capital markets to raise around $45 million, just seven months after it went public on Nasdaq.

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Bilibili source code containing user names and passwords leaked on GitHub https://technode.com/2019/04/23/bilibili-source-code-leaked-on-github-containing-usernames-and-passwords/ https://technode.com/2019/04/23/bilibili-source-code-leaked-on-github-containing-usernames-and-passwords/#respond Tue, 23 Apr 2019 06:24:20 +0000 https://technode-live.newspackstaging.com/?p=102973 bilibiliThe repository had amassed at least 6,000 "stars" on Github before it was taken down.]]> bilibili

A repository containing a large number of user names and passwords for Chinese video-streaming site Bilibili was found on open-source software development platform GitHub, Chinese media reported on Monday.

The repository, called “Bilibili website backend codes,” has been taken down by GitHub “due to excessive use of resources,” said the company. It contained more than 50 megabytes of source code, according to a Reddit post dated Monday. A key opinion leader (KOL) on microblogging site Weibo posted two screenshots of the leaked codes, which has since been taken down. One screenshot shows the redacted username and password for a Bilibili user.

The repository was created by a GitHub user named “openbilibili,” who hasn’t uploaded any other projects. The GitHub profile shows the account was created in April.

Bilibili is a video-streaming website with a focus on providing content, particularly animation, comics, and games (ACG) to a younger user segment. It is backed by Chinese tech giants Alibaba and Tencent and listed on Nasdaq. The site had 92.8 million monthly active users as of end-2018.

Bilibili responded on Monday that the company had reviewed the leaked codes and found that they were from an older version of the website, according to The Paper (in Chinese). “We have taken defensive steps to ensure the accident won’t compromise user data security,” said the company.

Bilibili also said that it had reported the case to the authorities.

The GitHub repository had amassed at least 6,000 stars, a tool for users to bookmark a post, before it was taken down. However, downloading from GitHub is simple: On every repository page there is a “clone and download” button which allows users, even if they are not logged in to the website, to download the whole project as a compressed file.

GitHub is a web-based platform that developers use to collaborate on projects, helping developers track changes in source code during software development. However, the service has been used for other purposes, such as data leakage and protesting long working hours in China’s tech industry.

Another GitHub-linked data leak relating to Chinese tech company was revealed in March by Dutch cybersecurity researcher Victor Gevers, who discovered a publicly available trove of what appeared to be Huawei enterprise network credentials on the platform.

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Video game live-streaming platform Douyu files for US IPO https://technode.com/2019/04/23/video-game-live-streaming-platform-douyu-files-for-us-ipo/ https://technode.com/2019/04/23/video-game-live-streaming-platform-douyu-files-for-us-ipo/#respond Tue, 23 Apr 2019 02:52:53 +0000 https://technode-live.newspackstaging.com/?p=102928 DouyuDouyu’s filing follows the steps of its largest Chinese competitor Huya.]]> Douyu

Video game live-streaming platform Douyu on Monday filed its initial public offering (IPO) in the US, with plans to raise up to $500 million.

The Wuhan based company will list on the New York Stock Exchange under the symbol “DOYU.” It plans to use proceeds of the offering to provide premium e-sports content and a wider array of other content, research and development, and marketing.

Morgan Stanley, JPMorgan and BofA Merrill Lynch are the underwriters on the deal.

Douyu’s filing follows the steps of its largest Chinese competitor Huya, which listed in May last year. Both companies are backed by Tencent.

According to the filing, Douyu is the largest video game live-streaming platform in China in terms of average total monthly active users (MAUs) and average total daily time spent by active users as of the fourth quarter of 2018.

The platform recorded strong growth in revenue, though it has posted net losses for the past three years. Revenue doubled year-on-year in 2017 and nearly doubled again in 2018 when it reached RMB 3.65 billion (around $531 million). Net losses declined around 22% year-year in 2017 and increased 43% year-on-year in 2018. The company’s gross margin meanwhile swung into the black from -0.2% in 2017 to 4.1% in 2018.

The platform’s paying users also grew significantly, reaching 6 million in the first quarter of 2019, up by 67% from the same period last year. Quarterly average revenue per paying user (ARPPU) also increased 33% year-on-year in 2018 to RMB 208.

China has the world’s largest game-focused live-streaming market in terms of total revenue, according to consulting group iResearch. Total MAUs for the segment are expected to reach 400 million by 2023.

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Briefing: National Library of China to archive 200 billion Weibo posts https://technode.com/2019/04/23/national-library-weibo-heritage/ https://technode.com/2019/04/23/national-library-weibo-heritage/#respond Tue, 23 Apr 2019 02:30:27 +0000 https://technode-live.newspackstaging.com/?p=102917 The data, as part of the history of China's internet culture, will be analyzed and potentially used in academia and policy-making.]]>

China’s national library to archive 200 billion Weibo posts in project to preserve country’s digital heritage – SCMP

What happened: The National Library of China will archive more than 200 billion posts from microblogging platform Weibo, as well as 210 million articles from news site Sina, which is owned by the same company. Both will be preserved as a part of the history of China’s internet culture, and will be analyzed and potentially used in academia as well as policy-making. The method of selecting which posts to preserve was not provided. The National Library is reportedly inviting other companies to share their data for similar purposes.

Why it’s important: Other national organizations and authorities have also sought to preserve troves of internet data for posterity, setting a precedent for China’s move. As of December, Weibo alone had 462 million monthly active users. The nine-year-old platform’s trove of microblogs could be telling—despite online censorship, studies have shown that vocal Weibo netizens have wielded influence on important issues like air pollution. As a recent and apparently voluntary takedown of Sina’s apps for “vulgar” content shows, however, the problem of who is allowed to speak—and on what topics—is never far from any examination of China’s online culture.

Correction: This article has been changed to reflect that China’s National Library announced it would archive 200 billion, not 200 million, total posts on Weibo.

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Briefing: Douyin partners with six film companies on movie promotions https://technode.com/2019/04/22/briefing-douyin-partners-with-six-film-companies-on-movie-promotions/ https://technode.com/2019/04/22/briefing-douyin-partners-with-six-film-companies-on-movie-promotions/#respond Mon, 22 Apr 2019 08:47:14 +0000 https://technode-live.newspackstaging.com/?p=102868 Bytedance short video TikTok viral The partnership will include more than 40 movies in the upcoming year.]]> Bytedance short video TikTok viral

抖音携手六大影视公司,推出视界计划助力电影宣发 – Douyin

What happened: Short video app Douyin announced a strategic partnership named “Project Vision” on Apr. 19 with six Chinese film companies to better promote their movies, including Edko Films, Wanda Media, Alibaba Pictures, Beijing Enlight Media, New Classics Media, and Emperor Motion Pictures. The partnership, which will include more than 40 movies in the upcoming year, includes promotional efforts such as movie-related short video challenges and in-app events that use movie soundtracks.

Why it’s important: The partnership could help the film companies leverage Douyin’s massive user base—self-reported daily user figures reached 250 million as of end-2018—to reach younger demographics. The use of Douyin as a promotional tool could also further expand the short video app’s influence in the entertainment landscape. However, it may be difficult to measure the impact of such promotions on people’s willingness to go to cinemas.

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Briefing: Bytedance to invest $1 billion in India over next 3 years https://technode.com/2019/04/22/briefing-bytedance-to-invest-1-billion-in-india-over-next-3-years/ https://technode.com/2019/04/22/briefing-bytedance-to-invest-1-billion-in-india-over-next-3-years/#respond Mon, 22 Apr 2019 03:18:52 +0000 https://technode-live.newspackstaging.com/?p=102773 Bytedance Tiktok Singapore InvestmentThe company would also increase employees in India to 1,000 by the end of 2019.]]> Bytedance Tiktok Singapore Investment

TikTok’s parent ByteDance plans USD 1 billion investment in India in next 3 years – The Economic Times

What happened: Bytedance is looking to invest $1 billion over the next three years in India, the Economic Times reported, quoting Bytedance director of global public policy, Helena Lersch. The company will also increase the number of employees in India to 1,000 by the end of this year. According to Lersch, Bytedance is “disappointed by the current developments” in India, referring to the recent legal dispute that resulted in the removal of short video app TikTok from Apple and Google’s app stores. She added that the company remains committed to Indian users and is optimistic that it will resolve the issue.

Why it’s important: Bytedance’s announcement highlights the potential of the Indian market, where TikTok has more than 120 million users according to The Economic Times, as well as the company’s determination to stay in it. While the development in the recent lawsuit hasn’t been favorable for Bytedance, promises of more investment, job opportunities, and more stringent content filters could help the company reduce losses and potentially regain confidence from Indian regulators.

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Briefing: Tencent, Vivo, Qualcomm to build AI team for ‘Honour of Kings’ https://technode.com/2019/04/22/tencent-qualcomm-ai-honour/ https://technode.com/2019/04/22/tencent-qualcomm-ai-honour/#respond Mon, 22 Apr 2019 02:46:53 +0000 https://technode-live.newspackstaging.com/?p=102750 They may hope to replicate the success of OpenAI's virtual team for 'Dota 2,' which beat the champions of the e-sport last week.]]>

Tencent, Vivo, Qualcomm to Create AI E-Sports Team for King of Glory – Yicai Global

What happened: The AI divisions of US chip-maker Qualcomm and Chinese smartphone brand Vivo are teaming up with Tencent to create an e-sports team for the gaming titan’s flagship title, “Honour of Kings.” The team, called Supex, will be based on Qualcomm’s fourth-generation artificial intelligence (AI) engine. Supex will be “trained” with data taken directly from the game interface, as well as online battles.

Why it’s important: The three companies may be hoping to replicate the success of OpenAI’s virtual team for “Dota 2,” which beat the champions of the battle-based e-sport last week, then opened up to other human challengers for three days. Similar publicity for “Honour of Kings” could boost the profile of the already-popular game, appealing to the app’s faithful core user base. Qualcomm, which previously licensed its technology for Vivo’s products, has stated that the move is part of the company’s shift to creating smartphone-targeted AI.

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Douyin’s attempt to crack the short video code https://technode.com/2019/04/22/douyins-attempt-to-crack-the-short-video-code/ https://technode.com/2019/04/22/douyins-attempt-to-crack-the-short-video-code/#respond Mon, 22 Apr 2019 02:24:02 +0000 https://technode-live.newspackstaging.com/?p=102753 short video Douyin TikTok Bytedance short video livestream social mediaDouyin seems to be thriving where Vine withered]]> short video Douyin TikTok Bytedance short video livestream social media

Short video app Douyin, known as TikTok overseas, has won over young people around the world since its 2016 debut. According to mobile research firm Sensor Tower, TikTok was the fourth most downloaded non-game app in 2018 and has already been downloaded around 80 million times in the US. What does the story of Douyin tell us about China’s digital media and their audience?

Douyin has a large base of young users: over 40% of users were aged 24–30 years as of June 2018, according to the company’s data (Chinese link). Chinese state television channel CCTV selected Douyin as the exclusive social media platform for its Spring Festival Gala this year, in an attempt to revive falling viewership and interact with the digitally native young audience.

Users want to have fun—but sometimes Douyin has to show them how. Videos are generally limited to 15 seconds. It offers a range of dazzling filters and stickers and preset background music to make compelling videos. Users can give “likes” and post comments on the videos and share the videos on other social media platforms, forming an interactive community where short video messages spread quickly.

But what sets Douyin apart is that it proactively prompts users to generate content, which helps sustain community momentum:

  • Douyin’s internal team and general users can initiate different “user challenges” by hashtagging activities such as a finger dance or singing at a specific location, inviting other users to post their own versions of videos with a specific theme;
  • Michael Kors was the first luxury brand to leverage this feature on Douyin with the “City Catwalk” hashtag challenge, which asked users to post 15-second videos of people walking a catwalk with the brand’s products. The campaign, which included Chinese celebrities Yang Mi and Mark Chao and three Douyin key opinion leaders, attracted about 30,000 users.

Digital content is being consumed differently—more bite-sized information, fragmented clips and faster consumption. But young audiences are also more receptive to new types of digital content—from community-based beauty sharing platform Xiaohongshu, livestreaming app Huya to short video app Douyin, digital media consumption in China has diversified.

This means Chinese audience will increasingly spend time on a more diverse range of mobile apps that accommodate their many entertainment needs. Digital media relies on a thriving user-generated content to succeed, which means users have a large influence over the fate of platforms, platforms, in turn, must cultivate distinctive audiences to maintain traffic. Key online influencers are a significant by-product of digital media as they help draw traffic to the platforms: a new economy underpinned by the KOL ecosystem is taking shape.

Brands are moving onto Douyin to target young consumers. As of December 2018, the app had over 250 million daily active users, allowing it to monetize its traffic through initiatives such as:

  • Corporate official accounts: Douyin invites brands to launch official accounts on its platform and launched the Blue V verification scheme for accredited corporate accounts on Douyin in June 2018. Douyin will provide a series of marketing, fan interaction, content production and data management services to Blue V-accredited brands which include Adidas Neo, Audi and Dior.
  • E-Commerce: Douyin has formed a partnership with Alibaba’s Taobao e-commerce platform to redirect users to shops on Taobao. Content publishers with over one million followers on Douyin can add external links to Taobao to their accounts so that users can purchase any product featured in the videos on the spot.

However, it remains unclear if Douyin has constructed a solid revenue model although it has a strong traffic support and it appears the company is still exploring revenue options. Advertisements are not a strong presence in the app, although advertising is usually an important revenue component for digital media. Douyin may be planning to roll out paid membership services or derive revenues from livestreaming—or even gaming, as the company launched  in-app mini games in February?

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Baidu reportedly seeks to revive music business with a music app, talent shows https://technode.com/2019/04/19/baidu-music-business-app/ https://technode.com/2019/04/19/baidu-music-business-app/#respond Fri, 19 Apr 2019 12:41:47 +0000 https://technode-live.newspackstaging.com/?p=102724 Baidu was one of the very first giant players in the country’s nascent online music market in 2002.]]>

Baidu is reportedly working on a major push into the music entertainment world including developing a music mobile app and several talent competition shows as part of a bigger initiative to capture user attention amid deceleration in its core businesses.

According to 36Kr, the company has formed a small special project team affiliated with Baidu’s content business group. The new team had originally planned to build a music video app similar to Douyin, Bytedance’s popular short video platform. However, this was later rejected internally with the aim to “make something bigger,” 36Kr cited a source as saying.

A reality TV competition is also on the agenda, with which Baidu seeks to achieve success like similar to “Singer,” a Hunan TV reality competition featuring professional singers, or “Produce 101,” a music talent show created by Tencent. The source said Baidu is more likely to outsource the production work given its inexperience in show business, though the project was currently in early stages of planning and could be changed.

A company representative declined to comment when contacted by TechNode.

Baidu was one of the very first tech giants in the country’s nascent online music market after it launched its music search service, Baidu MP3, in 2002. Over the next few years, the musical business achieved huge success, with some reports that it contributed up to a third of total traffic to the search engine. However, it faced harsh criticism from the music industry for allowing users to access a large number of tracks online and even download them for free.

Baidu launched its first copyrighted online music website Ting in 2011 amid tightened government scrutiny, though growth has been slow. According to Chinese research firm BigData-Research, Baidu was the sixth-largest music streaming platform 29.5 million monthly active users (MAU) while top music app QQ Music had 329.6 million, Tencent-owned Kugou had 303.7 million, and NetEase had 156.5 million as of February 2018. Baidu chose to ally with NetEase by investing an undisclosed sum in October, after NetEase Cloud Music began seeking independent financing in April 2017.

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Douyin is slowing down, but China’s short-video stars are here to stay https://technode.com/2019/04/19/douyin-slowing-down-short-video/ https://technode.com/2019/04/19/douyin-slowing-down-short-video/#respond Fri, 19 Apr 2019 08:07:31 +0000 https://technode-live.newspackstaging.com/?p=102499 After a year of 'explosive' growth, the app's number of active users has largely come to a standstill. ]]>

Over the last year or so, Beijing-based online celebrity Liu Qikun has noticed a significant drop in his income from videos: from as high as RMB 200,000 (around $30,000) a month to a few tens of thousands. Liu pursues a full-time career based around Douyin, one of China’s most popular short-video platforms.

Argentinian app star Brian O’Shea, who studies in Beijing, has seen a similar slump in the growth of followers. Back during the “golden days” of the app last year, “I got a million fans in 24 hours at some point,” he told TechNode. “Every time I would upload a jiaozi video, a dumpling video, I would get 200,000 fans,” he said, referring to the humorous clips in which he consumes unusual dumplings of his own creation.

“That was great, but now it’s slowed down because the algorithms change depending on the number of fans. So now it’s really hard for a big account to get a good promotion,” O’Shea said. While updated official figures aren’t available, his personal impression is that Chinese viewers aren’t spending as much time on Douyin as before.

O’Shea began with English-language videos about Chinese food, which he subtitled and uploaded to popular websites Bilibili and Weibo. Compared to those two platforms, his success on Douyin came ‘overnight,’ he said. (Image credit: Brian O’Shea)

Explosive growth

In 2018, however, user traffic on the app soared. Last fall, Zhang Fuping–vice president of Bytedance, the company behind Douyin and its international version TikTok–said that the domestic daily active user (DAU) count had hit 200 million as of October. Monthly active users (MAU) surpassed 400 million, he added.

Both figures rose more than 30% from statistics released by the company just five months prior. In December, another Bytedance report even showed a slightly higher rate of growth near the end of the year. The simultaneous explosion of TikTok on the international scene has been similarly well-documented. The company hasn’t publicly released active user numbers for Douyin in 2019, however.

[infogram id=”douyin-mau-and-dau-1h0r6rw11d834ek”]

While figures collected by research group iiMedia are much lower than Bytedance’s claims, analyst Liu Jiehao (who is not related to Liu Qikun) agrees that Douyin saw an “explosive stage of growth” last year. “In 2019 Douyin’s monthly active users basically stayed around the level of 230 million,” Liu Jiehao told TechNode.

That plateau in popularity is reflected across the industry: after reaching an estimated penetration rate of some 60% among Chinese mobile internet users in 2018, short-videos simply have less room to grow. In February the research group predicted that while China’s short-video audience will keep expanding in the next two years, year-on-year growth will drop to around 25% in 2019, compared to more than 100% in 2018.

Opportunities to monetize have a more optimistic outlook, at least for the near future. The short-video industry reached RMB 11.7 billion ($1.7 billion) in value over 2018, according to iiMedia. This year, they’ll generate around RMB 23 billion ($3.5 billion), according to projections by the research group.

When asked whether Douyin KOLs have experienced a slowdown in visitor traffic over recent months, a Bytedance representative declined to comment.

Video star

If you can’t see the YouTube player above, try watching here.

Influencer Liu Qikun, whose online handle is “Uncle Beibei” (our translation), supplements his earnings from short videos with a job at a multi-channel network (MCN), where he advises other Douyin celebrities on their careers.

He’s staked a lot on the potential of the short-video industry. “About half a year after I encountered Douyin, I quit my banking job [in Hulun Beir, Inner Mongolia] and came to Beijing to make short videos.”

If that seems abrupt, consider Liu’s similarly dramatic rise on Douyin. For his first ever entry on the platform, he lip-synced Keith Ape’s “It G Ma” from the front seat of a car for a video challenge—a competition among influencers to make the catchiest rendition of trending content.

Liu’s exaggerated facial expressions and comedic timing paid off, gaining him first place in the challenge rankings as well as 50,000 followers.

Liu Qikun, left, and Liu Yicun pose for a selfie with their lighting equipment in the background. (Image credit: TechNode/Cassidy McDonald)

After roughly 10 months and some viral videos later, Liu had racked up 1 million fans. He began receiving invitations from Douyin to pair up with potential advertising clients, as well as attend offline events to meet other influencers.

However, many of those events required him to visit Beijing. To keep growing his presence on Douyin, Liu decided to move to the capital. Now, around two years after his first video, he has nearly 3 million followers on Douyin as well as his job at the MCN.

“With Douyin and other apps, the difference is that on Douyin the content can grow viewers more quickly. There is more content and categories of content. To put it another way, there are more users…”

However, Liu considers his full-time Douyin-based career to be rare. He suspects that’s due to the sheer growth in number of Douyin influencers, causing individual celebrities to earn less on average.

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Other reasons, according to iiMedia analyst Liu Jiehao, include a general economic slowdown that’s tightened budgets for advertising brands. In addition, the rise of MCNs like Liu Qikun’s have helped increase the “supply” of content, not to mention stars: besides advising and managing influencers’ careers, his company also scouts for new talent.

In Liu Qikun’s opinion, the lifespan of an average “pan-entertainment” influencer without a specialty—such as makeup tutorials, for instance—is only six or seven months.

“Audiences will suffer aesthetic fatigue,” he told TechNode. Liu himself switches up his style every three months or so based on trends; his repertoire includes slapstick humor, imitations of children, as well as scripted/subtitled stories, all 15 seconds or less.

“If you haven’t put out a major hit for a long time, they might forget about you,” Liu said.

If you can’t see the YouTube player above, try watching here.

Staying power

At the Beijing-based MCN where Liu works, many influencers balance Douyin with other internet tech-related work, or full-time employment.

Even O’Shea, who has racked up more than 5 million Douyin followers while still a student, isn’t sure how long the platform will last. “It’s really hard to say, because the Chinese market grows fast, changes fast.”

“Even if it [Douyin] has slowed down, it’s still the hottest app out there. So far nothing has come out to replace it,” O’Shea said. 

“It can be stressful” being a short-video celebrity, O’Shea said before pausing to take a photo with a fan. It was the third time he’d been approached during a 30-minute phone conversation with TechNode. “But it’s still the best job in the world.”

In addition to acting, a related passion, he hopes to continue creating short videos “at least for the next five years.”

Thanks in part to his social media presence, O’Shea receives offers for acting and advertising spots–in this case, a commercial for Chinese AC manufacturer Midea. (Image credit: Brian O’Shea)

Liu Qikun, the influencer who moved to Beijing to pursue online performance, believes that Douyin’s business is a “sustainable thing, as long as the internet is around.” Just like YouTube elsewhere in the world, short-video and livestreaming platforms have brought influencers and audience members closer across China.

Liu attributes the success of Douyin and similar apps to creating new forms of interaction. “Before, you wouldn’t see what other people’s lives are like, but now you can see it on your phone.”

With additional reporting by Cassidy McDonald and Sheng Wei, and contributions from Tony Xu.

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Briefing: Tencent’s ‘Pokémon Go’ lookalike tops Apple’s app chart after a week https://technode.com/2019/04/19/briefing-tencents-pokemon-go-lookalike-tops-apples-app-chart-after-a-week/ https://technode.com/2019/04/19/briefing-tencents-pokemon-go-lookalike-tops-apples-app-chart-after-a-week/#respond Fri, 19 Apr 2019 07:42:07 +0000 https://technode-live.newspackstaging.com/?p=102622 tencentThe game has been downloaded close to three million times on Apple’s App Store.]]> tencent

这款“霸榜”一周的AR游戏背后,腾讯有何企图? – Rancaijing

What happened: Tencent’s AR mobile game, “Yiqi Lai Zhuo Yao,” (our translation: “let’s catch monsters together”), has topped the chart for free games on Apple’s China App Store a week after release. The game, which bears strong resemblance to hit mobile title “Pokémon Go,” has been downloaded close to three million times on Apple’s App Store as of writing, according to app database website Qimai.com. Tencent also enabled chat groups in the game to redirect users to corresponding WeChat groups—a feature denied to its two other popular mobile titles, “Honour of Kings” and “PUBG Mobile.”

Why it’s important: While Pokémon Go has achieved worldwide success, amassing $2.5 billion in player spending since its release in 2017 according to analytics firm Sensor Tower, it wasn’t officially available in China until earlier this year. Even so, a number of features remain unavailable. The more localized features of  “Yiqi Lai Zhuo Yao,” such as allowing users to be indoor to play—unlike Pokémon Go—could potentially help Tencent tap into China’s AR mobile game market. Social functions that are closely connected with WeChat, and thus Tencent’s existing social ecosystem, could potentially lengthen the game’s lifespan.

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NetEase Cloud Music partners with Nippon Columbia, targets high-end users https://technode.com/2019/04/19/netease-cloud-music-nippon-columbia/ https://technode.com/2019/04/19/netease-cloud-music-nippon-columbia/#respond Fri, 19 Apr 2019 07:30:54 +0000 https://technode-live.newspackstaging.com/?p=102623 NetEase looks to lure higher-end users willing to pay for its diverse content, including a range of Japanese music offerings.]]>
(Image credit: NetEase)

NetEase Cloud Music is partnering with record label Nippon Columbia in a bid to target China’s high-end paid users with a diverse music portfolio. The gaming and entertainment company is the first in China to collaborate with the record label.

Music from the Nippon Columbia label is now available for streaming on the platform, including pop music from anime voice artists and enka, a traditional Japanese music genre. A NetEase spokesperson told TechNode that free users can also access some of Nippon Columbia’s content library. However, offerings to free users were very limited, with most records provided to paid users with a starting price of RMB 8 (around $1.2) each month, based on TechNode’s observations.

“More and more NetEase Cloud Music users now listen to Japanese music and have gradually formed large, active Japanese music fan groups,” said Miyomatsu Abe, President of Nippon Columbia, in an announcement sent to TechNode. Further details about the deal were not disclosed.

The NetEase’s music streaming platform was an early mover in bringing Japanese music to China, distinguishing itself from its rivals with its long-tail marketing strategy. It looks to lure higher-end users who are willing to pay for the content they like out of the 20 million tracks available on the platform.

However, NetEase’s profits are suffering. The company recorded gross losses of RMB 326 million ($47.5 million) in its innovative business segment in 2018. It attributed the losses to higher copyright costs related to licensed music content and decreased revenue contribution from certain online platform businesses. NetEase spent massively on a single deal with Taiwan-based music label Huayan, paying RMB 170 million for 2,000 music tracks in 2018, 21st Century Business Herald reported citing local broker Guosen Securities.

China’s music streaming market is dominated by Tencent, which owns three platforms—Kugou, QQ Music and Kuwo—in a cash-burning rivalry with NetEase. According to research firm Trustdata, Kugou and QQ Music maintained their top and second spots as the two most-used music platforms with monthly active users (MAUs) of 109 million and 103 million, respectively, in March. NetEase Cloud Music ranked third with 52.8 million MAUs, followed by Kuwo with 51 million active users.

The Hangzhou-based internet giant stated that it doubled the number of paid users with robust growth in digital album sales in 2018, according to chief financial officer Charles Yang during its earnings call in February, though exact figures were not disclosed. Tencent Music grew its paid memberships 39.2% year on year to 27 million paid users in the fourth quarter of 2018.

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Briefing: Tencent licensed to distribute Nintendo Switch in China https://technode.com/2019/04/18/briefing-tencent-licensed-to-distribute-nintendo-switch-in-china/ https://technode.com/2019/04/18/briefing-tencent-licensed-to-distribute-nintendo-switch-in-china/#respond Thu, 18 Apr 2019 10:28:51 +0000 https://technode-live.newspackstaging.com/?p=102535 The console has been available in most markets since March 2017 but hasn’t been officially distributed in China.]]>

腾讯科技确认代理国行版本Switch – ITHome

What happened: China’s Department of Culture and Tourism of Guangdong province approved Tencent on Thursday to distribute Nintendo’s video game console Switch in mainland China. The company also received approval for a Nintendo game released in January 2019, “New Super Mario Bros. U Deluxe.” Nintendo Switch has been available in most markets since March 2017 but hasn’t been officially distributed in China because of the lack of official approval. The console’s announcement video reached more than 10 million views on YouTube just one day after it was uploaded.

Why it’s important: As a console that sold more than 32 million units as of the end of 2018, Nintendo Switch could form a synergy with Tencent’s hit mobile title “Honour of Kings,” which is already available on the platform, and boost the performance of both in the domestic market. While many Chinese gamers already purchased Nintendo Switch elsewhere, the official distribution of the console, which could mean better technical support, could be a strong incentive to purchase for those who have been eyeing it. However, the issue of accessing the console’s online game store, which sometimes requires the use of VPN from mainland China, has proved to be a problem for other game consoles. It’s likely also to affect Nintendo Switch.

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Briefing: After official censure for vulgar content, Sina suspends apps for a month https://technode.com/2019/04/18/sina-suspends-apps-official/ https://technode.com/2019/04/18/sina-suspends-apps-official/#respond Thu, 18 Apr 2019 03:55:39 +0000 https://technode-live.newspackstaging.com/?p=102447 android cheetah mobileAuthorities said Sina had spread false and vulgar content on its content platforms, and was a "bad influence."]]> android cheetah mobile

Sina suspends apps for a month after reprimand by Beijing regulator for failure to moderate content – South China Morning Post

What happened: On Wednesday, the Beijing Office of Central Cyberspace Affairs Commission announced on WeChat that internet company Sina had spread false and vulgar content on its content platforms, and was a “bad influence.” The post also said that Sina had volunteered to suspend updates for its desktop Sina Blog application, as well as take down its mobile Sina News and Sina Blog apps, for one month to fix issues. Weibo, the uber-popular microblogging platform also run by Sina, wasn’t mentioned in the post.

Why it’s important: Although cleanup campaigns have been a regular feature of Chinese cyberspace for the last year and more, a month-long suspension for apps is unusually long. Last April, for instance, authorities enforced the suspension of major news apps Jinri Toutiao, Phoenix News, NetEase News, and Tiantian News for time periods ranging from three days and three weeks after similar criticism. However, the pressure on online content companies to police their platforms is well documented. At Toutiao’s parent company Bytedance, for instance, one-quarter of its 40,000-strong workforce are content monitors, The Information reported this month. China’s crackdown on online content has been unevenly enforced, but it may point to a growing global trend: besides Australia’s new restriction on social media companies, India’s Supreme Court will rule this month on whether to ban Bytedance’s TikTok app for pornographic content and predatory user behavior.

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Briefing: China CDC identifies thousands of covert tobacco ads on social sites https://technode.com/2019/04/18/cdc-tobacco-ads-social/ https://technode.com/2019/04/18/cdc-tobacco-ads-social/#respond Thu, 18 Apr 2019 03:08:00 +0000 https://technode-live.newspackstaging.com/?p=102411 Many of them circumvented a 2016 law against online tobacco ads by integrating the content into lifestyle posts.]]>

Sneaky tobacco ads show smoking as chic lifestyle – China Daily

What happened: A report by the Beijing Center for Disease Prevention and Control released Monday revealed 51,800 tobacco promotions spread out across 14 online platforms in the first half of 2018. Many of them circumvented a 2016 law against online tobacco ads by integrating the content into lifestyle posts. Social shopping review site Xiaohongshu alone contained 90,000 references to tobacco, some of which referred to specific products or purchase methods. Microblogging site Weibo, however, had the most disguised tobacco ads by far, making up 80% of all uncovered posts.

Why it’s important: The deputy director of Beijing’s CDC pointed out that the majority of users for certain platforms, including Xiaohongshu, are women, potentially putting female online users at more risk of targeted advertising. Notably, of all ads discovered, 15% were part of stories related to family or relationships. Xiaohongshu has also faced criticism in the past for allowing fraudulent posts to interfere with its function as a hub for non-promotional, fairly ranked product reviews. More broadly, the CDC’s study also shows the difficulty of maintaining online order amid marketing innovations and massive user platforms. Weibo alone gained 28 million more daily active users in 2018, reaching 200 million as of December.

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Briefing: Minecraft Chinese version censured for vulgar content https://technode.com/2019/04/17/briefing-minecraft-chinese-version-censured-for-vulgar-content/ https://technode.com/2019/04/17/briefing-minecraft-chinese-version-censured-for-vulgar-content/#respond Wed, 17 Apr 2019 09:45:56 +0000 https://technode-live.newspackstaging.com/?p=102317 Names used for "rooms" where users play each other were flagged.]]>

上海“扫黄打非”部门约谈《我的世界》游戏运营公司 – NOAPIP

What happened: The Shanghai office of the National Office Against Pornographic and Illegal Publications (NOAPIP) summoned the publisher of Minecraft, NetEase, on Wednesday after China Central Television Station (CCTV) said the game was spreading vulgar and pornographic content to minors. The NOAPIP announcement does not specify the details of the ban, but according to the CCTV report, some users have been naming their “rooms”—servers where users play each other—using sexually explicit descriptions. NetEase disabled the ability to name “rooms” on Apr. 12, moved the reporting function to a more conspicuous spot in the game, and pledged to step up content monitoring.

Why it’s important: NOAPIP’s censure of the game Minecraft, which features a pixelated art style and gameplay that revolves around discovering and building, highlights the intensity of the new wave of content crackdown that began earlier this month. Although NetEase already has a number of filters in place that detect sensitive phrases, they don’t seem to be sufficient for NOAPIP. The next few months could potentially bring more game publishers summoned by the NOAPIP for non-compliant content related to in-game text.

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TikTok, ensnared in India lawsuit, is removed from Google Play https://technode.com/2019/04/17/tiktok-ensnared-in-india-lawsuit-is-removed-from-google-play/ https://technode.com/2019/04/17/tiktok-ensnared-in-india-lawsuit-is-removed-from-google-play/#respond Wed, 17 Apr 2019 05:46:49 +0000 https://technode-live.newspackstaging.com/?p=102221 tiktok douyin bytedanceThe Google Play ban could severely impact the app’s performance in India.]]> tiktok douyin bytedance

Short video app TikTok was blocked on Google’s app store shortly after an Indian state court refused Bytedance’s request to suspend a ban on the app in a hearing on Tuesday, Reuters reported.

Hours after the hearing, TikTok was no longer listed on Google Play. Earlier in the day, India’s Ministry of Electronics and Information Technology sent requests to Google and Apple to take the app down from their app stores. According to TechNode’s observations on Wednesday morning, the app was also removed from Apple’s App Store.

In a hearing on Tuesday, the Madras High Court in the southern Indian state of Tamil Nadu, which issued the ban on TikTok on Apr. 3, appointed an independent counsel to assist the court in future proceedings.

Bytedance said in a statement to TechNode that it supports the appointment and reiterated its confidence in India’s judicial system.

“We have faith in the Indian judicial system and we are optimistic about an outcome that would be well received by over 120 million monthly active users in India, who continue using TikTok to showcase their creativity and capture moments that matter in their everyday lives,” the company said.

A Bytedance spokesperson declined to comment on the removal of TikTok from Google Play.

Google told Reuters in a response that it does not comment on individual apps but adheres to local laws. When reached by TechNode, a Google representative declined to comment.

Apple did not respond to TechNode’s request for comment.

The Google Play ban could severely impact the app’s performance in India. TikTok gained an estimated 88.6 million new users in the country in the first quarter of 2019, a more than eight-fold increase in downloads over the same period a year earlier, according to analytics firm Sensor Tower. Close to 99% of all downloads came from Google Play.

Android holds a dominant market share in India, comprising 70% share as of the end of 2018, according to analytics firm Device Atlas. iOS makes up around 10%.

The case is still ongoing and will be reviewed in a hearing on Apr. 22 in India’s Supreme Court and then again on Apr. 24 in the Madras High Court, according to the Reuters report.

Update: This article was updated to include the removal of TikTok from Apple’s App Store.

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Briefing: Tencent sues WeChat red envelope-snatching app operators https://technode.com/2019/04/17/tencent-sues-wechat-hongbao/ https://technode.com/2019/04/17/tencent-sues-wechat-hongbao/#respond Wed, 17 Apr 2019 03:17:04 +0000 https://technode-live.newspackstaging.com/?p=102186 Wechat ban apps facebook wechat yoTencent argued that by monitoring chat logs for mentions of red envelopes, the app violated user privacy.]]> Wechat ban apps facebook wechat yo

案件快报 | 腾讯公司起诉“微信自动抢红包”软件运营者构成不正当竞争 – 知产北京

What happened: Beijing’s intellectual property court has accepted a case from Tencent against the operator of an app that automatically grabs cash from WeChat’s social red envelope feature, known as hongbao, as well as a platform that hosts the app. Tencent argued that the app has harmed the value of the WeChat feature, which normally requires users to physically tap a hongbao to receive money. Using the software, users can “snatch” cash without opening WeChat. By monitoring chat logs for mentions of red envelopes, as well as the circulation of money in-app, the software violated user privacy, Tencent added. The tech titan demanded that the software’s operators and Android app store Wandoujia stop publicizing and allowing downloads of the app, publish apologies in various media outlets, and pay RMB 50 million in compensation.

Why it’s important: In arguing that the app harmed the value of hongbao, Tencent made the case that the feature has game-like aspects: since the red envelopes contain a limited amount of money, users often must compete against each other to receive a share. That argument hearkens back to Tencent’s long-running campaign against cheaters on various game titles like “League of Legends.” Given the popularity of its offerings, Tencent’s entertainment empire may be fighting a never-ending battle: as long as competition is fierce, incentive to game the system will persist. In addition, some experts argue that certain cheating behaviors in gaming fall into a legal gray area, and may be difficult to prosecute. If it wins the hongbao case, Tencent may set new precedents for internet companies’ ability to punish those perceived to infringe on their virtual property.

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Kuaishou launches research institute to better serve rural users https://technode.com/2019/04/16/kuaishou-launches-research-institute-to-better-serve-rural-users/ https://technode.com/2019/04/16/kuaishou-launches-research-institute-to-better-serve-rural-users/#respond Tue, 16 Apr 2019 11:43:02 +0000 https://technode-live.newspackstaging.com/?p=102156 The company generated around $2.8 billion in revenue in 2018 from rural users of its short video app.]]>

Chinese short video app Kuaishou on Tuesday launched its new research arm, Kuaishou Social Impact Institute, that will explore the potential of internet technology in alleviating poverty.

The institute was established in partnership with academic institutions including Oxford University, Tsinghua University, and Peking University.

The company said rural users of the short video app, which now has 160 million daily active users (DAUs), generated around $2.8 billion in revenue in 2018. Overall, 16 million users have earned an income on the platform.

“We do our best to lower the technology threshold and allow more ordinary people to record and share their stories through short video streaming,” said Chen Sinuo, vice president of Kuaishou. Chen added, “through AI algorithms, we managed to more precisely match them [rural users] with others who share the same interests and hobbies.”

Through the new research institution, the company also hopes to further explore social e-commerce and how users in rural regions can better leverage the platform as a tool to increase their income. Kuaishou entered social e-commerce space last year by allowing users to open up shops within the app.

The company has been running pilot programs over the past year, offering social e-commerce education and resources to rural users.

For example, its entrepreneurship incubation program teaches users how to set up and run business operations on the short video app, which helped rural entrepreneurs generate $1.4 million in collective revenue last year.

The quick rise of social commerce in China points at emerging opportunities in China’s smaller cities and towns, attracting e-commerce companies like Alibaba, JD.com, as well as newcomers such as Pinduoduo and short video and live streaming apps like Kuaishou and Taobao Live. These apps have given a platform to users to promote and sell their products.

Making the Kuaishou a more “inclusive” platform has always been the idea behind the company’s research and experiments, said Ma Hongbing, senior vice president at Kuaishou.

At a press event in Beijing on Tuesday to mark the launch of the institute, a long-distance truck driver from the northern province of Hebei nicknamed “Bao Ge” told how he started a cooking show in his truck after being stuck in the traffic in nearby Shaanxi province for three days straight without decent food to eat. Bao Ge is a celebrity on Kuaishou and has over 2.4 million followers.

The company said the short video app’s algorithms give users living in remote and impoverished areas visibility on the app, enabling them to grow their audience and run an e-commerce businesses through livestreaming and short videos.

The new institute aims to fund research projects that explore new ways to improve life in the country’s impoverished communities through education, entrepreneurship, and social e-commerce.

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Facing prospect of ban, Bytedance says it ‘has faith’ in India’s judicial system https://technode.com/2019/04/16/facing-prospect-of-ban-bytedance-says-it-has-faith-in-indias-judicial-system/ https://technode.com/2019/04/16/facing-prospect-of-ban-bytedance-says-it-has-faith-in-indias-judicial-system/#respond Tue, 16 Apr 2019 08:59:36 +0000 https://technode-live.newspackstaging.com/?p=102139 tiktok douyin bytedance Bytedance had argued that it shouldn’t be held liable for content created by users.]]> tiktok douyin bytedance

As legal efforts aimed at banning the Bytedance app in India gain momentum, the Chinese company behind the short video app that’s known internationally at TikTok has expressed its confidence in the Indian legal system.

“At TikTok, we have faith in the Indian Judicial system and the stipulations afforded to social media platforms by the Information Technology (Intermediaries Guidelines) Rules, 2011,” the company said in a statement issued to TechNode.

“We are committed to continuously enhancing our existing measures and introducing additional technical and moderation processes as part of our ongoing commitment to our users in India,” the statement added. “In line with this, we have been stepping up efforts to take down objectionable content.”

The statement comes amid a series of decisions concerning a potential ban on its short video app TikTok in the country. On Monday, the Supreme Court of India refused to stay an order made by the Madras High Court on April 3 to ban the short video app. The stay on the High Court’s order was requested by Bytedance, who stated in a court filing that the ban would hurt Indian people’s free speech rights.

While Bytedance argued in the filing that it shouldn’t be held liable for content created by users, it has apparently since made moves to give itself a better look.

In the statement to TechNode, the company said it has removed over 6 million videos that violated its Terms of Use and Community Guidelines. This had taken place “following an exhaustive review of content generated by our users in India,” it added.

The Madurai Bench of Madras High Court will hear the case Tuesday, and the Supreme Court will hold another hearing on April 22.

Following the Supreme Court’s decision on Monday, another Indian government department has joined in on the effort to remove the short video app from one of its largest markets.

On Tuesday, India’s Ministry of Electronics and Information Technology (MeitY) asked Google and Apple to take down TikTok from their respective app stores, the Economic Times reported, citing people familiar with the matter. The MeitY order will stop further downloads of the app but doesn’t restrict the use of existing ones.

Bytedance has enjoyed wild growth in India, gaining an estimated 88.6 million new users in the country in the past quarter, according to analytics firm Sensor Tower.

However, it has also come under severe criticism in India in recent months, and has been accused of spreading pornography and encouraging hate speech and predatory behaviors.

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Github gives Chinese developers censor-proof forum https://technode.com/2019/04/16/github-gives-chinese-developers-censor-proof-forum/ https://technode.com/2019/04/16/github-gives-chinese-developers-censor-proof-forum/#respond Tue, 16 Apr 2019 05:38:14 +0000 https://technode-live.newspackstaging.com/?p=102063 Come for the code, stay for the movement.]]>

One of the more engaging stories to emerge from the China tech scene in recent weeks is the “996.ICU” movement. Workers in Chinese tech companies have begun expressing their displeasure with a company culture that demands 9 a.m. to 9 p.m. workdays, six days per week. The “ICU” tag comes from an oft-repeated joke that the grueling work schedule has landed some workers in the intensive care unit.

Frustration with a working style that many view as unsustainable has been a theme in China’s tech community for years. However, with slowing economic growth and venture capital increasingly difficult to access, many firms have been forced to lay off staff or reduce positive incentives for employees. Worse rewards and less security seems to have pushed some tech workers to the tipping point, inspiring the viral campaign.

996.ICU took off as a repository on Github, the collaborative software development platform that helps developers store, manage, track and control changes to their code.

Some Github users are using the platform for viral activism, and the bulk of these user-activists seem to be Chinese. As of mid-day April 11, 996.ICU was the top trending repository on the platform, with more than double the amount of stars as the one in second place (which also happens to be a Chinese discussion forum).

Double-edged sword

In the past, platforms for activism have been blocked in China, or pressured to moderate content in line with the country’s strict guidelines for online discourse. Yet the importance of Github for China’s growing tech industry means that blocking it would be counterproductive for China’s broader aims.

“It’s hard to overstate how critical Github is for developers,” explains Christian Grewell, assistant professor of interactive media arts and business at New York University’s Shanghai campus. “Many, if not most, developer teams around the world are collaborating over Github, and the open-source code on the platform allow teams to develop products in days that would otherwise take months… life as a developer without Github is like life in a Chinese city without Wechat.”

Github’s indispensable role for developers, combined with Beijing’s inability to control it, has proven to be a dilemma for China’s cybersecurity apparatus. Github was briefly blocked in China in 2013, until public outcry from China’s tech community—led by Kai-Fu Lee—led to a reversal of the block two days later.

In 2015, the site was the victim of a distributed denial of service (DDOS) attack attributed to Chinese hackers. The attack was conducted using malicious Baidu JavaScript and traced back to state telecom giant China Unicom’s infrastructure, thought to be due to projects on the Github platform that could undermine China’s domestic cybersecurity efforts.

More recently, Beijing seems to be taking a less forceful approach to influence Github, sending official requests for the removal of content which it considers sensitive. In some cases, Github has complied with the requests. China-based browsers from companies like Xiaomi and Tencent have restricted access to the red-hot repository.

While past clashes between Github and Chinese authorities have centered around code and projects under development, it appears that speech on the platform may be emerging as an equally sensitive issue.

Hub of free speech

A May 2018 Quartz article pointed out that of the top 25 Github projects, four were written in Chinese, and six contained no code. While its community of users is relatively small compared to the world’s major online social networks, the developers on the site hold coveted skill sets, which China must attract in order to achieve its technological ambitions.

Movements such as 996.ICU do not make working for a Chinese company sound very appealing, and when it’s the hottest trending repository on Github, it drives away some of the world’s most coveted talent.

“China wants to promote its tech sector as world-leading, but what the complaints over the 996 culture reveal is how poorly some of these teams are managed,” says NYU’s Grewell. “If a group of developers is managed well, 996 should not be necessary in the majority of cases.”

There is also speculation that Chinese authorities may place additional pressure on Microsoft, who acquired Github last year, and has significant business interests within China. However, censorship concerns were voiced loudly by Github users at the time of the acquisition, and nearly religious fervor for open sharing of information underpins the open-source developer community. Any seemingly Beijing-influenced attempt to manage the platform would be a very hard sell for Microsoft to make to its user base.

For now, Github seems to be the rare space that offers free speech on the Chinese internet. We’ll see how long it lasts.

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Briefing: China Communist Party propaganda quiz app to hire hundreds https://technode.com/2019/04/16/briefing-china-communist-party-propaganda-quiz-app-to-hire-hundreds/ https://technode.com/2019/04/16/briefing-china-communist-party-propaganda-quiz-app-to-hire-hundreds/#respond Tue, 16 Apr 2019 05:00:49 +0000 https://technode-live.newspackstaging.com/?p=102082 Applicants are expected to adhere to the core values of socialism.]]>

China’s Propaganda Quiz App Is Hiring Hundreds – Bloomberg

What happened: State media China Central Television station is recruiting around 150 people to manage propaganda quiz app “Xuexi Qiangguo,” which translates to “Study the Powerful Country,” Bloomberg reported. Applicants are expected to adhere to the core values of socialism and maintain “a high degree of unity with the ideological and political actions” of President Xi Jinping and the Communist Party. Released in January 2019, the app topped Apple’s China App Store soon after. Government employees are required to use the app regularly, but in practice supervision on its use varies according to provinces and government departments.

Why it’s important: The new headcount of more than 150 personnel, most of whom are new media editors, could potentially help the app transform dense political speeches and documents into more engaging content and increase the app’s appeal. “Xuexi Qiangguo” has a wide array of content such as general news and free books, documentaries, and classes, but the use of the app is still largely forced. Many party members use unconventional means get points in the app such as leaving the app open while they do other things. Some even use software to make it appear as if they’ve been using the app regularly.

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Meitu launches AI platform for developers as it drops phone business https://technode.com/2019/04/15/meitu-ai-platform-developers/ https://technode.com/2019/04/15/meitu-ai-platform-developers/#respond Mon, 15 Apr 2019 10:23:14 +0000 https://technode-live.newspackstaging.com/?p=101907 It'll be targeted at cosmetics retailers, a sector Meitu has partnered with before, as well as enterprise and internet services.]]>

At a recent AI conference in Hefei, Anhui province, selfie and social app-maker Meitu unveiled a new open platform targeted at individual developers and enterprises. The move is line with Meitu’s recent efforts to focus on software development and move away from a loss-making smartphone business.

The services will be targeted at cosmetics retailers, a sector Meitu has partnered with in the past, as well as enterprise and internet services businesses. According to the official site for the platform, algorithm and software services will be offered in three main formats: as on-demand software through webpage application programming interfaces (APIs), mobile app software development kits (SDKs) with offline and real-time features, and custom solutions for clients that may lack the “technical ability,” Wan Pengfei, director of MT Lab, Meitu’s core research and development department, told TechNode.

Together, the services also aim to make development more convenient, Wan said. Although the platform was only recently unveiled to the public, Meitu has already partnered with companies such as Baidu, for example, enabling cloud storage users to apply beautifying filters to their photos.

On the platform website, examples of Meitu technology include clothing and body posture detection, photo filters, and facial recognition for humans as well as cats and dogs. Previously, Meitu’s “beautifying” filters and other AI-powered features won its apps a loyal following. “AR is a big focal point for us,” Wan said, and a relatively mature one—allowing users to try on virtual clothing, accessories, and even makeup.

“The launch of the Meitu AI Open Platform is indicative of the company’s broader effort to monetize its core areas of technological expertise that include computer vision, deep learning, and computer graphics,” Wan said in a press release.

Although it started strong, in recent years Meitu has come up against photo-enhancing competitors who offer a more “natural” look to selfie-snappers. As of last June, total monthly active users (MAU) for the company’s apps fell to around 350 million, down 16% from nearly 416 million at the end of 2017.

The company announced in August that it planned to transform Meitu, its flagship photo app, into a social platform. In its most recent financial report, the company revealed that the platform had reached a new high of 119 million MAU in February 2019, compared with 90.7 million in June.

The AI platform announcement comes not long after Meitu said it would hand over management of its smartphone business to phone-maker Xiaomi. The sector was previously a major factor in the company’s losses, which reached RMB 1.2 billion in 2018.

On Sunday, Meitu said that it will continue to provide after-sales customer service for its phones. According to a Meitu representative, it will also keep developing image technology and beautifying algorithms for smartphones as part of a partnership with Xiaomi.

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BiliBili threatened with lawsuit about videos mocking Chinese idol https://technode.com/2019/04/15/bilibili-threatened-with-lawsuit-about-videos-mocking-chinese-idol/ https://technode.com/2019/04/15/bilibili-threatened-with-lawsuit-about-videos-mocking-chinese-idol/#respond Mon, 15 Apr 2019 09:48:26 +0000 https://technode-live.newspackstaging.com/?p=101971 BiliBili said it trusts legal professionals to reach a fair judgement.]]>

Anime-themed video streaming website BiliBili received a letter on Friday from Chinese singer Cai Xukun’s lawyer to take down defamatory videos of the Chinese idol, not from the law firm itself, but via netizen reposts on Weibo.

In the Weibo post dated Friday, BiliBili said it “cares about the feelings of Mr. Cai Xukun” and that it trusts legal professionals to reach a fair judgement. The post sparked heated debate on the microblogging site, reaching 510 million reads as of Monday afternoon. The post ended with a link to a commentary piece from state media agency People.cn that calls on public figures to be more tolerant about minor criticism.

BiliBili declined to comment when reached by TechNode.

The incident started with the letter, which was first posted by the official Weibo account of Joint-Win Law, one of the law firms handling the case. The letter accuses BiliBili of allowing videos that include “intentional slander, image misuse, and insulting phrases” targeting the 20-year-old singer. It also demands the website take down all such content and block users from uploading similar videos or face a lawsuit.

A number of influential Weibo users in support of Cai also condemned BiliBili for spreading violent, gory, and sexually explicit videos that were created to make fun of the singer. However, these users refer to the same screenshot and do not provide links to any videos. Repeated searches by a TechNode reporter turned up no such videos on BiliBili. Comments under BiliBili’s Friday Weibo post said violent or sexual content would not get past the website’s existing filters.

“Post the original video number, don’t just use that one picture,” demanded a Weibo user using the handle “Little Broken” in response to a post criticizing BiliBili.

BiliBili users intensified their ridicule of Cai after a video of the singer awkwardly dribbling a basketball recently went viral on the website, creating hundreds of guichu videos—mashups of edited, sped up, and Auto-Tuned clips—to mock the singer. One such video used special effects to add objects such as fans and light sabers into Cai’s hands, and sped up the clips to make the singer’s movement look spasmodic. The guichu videos were in response to Cai’s appearance in a promotional video for the NBA around the Spring Festival holiday in February.

Prior to Cai, BiliBili users have poked fun at other celebrities, including Chinese-Canadian singer Wu Yifan or Kris Wu, actor Zhang Jinlai, most known for his portrayal of the fictional character Monkey King, and rear admiral and military theorist Zhang Zhaozhong.

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The stars who vanished from China’s live-streaming galaxy https://technode.com/2019/04/15/the-stars-who-vanished-from-chinas-live-streaming-galaxy/ https://technode.com/2019/04/15/the-stars-who-vanished-from-chinas-live-streaming-galaxy/#respond Mon, 15 Apr 2019 03:54:45 +0000 https://technode-live.newspackstaging.com/?p=101858 One of Lu Benwei’s old videos is seen on Weibo on April 12, 2019. Lu was banned from all video and live-streaming platforms after verbally insulting another content creator and causing a “very bad social influence” in 2017. (Image Credit: TechNode/Eugene Tang)Some popular live-streamers are visibly trying to appease content regulators both in their shows and on social media.]]> One of Lu Benwei’s old videos is seen on Weibo on April 12, 2019. Lu was banned from all video and live-streaming platforms after verbally insulting another content creator and causing a “very bad social influence” in 2017. (Image Credit: TechNode/Eugene Tang)

Pay close attention to China’s live-streaming scene, and you’ll notice that several stars vanished in 2018, leaving no trace on the platforms where they used to perform.

The reason for their disappearance is by no means mysterious—they either said or did the “wrong” things and were banned. This was the case for four of China’s most popular and highest-grossing live-streaming celebrities: Li Tianyou, Lu Benwei, Chen Yifa, and Yang Kaili.

Banned either directly by the country’s top internet content regulator, the Cyber Administration of China (CAC), or by their respective platforms in 2018, the four live-streamers were emblematic of the wild and largely unregulated growth the country’s live-streaming industry once enjoyed but probably not see again.

On April 9, the CAC was tasked by the National Office Against Pornographic and Illegal Publications (NOAPIP) to carry out an eight-month internet cleanup campaign of noncompliant content on various platforms. In an announcement issued the same day, NOAPIP reiterated the rules for self-regulation, which require private companies to identify and remove content deemed unacceptable by content regulators.

Prior to 2018, such rules were only loosely followed by live-streaming and short-video platforms, and primarily targeted illicit content such as pornography.

However, starting last year, the CAC and NOAPIP significantly increased pressure on these platforms to conduct self-regulation, with special emphasis on vulgar but not necessarily illegal content. For example, pranks and excessive swearing, though not illegal, were now considered unacceptable.

In 2017, the CAC and NOAPIP carried out only one cleanup campaign, which shut down 18 live-streaming platforms that contained sexually explicit content. Just one year later, their stance had hardened. In addition to summoning the executives of 21 platforms such as YY, Douyu, Huya, and Kuaishou, the two authorities also carried out two cleanup campaigns that shut down more than 5,000 live-streaming channels, and issued a set of stringent guidelines for the platforms.

The aforementioned four live-streamers were caught up in this sweep. Despite their popularity and profuse apologies, they were promptly banished from the industry.

Rise to fame

Li Tianyou, 25, is a tall and skinny man from Jinzhou, a city in northeastern China’s Liaoning province. He started his online career in November 2014 on YY, the live-streaming platform and parent company of New York-listed Huya. He gained the spotlight with several hit rap songs whose lyrics dwelt on the bitterness of relationships. Soon, he had more than 20 million subscribers on YY and over 40 million followers on short-video platform Kuaishou. Li occasionally stepped out of the live-streaming booth to star in variety show broadcasts and movies.

Lu Benwei, 27, is a gamer known for his thick mop of hair. His followers affectionately call him wu wu kai, or “50/50,” because he once boasted of having a 50/50 chance of winning a tournament, only to be hilariously torpedoed by three losses in a row.

Lu started off as a professional player of “League of Legends” in 2011, and competed for a team named “Royal” for three years. After he won second place in the game’s Season 3 World Championship in 2013, he started live-streaming on Douyu, one of the largest live-streaming platforms in China.

Lu’s gaming skills and foul-mouthed style, which appealed to young viewers, helped him amass more than 13 million subscribers on Douyu, and more than 7 million followers on Weibo by the end of 2017.

Formerly a graphics designer in Chongqing, Chen Yifa, 33, started live-streaming on Douyu in September 2014. She soon gained popularity for her genuine persona, standup comedy style, and singing skills, becoming one of the top live-streamers on the platform. Chen made inroads into the music industry; in 2016, her song “Fairy Town” ranked #5 on NetEase’s Top 100 song chart. According to media outlet The Paper, Chen had more than 11 million subscribers on her Douyu channel before she was banned.

Yang Kaili, 22, had the fastest rise to fame. Known better as “Lige,” her popularity surged on short-video platform Douyin in June of last year on the back of a hit song. In the ensuing four months, before her account was banned, the number of her followers on Douyin rocketed to 44 million. After being signed by Huya in September 2018, she gained 2 million subscribers in a month.

Abrupt downfall

An advisory on Douyin advocates for a “healthy” livestream on April 12, 2019. Douyin bans content that are political and sexual in nature, and livestreamers found guilty could have their accounts banned permanently. (Image Credit: TechNode/Eugene Tang)
An advisory on Douyin from April 12, 2019 advocates for ‘healthy’ live-streaming. Douyin bans content that is political and sexual in nature, and live-streamers found guilty could have their accounts banned permanently. (Image credit: TechNode/Eugene Tang)

While it took years—or months, in the case of Yang Kaili—for these live-streamers to reach the top tier of their respective platforms, it only took a few incidents to reduce their careers to tatters.

Li Tianyou’s downfall was deeply embedded in his rap lyrics and the lifestyle that he promotes in his shows. Several of his now-banned songs praised methamphetamine, calling the illicit drug “wonderful” and capable of “erasing all worries” (our translation), and describing in detail the sensation of being high on meth. Li’s livestreams also featured extravagant displays of wealth, including stacks of cash, luxury watches, and expensive sports cars.

As part of a crackdown in February 2018, Li was singled out by the CAC in an announcement for spreading narcotics-related music, flaunting his wealth, and posting lowbrow content. The announcement ordered all live-streaming and video platforms to ban Li and prevent him from registering other accounts, calling his behavior “a blatant violation of public order and good customs” that “corrupts social customs and damages the physical and mental health of youths” (our translation).

As for Lu Benwei, profanity eventually became his undoing. After being accused of using cheats when live-streaming a game in November 2017, Lu vehemently defended himself on his channel, insulting the content creator who made the accusation and instigating fans to verbally abuse him.

Netizens were appalled by Lu’s malicious remarks and soon pressured the star live-streamer to apologize, which he did in December 2017 on his Weibo account. In January 2018, Douyu temporarily suspended his channel and fined him RMB 1 million (around $148,810) for the “very bad social influence” of his actions. That wasn’t enough for CAC, which subsequently banned him from all video and live-streaming platforms in the same announcement that cemented Li’s downfall.

While Li and Lu consistently behaved in an “noncompliant” fashion, Chen Yifa’s offense stemmed from a single live-streaming session in 2016. According to a widely circulated video, Chen made joking mention of historical events such as the Nanjing Massacre and Japan’s occupation of northeast China. She also described a game character’s movement as honoring the Yasukuni Shrine, a Shinto shrine in Tokyo whose commemoration of war criminals from World War II is considered particularly offensive to many Chinese people.

The footage was quickly picked up by the internet police of east China’s Jiangsu province and subsequently by China Central Television Station. Douyu swiftly suspended Chen’s channel in July 2018 and pledged to expand its content-filtering team. However, Chen’s popularity did not die down even during her suspension, as the chat and tipping functions on her channel were still accessible. On Sept. 11, 2018, fans eager to celebrate Chen’s fourth year on Douyu sent her more than RMB 220,000 worth of gifts and more than 800 messages that wished for her early return, according to media outlet The Paper.

Douyu released a statement in October 2018, apologizing for what it called “a gross lack of awareness in social responsibility, platform management and security” and completely shut down Chen’s already suspended channel. Chen’s Weibo account was also revoked around the same time.

While the historical events Chen mentioned are not wholly taboo, referring to them with the wrong tone could still incur problems, said Sarah Cook, a senior researcher at watchdog organization Freedom House. “For some historical events like that, simply mentioning them may not be a problem, but the way they are mentioned or the narrative given could be the issue … Any effort to depart from the official narrative when discussing the event could cause problems for someone,” said Cook.

Yang Kaili, or “Lige,” was the only one of the four banned live-streamers to have broken the law. During a live-streaming show on Huya in October 2018, Yang was seen singing China’s national anthem, “March of the Volunteers,” in a jovial tone while waving her arms like an orchestra conductor. Huya immediately blocked Yang’s account, took all of her videos offline, and issued a statement saying that Yang lacked awareness of “law and social responsibility.”

According to a national anthem law introduced in 2017, public performances of the song that involve intentional changes to the lyrics and melody, as well as any distortion or disrespect to the song, are punishable with up to three years in prison, depending on the severity of the violation.

Yang responded quickly with two apologies on Weibo, acknowledging her actions as “stupid and ‘low-level’ mistakes” and promising to stop all live-streaming activities to “fully accept ideological political education and patriotic education” (our translation). Despite the apologies, Yang was still detained by Shanghai police for five days, according to a Weibo post from the police department.

Self-regulation

The CAC references three sets of regulations when punishing live-streaming platforms and live-streamers: China Internet Security Law, Administrative Measures on Internet Information Services, and Administrative Provisions on Internet Live-streaming Services. While the rules are adamant about the prohibition of illegal content such as pornography, they gloss over what types of non-illegal content count as a violation. The Administrative Provisions on Internet Live-streaming Services, for instance, requires platforms to cultivate a “positive and healthy atmosphere” for users but do not specify what is deemed “negative” or “unhealthy.”

“China’s content regulations are written in a vague and broadly defined fashion on purpose,” said Lotus Ruan, a researcher at the Citizen Lab of the University of Toronto, an interdisciplinary laboratory that studies information controls. “Private companies and users are left to guesstimate what the taboos are and you rarely know for sure where the red line is until you cross it.”

This was the case for the four ousted live-streamers, whose offenses were the first of their kind to be deemed unacceptable by the CAC or other content regulators such as regional net police.

The absence of detailed guidelines from content regulators has forced private companies to step up their self-regulation game. Huya, for instance, has released 15 sets of rules or updates of existing rules to control different kinds of content since the beginning of 2018. During the same period, Douyu released eight new sets of regulations.

Some of those rules go into minute detail. Huya’s regulations on the genre of ASMR (autonomous sensory meridian response), which is sometimes used as a guise for sexually suggestive content, prohibit “putting legs in front of the camera,” 11 categories of clothing, and “objects that could be used for producing lowbrow content,” such as bananas, jelly, and lollipops.

Another set of regulations from Huya pledges to “regularly organize patriotic education sessions for live-streamers,” which involves “visiting red education bases”—a reference to facilities that teach the history and theory of the Communist Party of China—and “learning the heroic deeds of past heroes and martyrs.”

According to Ruan, the burden of self-regulation has been pushed further down to individual users in recent years. “We see that in some cases not only live-streaming platforms are punished for failing to censor unwanted content, but individual users are also held responsible for producing or sharing that content,” she said.

Some popular live-streamers are visibly trying to appease content regulators both in their shows and on social media. One of Douyu’s most valued live-streamers, Liu Mou, better known as “PDD,” also had a reputation for using salty language. Based on TechNode’s observations, however, while Liu still occasionally uses profanity in his recent livestreams, the frequency is much lower as compared to a few years ago, and tends to be the milder type used for emphasis.

Another live-streamer on Douyu, Feng Yanan, known online as “Feng Timo,” carries out self-censorship on Weibo. Since May 2018, the live-streamer, who has 19 million subscribers on Douyu, has been reposting content from the official Weibo accounts of the Central Committee of the Communist Youth League and the state media People’s Daily that promote positivity or commemorate important dates or events. Starting from March, she has increased the frequency of reposts from the People’s Daily to every day, adding comments to each repost.

Even those who have been banned appear to be following suit. Lu, for instance, has resumed use of his Weibo account, which had sat abandoned since his apologies of December 2017. He reposts from the official accounts of the People’s Daily and the Central Commission for Guiding Cultural and Ethical Progress.

Lu recently reposted an announcement from NOAPIP, the pornography and illegal content watchdog, that called on platforms and regulators to further crack down on non compliant content.

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Briefing: Regulators shut down 33,600 apps, target gaming and education https://technode.com/2019/04/12/briefing-regulators-shut-down-33600-apps-target-gaming-and-education/ https://technode.com/2019/04/12/briefing-regulators-shut-down-33600-apps-target-gaming-and-education/#respond Fri, 12 Apr 2019 10:10:46 +0000 https://technode-live.newspackstaging.com/?p=101861 Cloud service providers, app stores, and social media platforms including WeChat, Weibo and Baidu Tieba have been warned to tighten oversight.]]>

国家网信办持续推进APP乱象专项整治 关停清理违法APP3万余个 – Cyberspace Administration of China

What happened: China’s cyberspace watchdog has shut down over 33,600 apps in a recent government crackdown that began in December. More than 2.3 million websites were taken down and an excess of 24.7 million pieces of information deemed lowbrow were deleted from social media platforms. The crackdown targeted gaming and education apps for content including gambling and indecent images as well as virus and spyware programs, said the national cyberspace administration.

Why its important: Beijing is ramping up efforts to “clean up” Chinese cyberspace, aiming to quash the misuse of information technologies for enabling gaming addictions, online pornography, and privacy infringement. So far, regulators have warned major cloud service providers, app stores, and social media platforms including WeChat, Weibo and Baidu’s online forum Tieba as part of broader “wipe-out” efforts. During its annual “315” gala for Consumer Rights Day on Mar. 15, China’s state-owned broadcaster CCTV aired a list highlighting illegal online activities, including robocall devices, information theft, and high-interest cash loans.

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Top watchdog censures China’s biggest stock photo platform amid public outrage https://technode.com/2019/04/12/watchdog-censure-visual-china/ https://technode.com/2019/04/12/watchdog-censure-visual-china/#respond Fri, 12 Apr 2019 08:49:13 +0000 https://technode-live.newspackstaging.com/?p=101835 Company logos and photos for Chinese tech companies including Baidu and Tencent were among images for which VCG claimed the copyright.]]>

China’s top regulatory agencies publicly rebuked stock photo agency Visual China after it claimed the copyright for the first photo of a black hole, an image released on Wednesday that commanded headlines across the globe.

Beijing-based Visual China Group (VCG) watermarked the now-famous image and claimed it held the copyright, sparking outrage from millions of netizens on Chinese social media.

VCG later apologized via Weibo early Friday, after Chinese tech companies including Baidu and Tencent joined the chorus of protest. Company logos and photos were among images for which VCG claimed the copyright. China’s Communist Youth League (CYL), the youth wing of the country’s ruling party, questioned on Weibo why the images of China’s National Flag and National Emblem were also watermarked on its platform.

On Weibo, the “Visual China apologizes” topic topped the most-read list on early Friday with more than  250 million views, according to Reuters, before it was removed by Weibo later that day.

Dubbed the “Getty of China,” VCG was the country’s largest stock image provider, with over 40 million editorial images and 1.25 million videos with its titles, according to its website.

The European Southern Observatory (ESO), which owns the image’s original copyright and allows for reprint with credit, later told Chinese media that it was “never contacted” by the company regarding the issue. VCG’s position is “untenable from a legal perspective,” (our translation) ESO stated.

Government scrutiny soon followed the internet backlash. “We have seen the adverse effects from VCG disseminating sensitive information and disturbing public order,” (our translation) the Tianjin office of the Cyberspace Administration of China (CAC) said in an announcement released Friday. The agency’s website has been temporarily shut down for “a thorough rectification,” after local regulators found “serious problems” on its platform.

In an announcement released via WeChat, the National Copyright Administration warned local photo agencies to ensure compliance on their platforms, with plans to “perfect laws and regulations” in response to public outrage.

The Chinese government is tightening regulatory control on the country’s cyberspace community, targeting content it deems as “lowbrow,” data breaches, and fraudulent activities. VCG’s peers are also being scrutinized: Chinese media reported that photo agency Quanjing even watermarked images of former Chinese leaders, including those of Mao Zedong and Zhou Enlai, with a price tag.

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Briefing: Bytedance tells India’s top court that TikTok ban will harm free speech https://technode.com/2019/04/11/briefing-bytedance-tells-indias-top-court-that-tiktok-ban-will-harm-free-speech/ https://technode.com/2019/04/11/briefing-bytedance-tells-indias-top-court-that-tiktok-ban-will-harm-free-speech/#respond Thu, 11 Apr 2019 09:35:20 +0000 https://technode-live.newspackstaging.com/?p=101642 tiktok douyin bytedanceBytedance stated in a court filing that the ban will hurt free speech rights.]]> tiktok douyin bytedance

Ban on TikTok app would harm free speech, China’s Bytedance tells India’s top court – Reuters

What happened: Bytedance submitted a filing to India’s Supreme Court to rescind a call from an Indian court to ban short video app TikTok, stating that the ban will hurt free speech rights, Reuters reported. The company also argued that only a “very minuscule” portion of content on the platform is inappropriate, and that it couldn’t be held liable for content created by users. A court in the southern Indian state of Tamil Nadu requested a country-wide ban on TikTok last week, accusing it of encouraging pornography and predatory behaviors on young users.

Why it’s important: TikTok has been under fire in India for spreading harmful content, but this is the first time that Bytedance’s legal efforts to address the situation have been revealed. However, it is uncertain whether India’s Supreme Court will rule in favor of the company. While TikTok has been downloaded more than 240 million times in India, according to analytics firm Sensor Tower, Bytedance only employs around 250 people in the country—far from sufficient to monitor the non-English content created by users.

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‘Honour of Kings’ user base and playtime decline could benefit Tencent: analyst https://technode.com/2019/04/10/honour-of-kings-user-base-and-playtime-decline-could-benefit-tencent-analyst/ https://technode.com/2019/04/10/honour-of-kings-user-base-and-playtime-decline-could-benefit-tencent-analyst/#respond Wed, 10 Apr 2019 09:21:10 +0000 https://technode-live.newspackstaging.com/?p=101384 The decline in users and time spent, however, could be good news for both Tencent and the gaming industry.]]>

Monthly active users (MAU) and total time spent playing Tencent’s hit mobile title “Honour of Kings” fell significantly year-on-year in February 2019, according to a report released Monday from Beijing-based data consultancy Analysys.

MAU for the title in February 2019 declined around 34% year-on-year to around 169 million, and the number of total time spent fell nearly 50% year-on-year to around 164 million hours.

“Honour of Kings” is the most popular multiplayer online battle arena (MOBA) mobile game in China, and the decline in its play time weighed heavily on the entire genre, according to Analysys analyst Liao Xuhua.

The lower MAU and time spent for the title, however, could be good news for both Tencent and the gaming industry, Liao said. The reduced number of users in “Honour of Kings” could help Tencent target core users more easily and potentially further commercialize the game.

In addition to benefiting Tencent, users released from “Honour of Kings”, many of whom are “moderate and heavy users,” could also benefit other titles in the scene, the report said.

“Moderate and heavy users have these traits: they are more likely to play games that are more demanding in terms of time and energy, and they are more likely to spend money in the game,” Liao told TechNode (our translation). “Those games have average revenue per user (ARPU) of more than RMB 100, while casual games only have ARPU of RMB 20 to 30.”

While “Honour of Kings” revenue could be affected by the decline in users and playtime, Liao expects the impact to be very limited. “’Honour of Kings’ still has the highest number of users on mobile. Even after taking into account non-game apps, it is still among the top 30,” Liao said (our translation).

MAU for eight of the top 10 mobile game genres grew in the 12 months ended February 2019, while MAU for MOBA games declined nearly 3%. The total time spent on MOBA games in February 2019 was also just a little more than half of that in February 2018, the report showed.

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Briefing: Bytedance offers employees new share option plan https://technode.com/2019/04/10/briefing-bytedance-offers-employees-new-share-option-plan/ https://technode.com/2019/04/10/briefing-bytedance-offers-employees-new-share-option-plan/#respond Wed, 10 Apr 2019 04:48:18 +0000 https://technode-live.newspackstaging.com/?p=101296 Bytedance Tiktok Singapore InvestmentThe plan gives employees the option to purchase Bytedance shares at $44 per share.]]> Bytedance Tiktok Singapore Investment

市前的“绑定游戏”:字节跳动开启大范围期权换购 – 36Kr

What happened: Bytedance recently announced a new share option plan for its employees, media outlet 36Kr reported, citing several Bytedance employees. The plan gives employees the option to purchase Bytedance shares at $44 per share with their year-end bonuses for 2018. Employees that fall within the top five out of the eight possible ratings in Bytedance’s employee appraisal system are eligible for the plan. According to 36Kr’s estimates, this accounts for about 60% of the company’s workforce.

Why it’s important: By substituting a portion of employee bonuses with shares, Bytedance is preserving cash flow for other purposes. Having lost $1.2 billion in 2018 according to media reports, Bytedance has been pouring money into its products, many of which have not yet turned a profit. However, it seems that Bytedance won’t be giving too much ownership to employees, since the shares are capped by the amount of the bonus, and Bytedance often buys back shares from employees who leave the company.

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Briefing: Live-streaming platform Huya to raise $343 million in new share offering https://technode.com/2019/04/09/briefing-live-streaming-platform-huya-to-raise-343-million-in-new-share-offering/ https://technode.com/2019/04/09/briefing-live-streaming-platform-huya-to-raise-343-million-in-new-share-offering/#respond Tue, 09 Apr 2019 06:33:12 +0000 https://technode-live.newspackstaging.com/?p=101158 Huya intends to use the funds on its content ecosystem and e-sports partners.]]>

China game-streaming firm Huya launches $343 million follow-on offering – Reuters

What happened: Live-streaming platform Huya announced on Monday that it is planning to raise around $343 million in a new share offering of 13.6 million primary American Depositary Shares (ADSs). With the over-allotment option of 15%, the New York-listed company could raise as much as $394 million, based on Monday’s closing price of $25.23. Huya intends to use the net proceeds of the offering for investment in its content ecosystem and e-sports partners.

Why it’s important: Huya’s second share offering could bring the company twice the amount it raised with its 2018 IPO. The additional funding could help the company gain an upper hand in the competition with its largest rival, Douyu, for the attention of the approximately 266 million gamers in China. Huya is one of several Chinese content platforms that went public in 2018 to return to the capital market for more funds. The list includes Baidu-backed online video platform iQiyi, Tencent-backed video sharing website Bilibili and content aggregator Qutoutiao.

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Briefing: Tencent’s WeGame X service soft launches worldwide https://technode.com/2019/04/09/briefing-tencents-wegame-x-service-soft-launches-worldwide/ https://technode.com/2019/04/09/briefing-tencents-wegame-x-service-soft-launches-worldwide/#respond Tue, 09 Apr 2019 03:27:12 +0000 https://technode-live.newspackstaging.com/?p=101108 The game store is available in-browser and as a dedicated program.]]>

Tencent ‘s game store is available outside of China – Engadget

What happened: Tencent recently launched its WeGame X game store to international customers. The Hong Kong-based service is available both through web browser and as a dedicated client, and is still in its “early access” phase. At launch, the store has 17 titles available for purchase, with independent Chinese developers accounting for about half and the rest belonging to Tencent’s in-house studios.

Why it’s important: With WeGame X’s international launch, Tencent enters the increasingly crowded field of digital game storefronts. With investments in various companies like Blizzard and Ubisoft and a nearly 50% stake in Epic Games, the tech giant is no stranger to the gaming industry outside of China. And while it is advertising support from notable studios like Hello Games and Deep Silver, the current international version of WeGame X lacks a blockbuster title like Fortnite, which is available for purchase through the domestic version.

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WeChat opens up tagging function for ads on social Moments section https://technode.com/2019/04/09/wechat-opens-up-tagging-function-for-ads-on-social-moments-section/ https://technode.com/2019/04/09/wechat-opens-up-tagging-function-for-ads-on-social-moments-section/#respond Tue, 09 Apr 2019 02:49:22 +0000 https://technode-live.newspackstaging.com/?p=101091 Ads on Moments were launched in 2015, and have slowly grown in function as well as accessibility for advertisers since then.]]>

WeChat announced on Monday  (in Chinese) that tagging is now available for all advertisements in the social app’s News Feed-like Moments section.

Users can alert their WeChat friends in the comment section below individual ads by tapping an ‘@’ symbol followed by a friend’s name. Those tagged will receive a notification in Moments identical to that in normal posts or comments.

According to a post on WeChat’s ‘s ad helper official account, the function is now automatically available for all paid ads on Moments. Prior to the public release, some brands–including KFC in a Valentine’s Day campaign and Tencent itself–had already made use of the feature.

Ads on Moments were launched in 2015, and have slowly grown in function as well as accessibility for advertisers since then. In January 2017, an upgrade allowed brands to advertise in more interactive ways with multimedia-enabled ads. Due to WeChat’s wealth of user information, advertisers can also choose to target users based on their location, gender, age, industry, marital status, education level, and behavior, according to web agency WalktheChat.

On the whole, however, WeChat has been cautious to clutter up Moments’ social aspect with too much commercial activity. Compared to offerings like Facebook’s News Feed or Instagram, Moments hosts a relatively smaller proportion of branded ads. However, in part due to its ubiquity in both business and social life within China, WeChat’s Moments page has long been used by small-scale retailers for informal, social-powered advertising of various goods.

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Briefing: Transsion, NetEase-backed music-streaming service Boomplay raises $20 million https://technode.com/2019/04/08/transsion-netease-music-boomplay/ https://technode.com/2019/04/08/transsion-netease-music-boomplay/#respond Mon, 08 Apr 2019 09:22:04 +0000 https://technode-live.newspackstaging.com/?p=100999 Africa's leading music-streaming platform currently has 5 million music tracks and videos, and 42 million monthly active users.]]>

Boomplay, a Spotify-style music and video streaming service for African music and Africa, raises $20M — Techcrunch

What happened: Spotify-style music streaming service Boomplay recently closed a fresh round of funding to expand its businesses in the booming African market. The $20 million funding mainly came from Chinese investors including Maison Capital and Seas Capital. The company declined to disclose its current valuation. The company seeks to break into more sub-Saharan countries but will “work at a slower pace rather than taking on more funding and going too fast,” according to a corporate executive.

Why its important: Transsnet, the company behind Boomplay, is jointly founded by Chinese phone manufacturer Transsion and consumer internet giant NetEase, and has raised $25.5 million to date. Boomplay currently has 5 million music tracks and videos and 42 million monthly active users (MAU), a relatively modest figure given the population on the continent numbers around 1.2 billion, with an average age of 21. Boomplay is now the dominant player in the region, leveraging NetEase’s experience in the music streaming business and Transsion’s expertise in local operations. Still, it faces competition with the presence of major global players including Tidal, Spotify, and Apple Music, already in the market.

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TikTok launches talent search competition in Japan, South Korea https://technode.com/2019/04/08/tiktok-launches-talent-search-competition-in-japan-south-korea/ https://technode.com/2019/04/08/tiktok-launches-talent-search-competition-in-japan-south-korea/#respond Mon, 08 Apr 2019 09:07:13 +0000 https://technode-live.newspackstaging.com/?p=100993 Artists upload original music videos to compete for a number of prizes such as record deals and performance opportunities.]]>

Bytedance-owned short video app TikTok launched an in-app talent search program on Friday aimed at discovering independent musicians, starting with those in South Korea and Japan.

First unveiled in Seoul on Mar. 28, TikTok Spotlight is intended to “discover and support independent and unsigned artists,” according to the company. Artists can upload original music videos through the program’s portal from Apr. 5 to May 31 to compete for a number of prizes such as record deals and performance opportunities.

Music videos that artists upload will be promoted on a featured playlist for other users. Over the course of five months starting Apr. 5, or what TikTok refers to as the first season of the program, the app will hold three rounds of judging to narrow performers down to five to 10 winners.

The first round will select the top 100 participants based on the number of plays their songs and music videos garner on TikTok as well as input from the judging panel. The second round will bring that number down to 18. The winners will be determined by a final round, including live performances and total play count on TikTok and Line Music, according to the program’s Japanese website.

TikTok Spotlight is held in partnership with 21 record labels, including Sony Music, Spotify, Universal Music, and Warner Music. It has also recruited 26 producers, songwriters, and singers from Japan and South Korea as mentors and judges.

Prior to the program, TikTok has made significant advances in the two countries. The short video app collaborated with musicians in South Korea including the hit boy band BTS and girl group Blackpink. It also created more than 280 official hashtag challenges on TikTok Japan in 2018.

Bytedance declined to provide further details about the program to TechNode.

However, TikTok Spotlight’s trajectory could be complicated by demands from Sony Music, Universal Music and Warner Music for higher royalties for songs on Douyin and TikTok after contracts expire this spring, according to Bloomberg. With the two sides making little progress in negotiating new deals, support for the new program from the three labels remains uncertain.

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Social app Baymate aims to bring Greater Bay Area denizens closer through dating https://technode.com/2019/04/04/baymate-greater-bay-area/ https://technode.com/2019/04/04/baymate-greater-bay-area/#respond Thu, 04 Apr 2019 12:47:24 +0000 https://technode-live.newspackstaging.com/?p=100867 Initially positioned as a dating app, it also hosts user forums on regional shopping, food, and entertainment.]]>

When Chinese president Xi Jinping presided over the signing of an agreement by regional leaders to promote development of the Greater Bay Area—an innovation hub encompassing Hong Kong, Macau, Guangzhou, Shenzhen, and seven other cities in Guangdong Province—in 2017, he perhaps did not foresee all of the results that would come about.

Two years later, Greater Bay Area residents have access to the mainland-Hong Kong high-speed rail link, a sea crossing spanning Zhuhai, Macau, and Hong Kong; a somewhat vague master development plan… and Wanqu, or Baymate.

The social app was launched by Shenzhen and Hong Kong-based Darelove Technology in June. Initially positioned as a dating offering, it also hosts user forums on regional shopping, food, and entertainment. On Tencent’s Yingyongbao Android app store, the app has been downloaded more than 1 million times. On the Apple China App Store, which has an updated version without a dating option, the app has racked up over 2,000 reviews, the vast majority of which are five star ratings.

Esma Toprak, global marketing team member at Darelove, told TechNode that the iOS version will feature a new  “different and more creative” dating component in the future.

Browsing through the older Android version of the app, downloaded from Xiaomi’s Mi Store, TechNode found that the homepage was reminiscent of both shopping review platform Xiaohongshu and lifestyle app Dianping. Plus, after registering, users can jump right into a dating pool spread out across the Greater Bay Area.

Baymate is no Tinder copycat, however. In comparison to more casual dating apps, Baymate user profiles feature everything from height, weight, occupation, and hobbies to dating preferences—including a desired mate’s age, education, and salary level. It’s more on par with Chinese matchmaking site Zhenai.com, which offers similar filters for users to search out desired mates.

According to Toprak, the app’s methods for matching potential partners will change in the future.

Baymate’s Android version has multiple social features, including a dating section (middle). In this case, one user has specified that a romantic match have a salary exceeding RMB 10,000 ($1,490) a month. (Image credit: Bailey Hu / TechNode).

Outside of dating, users can also browse public posts from other users and apply to join social groups based on alma mater, company, or interests, all which are based in the Greater Bay Area.

The company behind the app, Darelove Technology, was founded in December 2017. According to Toprak, users mainly hail from mainland China. That may be in part because the app is only available in simplified Chinese, while the traditional form of written Chinese is commonly used in Hong Kong and Macau.

An English-language, international version of Baymate that also makes use of location-based services will launch in 2020, Toprak said.

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Why the Chinese internet has a hate speech problem https://technode.com/2019/04/04/why-the-chinese-internet-has-a-hate-speech-problem/ https://technode.com/2019/04/04/why-the-chinese-internet-has-a-hate-speech-problem/#respond Thu, 04 Apr 2019 08:25:12 +0000 https://technode-live.newspackstaging.com/?p=100408 In China, institutionalized effort against racism and xenophobia is almost absent. ]]>

After the heart-rending tragedy in Christchurch, New Zealand, I found the incident to be a trending topic on the Chinese internet, where kind citizens sent sympathies and prayers to the victims as well as their fellow Kiwis.

But as I scrolled through the microblogging platform Sina Weibo, another thread of responses swamped my timeline—this time, malicious, hurtful, and Islamophobic words were burning my eyes. Extremist views condemning Muslim victims and lauding the gunman, which one would only expect to find in the darkest corners of the internet, were among the most popular comments on China’s biggest social media platform.

This was hardly a surprise. As a longtime observer of the Chinese internet, I am used to seeing conservative-leaning views when it comes to discussions on Western politics. During the 2016 US election campaign, many Chinese conservatives, like their American and European counterparts, supported the rise of Trumpian nationalism.

Zhihu, a Quora-like social media platform once known for its elitism, developed an overwhelming abhorrence of Western progressivism, with an unprecedented number of Chinese nativists condemning liberals who sympathize with immigrant, Muslim, and LGBT communities in the West—whom they tauntingly call the baizuo, or “white leftists.”

The xenophobia on the Chinese internet reflects how the worldwide rise of ethno-nationalism has slipped unnoticed into China, and it is not contained within the boundaries of Western politics. China has a significant population of Muslims, many of whom belong to historically Islamic ethnicities; while there is no official figure, the Pew Research Center has estimated it at 2% of China’s total population.

Upon hearing the term “hate speech,” one immediately thinks of white ethno-nationalist “trolls” on the English-speaking internet. But the Chinese web has its own hate speech problem, too, and the Chinese public is unfortunately more susceptible to its influence.

Unlike the public education in the US that emphasizes America’s long history of striving for equality (which attracts conservative criticism of liberal bias), Chinese schools offer almost no discussion of race and multiculturalism; this is partly due to the country’s racial homogeneity and the Soviet-style ethnic policy that it emulated. When most Chinese—who remain unfamiliar with these notions and are less alarmed by extremism—find themselves engaging in online discussions, rampant online hate speech can conveniently fill that void.

Greenlighting xenophobia

Another piece of the puzzle is biased censorship. American free-speech fundamentalists often draw parallels between the removing of online hate speech, which some progressives advocate, with government-imposed censorship like China’s. This is a misunderstanding: When Chinese internet companies use both humans and technologies to bowdlerize politically sensitive views, hate speech remains unchecked as it seems to pose little threat to China’s predominantly Han society. By ignoring hate speech—for whatever reason—China’s censors are effectively giving the greenlight to the authors of xenophobic Weibo comments and racist WeChat articles, who are used to following the censor’s ethical judgments.

The feminist writer Zheng Churan observes a correlation between China’s emerging nouveau riche and the rise of xenophobia. “As the economy continues to grow, a small portion of people have grown rich in accordance with the opening-up policy, and a bigger portion are waiting on their road to riches,” Zheng wrote. “Those who have attained ‘wealth’ all think they deserve the level of respect that white people get—or the respect afforded to the big capitalists in white-people countries.”

What perhaps differentiates hate speech on the Chinese internet from that on Twitter and Facebook is that the former is seldom addressed. In the US, there is strong advocacy for undermining the internet presence of extremists, and activists constantly pressure social media to take down accounts whose behaviors blatantly violate a platform’s terms of service.

But in China, institutionalized effort against racism and xenophobia is almost absent. The China Central Television (CCTV) Lunar New Year gala, which is the nation’s most-viewed TV program, once featured a Chinese actress in blackface while having a black actor play a monkey; despite criticism—some from black people who live, study, and work in China—it failed to provoke any nationwide discourse.

Similarly, while the all-black cast of Black Panther gained praise in America, many Chinese moviegoers pulled no punches in expressing their discomfort with the movie’s “blackness.”

Taking responsibility

The Chinese who are wary of the spread of Islam—or even more ridiculously, that of sharia—in their own country launched campaigns against halal foods, what they call “anti-halalification”; they once protested Meituan after the food-delivery service offered halal packaging for Muslim users. Some proponents of this movement turned their anger into hurtful hate speech against Chinese Muslims.

One would expect to see a visible backlash against such Islamophobic campaigns, but there was hardly any. (The absurdity of such imaginary wariness becomes conspicuous when one confronts the reality: Pork is everywhere in major Chinese cities, and you’re much less likely to spot a person wearing a burqa in Beijing or Shanghai than, say, New York City or London.) The Chinese internet, despite all the political censorship that it is known for, has yet to see any notable activism against—and hardly any discussion surrounding—xenophobia.

In an environment where anti-hate speech values are absent in education, online hate speech often leads to more hatred. And as some Chinese web users begin to embrace xenophobic views, there are actions that responsible Chinese internet companies can take. Like Twitter and Facebook, they can use algorithms to detect hateful comments and prevent them from appearing at the top; they can punish users for producing these comments. But most importantly, they have to start off by taking social responsibility, recognizing the problem, and taking concrete steps to resolve it.

With recent Chinese emigres continuing to use WeChat as a news source even after moving to the West, the effects of Chinese social media stretch beyond China’s borders. Despite what President Trump thinks, ethno-nationalism should be seen as a growing global threat. And in this case, the Chinese internet shouldn’t be the lawless Wild West where such behavior thrives.

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Qutoutiao seeks $45 million in new share offering https://technode.com/2019/04/04/qutoutiao-seeks-45-million-in-new-share-offering/ https://technode.com/2019/04/04/qutoutiao-seeks-45-million-in-new-share-offering/#respond Thu, 04 Apr 2019 07:17:40 +0000 https://technode-live.newspackstaging.com/?p=100794 The offering marks Qutoutiao’s return to the capital markets fewer than seven months after it went public on Nasdaq.]]>

Content platform Qutoutiao announced on Thursday that is seeking to raise up to $45 million in a new share offering of 10 million American depositary shares (ADS), representing 2.5 million Class A ordinary shares, according to a company announcement.

The offering marks Qutoutiao’s return to the capital markets fewer than seven months after it went public on Nasdaq. It joins a number of Chinese tech companies including Baidu-backed iQiyi that went public in 2018 and is seeking more funding from the markets.

Qutoutiao will be issuing approximately 3.3 million ADS, and selling shareholders will be offering the remaining approximately 6.7 million shares, at a public offering price of US$10 per ADS. Underwriters of the offering can purchase up to 1.5 million additional shares.

The company is expected to raise around $31 million in net proceeds, or around $45 million if underwriters purchase additional ADS in full. The company said that it will use the proceeds for general corporate purposes.

A day before Qutoutiao’s offering, video sharing website Bilibili raised more than $824 million from the sales of a convertible bond and new shares, Reuters reported. On Mar. 26, online video platform iQiyi also announced its plan to raise $1.05 billion through a convertible bonds.

The share prices for all three companies dropped after their respective announcements of new offerings. Qutoutiao shares fell by as much as 12% on Wednesday.

Citigroup, Deutsche Bank, CLSA Limited, Jefferies, Haitong International Securities and Lighthouse Capital International are the joint bookrunners for Qutoutiao’s offering.

Qutoutiao saw explosive growth in monthly active users and net revenues but also significantly widened net losses in 2018 as it attempted to grab share in lower-tier markets, where rival Bytedance’s content aggregator Jinri Toutiao has a weaker presence. While Qutoutiao’s net revenues of 2018 increased more than 400% year-on-year, net losses swelled close to 21 times year-on-year.

The company also plans to make advances into live-streaming, games, and e-commerce, CEO Siliang Tan said at the company’s earnings call.

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Briefing: Bilibili raises $824 million on strong demand for bond, share offering https://technode.com/2019/04/03/bilibili-824-million-funds/ https://technode.com/2019/04/03/bilibili-824-million-funds/#respond Wed, 03 Apr 2019 12:08:24 +0000 https://technode-live.newspackstaging.com/?p=100734 Despite losing RMB 565 million in 2018, Bilibili is one of the few companies receiving investments from both Alibaba and Tencent.]]>

Bilibili offering raises $824 million as China techs tap market after IPOs – Reuters

What happened: Chinese video streaming platform Bilibili raised more than $824 million from a convertible bond sale and new share offering as it seeks to fund diversified content offerings. According to an SEC filing released Monday by the company, it initially looked to sell a $300 million seven-year convertible bond and around 17.1 million American depositary shares (ADS), which totaled around $300 million calculated on its closing price on Tuesday ($18.05). The offering’s size was increased because of “overwhelming demand” from investors, Reuters reported citing a banker involved in the deal as saying.

Why its important: Just two months earlier, Chinese e-commerce giant Alibaba acquired an 8% stake in Bilibili in an agreement between the two companies to commercialize content-driven e-commerce on both platforms. Despite recording a net loss of RMB 565 million (around $82.2 million) in 2018, Bilibili is one of the few companies to receive investments from both Alibaba and Tencent. The company plans to use most of the funds from this round to expand its content offerings via proprietary productions, licensing, and investment. Also among the handful of Chinese companies that have returned to the market for more funds following 2018 initial public offerings was Baidu-backed iQiyi, which could raise up to $1.2 billion in a convertible bond, one of the largest-ever such sales by a US-listed Chinese company.

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Bytedance officially launches productivity tool Lark https://technode.com/2019/04/03/bytedance-officially-launches-productivity-tool-lark/ https://technode.com/2019/04/03/bytedance-officially-launches-productivity-tool-lark/#respond Wed, 03 Apr 2019 08:15:55 +0000 https://technode-live.newspackstaging.com/?p=100691 Lark is an online collaborative platform that combines calendar, documents, and chat.]]>

Bytedance has recently launched in overseas markets its enterprise messaging and productivity app Lark, commercializing what used to be an internal communication tool.

Released via Singapore-headquartered subsidiary, Lark Technologies, the product is an online collaborative platform that combines three functions: calendar, documents, and chat. It is available on macOS, Windows, iOS, and Android.

Lark’s document and calendar features closely resemble Google Docs and Google Calendar, respectively. Slides and another kind of document tool called “MindNote,” as well as video and audio conferencing, however, are currently unavailable and are “coming soon,” according to the app’s dedicated website.

Lark offers a total of four subscription plans. Smaller teams could opt for the “free” option, which caps cloud storage at 30 GB, or the “basic” plan, which costs $2.50 per user per month and allows up to 1 TB of cloud storage. “Business” and “Enterprise” plans are priced at $5 and $20 per user per month, respectively, and offer unlimited cloud storage plus additional features such as advanced security protection, digital forensics, and compliance management.

Similar to Slack, Lark also uses Amazon Web Services (AWS) to provide infrastructure services. It appears to be targeting the US market, as its support team is based in the California Bay Area.

Access to the platform is invitation-only during its “early bird” stage which began Mar. 21. Certain customers on a waiting list are invited to use the app. According to the company’s website, access will be extended on a rolling basis.

Bytedance declined to provide further details when contacted by TechNode.

Lark replaced Alibaba’s DingTalk as Bytedance’s internal communication and collaboration platform in November. According to reports, Bytedance plans to double Lark’s team size to 1,000 by the end of this year. The company is also testing a similar product called “Feishu” that targets the domestic market.

Prior to the launch of Lark, Bytedance acquired a productivity tool named Mubu in 2018 and led a Series B for cloud-based productivity suite Shimo Docs in 2017.

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Briefing: Tencent’s ‘PUBG Mobile’ raked in more than $65 million in March https://technode.com/2019/04/02/briefing-tencents-pubg-mobile-raked-in-more-than-65-million-in-march/ https://technode.com/2019/04/02/briefing-tencents-pubg-mobile-raked-in-more-than-65-million-in-march/#respond Tue, 02 Apr 2019 06:53:15 +0000 https://technode-live.newspackstaging.com/?p=100506 The game just had its best month yet in terms of gross revenue.]]>

PUBG Mobile Revenue Grew 83% in March, Surpassing $65 Million as Fortnite Slipped – Sensor Tower

What happened: Tencent’s “PlayerUnknown’s Battlegrounds Mobile” (PUBG Mobile) brought in more than $65 million in gross revenue in March, according to mobile intelligence firm Sensor Tower. The game’s gross revenue recovered from a slump in February and surged 83% month on month, making March the best month yet for the game in terms of total player spending. The amount was also 81% higher than the $36 million revenue from rival title “Fortnite.” “PUBG Mobile” has grossed a total of more than $320 million outside China to date.

Why it’s important: The impressive performance of PUBG Mobile in overseas markets could be good news for Tencent, which is still waiting for approvals that would allow it to monetize the game and “Fortnite” in China. To put the growth of “PUBG Mobile” into perspective, the game’s gross revenue in March 2019 was close to nine times that of the $7.6 million it generated between from May 16 to June 18 in 2018, according to another Sensor Tower report. However, with game approvals harder to come by in the coming years, one successful title probably isn’t enough to reverse the overall slowdown of growth in Tencent’s gaming segment.

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Briefing: Tencent plans 10% share buyback in bid to boost value https://technode.com/2019/04/02/briefing-tencent-plans-10-share-buyback-in-bid-to-boost-value/ https://technode.com/2019/04/02/briefing-tencent-plans-10-share-buyback-in-bid-to-boost-value/#respond Tue, 02 Apr 2019 05:41:02 +0000 https://technode-live.newspackstaging.com/?p=100462 Tencent's move may help shore up the value of its shares, which has risen more than 40% since an October 2018 low.]]>

Tencent Holdings to buy back 10 per cent of shares to shore up stock price – South China Morning Post

What happened: Tencent has filed a notice on the Hong Kong Stock Exchange that it plans to repurchase 10% of its currently circulating 9.52 billion shares. The decision is subject to shareholder approval at the company’s May 15 annual meeting. On Monday, Tencent’s shares rose 1.1% to HKD 365 ($47), amid a general rise in Hong Kong’s stock market. Tencent’s move may help shore up the value of its shares, which has risen more than 40% since an October 2018 low but still falls short of the company’s all-time high in January 2018.

Why it’s important: Tencent has seen a partial rebound following a months-long, government-led crackdown on the online game sector, which took a toll on its gaming business last year. The company reported that gaming revenue and growth largely stagnated in the fourth quarter of 2018. Chinese regulators once again began issuing licenses for new games in December, albeit at a much slower pace than before. Facing a potentially grim outlook in gaming, at a March press conference Tencent announced it would increase investment into cloud computing, a field in which its rival Alibaba has also gone “all-in.”

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Briefing: Douyin launches premium ad format, TopView https://technode.com/2019/04/02/briefing-douyin-launches-premium-ad-format-topview/ https://technode.com/2019/04/02/briefing-douyin-launches-premium-ad-format-topview/#respond Tue, 02 Apr 2019 04:40:54 +0000 https://technode-live.newspackstaging.com/?p=100465 Bytedance short video TikTok viralThe new ad format are splash screen ads that continue after the default three seconds.]]> Bytedance short video TikTok viral

抖音TopView超级首位广告上线,全新移动营销感官体验来袭 – Douyin

What happened: Short video app Douyin officially began to promote a new ad feature named TopView on its official WeChat account on Tuesday. First launched on Mar. 18, TopView enables advertisers to deploy splash screen ads that continue after the default three seconds, lasting up to a minute. After the first three seconds, TopView ads will keep playing until users tap away. First to use the new ad feature were automakers Lincoln and BMW, cosmetics brand MAC and consumer electronics manufacturer Vivo.

Why it’s important: Bytedance has been actively working to diversify its revenue streams with acquisitions in gaming, education, and productivity segments, but the launch of TopView suggests that the company is also stepping up its advertising efforts. While the new ad format weighs on user experience, its more premium pricing and the seemingly positive advertiser uptake could translate into revenue upside for Bytedance.

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Briefing: Chinese social media star Mimeng dissolves media company https://technode.com/2019/04/01/briefing-chinese-social-media-star-mimeng-dissolves-media-company/ https://technode.com/2019/04/01/briefing-chinese-social-media-star-mimeng-dissolves-media-company/#respond Mon, 01 Apr 2019 06:19:18 +0000 https://technode-live.newspackstaging.com/?p=100346 The announcement was made Mar. 30 and came in the form of a WeChat Moments update.]]>

从年入上亿到解散公司,咪蒙创业“出埃及记” – Jiemian

What happened: Mimeng, a social media star known for clickbait titles and controversial content, has announced the dissolution of her eponymous media company, media outet Jiemian reported on Monday. The announcement was made Mar. 30 and came in the form of a WeChat Moments update. Prior to the dissolution, Mimeng Group shut down its flagship WeChat account in February 2019 after being accused of fabricating a story. The social media star apologized, but was censured by the People’s Daily and subsequently banned from Weibo and Bytedance-owned Jinri Toutiao.

Why it’s important: At its peak, Mimeng’s WeChat account had 13 million followers and reportedly charged RMB 800,000 (around $119,300) for a single ad in its posts. Her downfall highlights the resolution of the Cyber Administration to purge the Chinese internet of misleading and lowbrow content. In October 2018, it began a wave of crackdowns targeting “self-media,” shutting down close to 10,000 WeChat media accounts and instructing 10 of the largest content platforms in China to enforce stricter regulations.

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Briefing: Bytedance acquires cloud-based productivity tool Mubu https://technode.com/2019/03/29/briefing-bytedance-acquires-cloud-based-productivity-tool-mubu/ https://technode.com/2019/03/29/briefing-bytedance-acquires-cloud-based-productivity-tool-mubu/#respond Fri, 29 Mar 2019 09:49:46 +0000 https://technode-live.newspackstaging.com/?p=100241 Bytedance Tiktok Singapore InvestmentBytedance continues its advance into online documents and productivity tools with this acquisition.]]> Bytedance Tiktok Singapore Investment

字节跳动收购效率工具“幕布”,张一鸣的 To B 野心 – 36Kr

What happened: Cloud-based productivity tool Mubu confirmed that it was fully acquired by Bytedance, media outlet 36Kr reported on Friday. The acquisition occurred in 2018 but was not publicized at the time. The founder of Mubu, Wang Xu, said he will remain on as CEO and continue to manage its operations. Mubu’s parent company was founded in December 2015 and Mubu launched in March 2016. Mubu’s features are similar to that of Google Docs, with some additional features that help users with note-taking.

Why it’s important: Bytedance continues its advance into online documents and productivity tools. Prior to this, Bytedance led a Series B for cloud-based productivity suite Shimo Docs in 2017. The parent company of Douyin and TikTok has also been preparing to launch Lark, a work collaboration app that it has been using internally, to take on popular US productivity platform, Slack. Meanwhile, Tencent and Alibaba have also launched their versions of online document tools. Mubu could potentially help Bytedance further diversify its revenues, which now skews heavily toward advertising.

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Court bars Douyu from submitting complaints about Huya to App Store https://technode.com/2019/03/29/court-bars-douyu-from-submitting-complaints-about-huya-to-app-store/ https://technode.com/2019/03/29/court-bars-douyu-from-submitting-complaints-about-huya-to-app-store/#respond Fri, 29 Mar 2019 07:44:50 +0000 https://technode-live.newspackstaging.com/?p=100189 The ruling took effect immediately and will last until the court reaches a final decision.]]>

Guangzhou Nansha People’s Court has issued a ruling to stop live-streaming platform Douyu from lodging complaints against Huya on Apple’s App Store, news outlet Dayoo News reported.

The ruling took effect immediately and will last until the court reaches a final decision. This is the first court ruling in China that prohibits companies from submitting complaints to app stores, the report says.

The dispute started with three livestreamers who signed contracts to perform exclusively on Douyu but then started livestreaming shows on Huya. Douyu claimed that they began working with Huya before their Douyu contracts expired, and Huya maintained that the livestreamers terminated their contracts with Douyu prior to joining Huya.

Douyu soon followed up with a string of complaints to Apple’s App Store. It accused Huya of copyright infringement and requested that Apple take down the two Huya apps related to the alleged infringement, Huya Livestreaming and Huya Livestreaming HD. The number of complaints from Douyu about Huya dated August 2018 to February 2019 totals 23.

Huya filed a lawsuit against Douyu in January 2019, claiming that the complaints are malicious and defamatory. Huya also asked for an injunction to halt Douyu’s complaints in the same filing.

According to excerpts of the court ruling obtained by Securities Daily (in Chinese), Douyu’s goal is “not to stop Huya from using the content from the three livestreamers who are related to the case, but to delete Huya apps entirely from the App Store” (our translation). This behavior is intended to “eradicate competitors and gain market share” and “is not justified,” the court concluded.

Douyu told Securities Daily that they have applied for a review of the case.

The founder and CEO of Huya’s parent company, Li Xueling, reposted a news article on Friday about the ruling in his WeChat Moments with a comment that Douyu “couldn’t beat us, so they acted shamelessly” (our translation).

Douyu and Huya are two of the largest live-streaming platforms in China and are both backed by Tencent. They have been in a war for live-streaming talent for the past few years, luring celebrity livestreamers to jump ship with larger and larger paychecks.

Huya’s total revenues reached RMB 4.66 billion (around $678 million) in 2018. It also had 116.6 million monthly active users (MAU) as of the fourth quarter of 2018, according to its financial report filings. In comparison, Douyu reportedly brought in revenue of around RMB 4 billion in 2018.

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Briefing: Alibaba invests in mobile content platform Qutoutiao https://technode.com/2019/03/29/briefing-alibaba-invests-in-mobile-content-platform-qutoutiao/ https://technode.com/2019/03/29/briefing-alibaba-invests-in-mobile-content-platform-qutoutiao/#respond Fri, 29 Mar 2019 06:06:37 +0000 https://technode-live.newspackstaging.com/?p=100172 The $171 million loan will be converted into a sizable stake in the company.]]>

Qutoutiao Announces Investment by Alibaba – Nasdaq

What happened: Alibaba invested $171 million in the popular mobile content startup Qutoutiao, entering into a convertible loan agreement that gives the tech giant 4% of shares upon full conversion. Shares of Quotoutiao, which have skyrocketed 88% in the past three months, surged 12% after the announcement and before markets opened for the day.

Why it’s important: Qutoutiao, which recently recorded large net losses despite impressive growth in monthly active users (MAU) and net revenues, should welcome Alibaba’s investment as both a vote of confidence and a useful cash infusion to mitigate the costs of rapid expansion. Founded in 2016, the content aggregator already has 93.8 million MAU who on average spend over an hour using the app each day. Qutoutiao is already backed by Alibaba competitor Tencent, which led a $200 million Series B before its IPO in September.

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Briefing: Tencent reassigns Yoo Video team, fights for traction in short video https://technode.com/2019/03/29/briefing-tencent-reassigns-yoo-video-team-fights-for-traction-in-short-video/ https://technode.com/2019/03/29/briefing-tencent-reassigns-yoo-video-team-fights-for-traction-in-short-video/#respond Fri, 29 Mar 2019 04:24:49 +0000 https://technode-live.newspackstaging.com/?p=100104 Yoo Video's standalone app will continue to operate, but it will also be incorporated into Tencent Video as a channel.]]>

腾讯短视频再调整:yoo视频被裁撤,业务团队整合进腾讯视频 – All Weather TMT

What happened: Tencent has reportedly disassembled the team behind its short video app Yoo Video and reassigned them to WeSee and Tencent Video, media outlet All Weather TMT reported citing people with knowledge of the matter. Yoo Video halted collaborations with content providers in January. Its standalone app will continue to operate, but it will also be incorporated into Tencent Video as a channel. Tencent officially launched Yoo Video in November 2018. As of writing, the app has been downloaded around 908,000 times, according to app database website Qimai.com.

Why it’s important: Yoo Video is the latest of Tencent’s failed attempts to make a stand in the short video market. Tencent has launched an array of short video apps in the past five years. With the exception of WeSee, which received most of Tencent’s recent promotional efforts and achieved some success, most of them flopped. With users already invested in apps such as Douyin and Kuaishou, Tencent is struggling to gain share in the short video market.

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Briefing: More than 90% of Chinese minors are online, official survey finds https://technode.com/2019/03/29/briefing-more-than-90-of-chinese-minors-are-online-official-survey-finds/ https://technode.com/2019/03/29/briefing-more-than-90-of-chinese-minors-are-online-official-survey-finds/#respond Fri, 29 Mar 2019 03:06:12 +0000 https://technode-live.newspackstaging.com/?p=100081 Some 30% were reportedly exposed to "harmful" online content including violence, pornography, drugs, and gambling.]]>

未成年人互联网普及率突破九成 – People’s Daily

What happened: Internet penetration rate among minors ages six to 18 in China is 93.7%, according to a survey conducted by China Internet Network Information Center (CNNIC), totaling around 169 million youth. In comparison, the internet penetration rate of China’s population as a whole is only 57.7%. Internet access between minors in rural versus urban areas were largely in line at 89.7% and 95.1%, respectively. Excluding elementary school-age children, the internet penetration rate for all other age groups exceeded 96%. Nearly 88% of those surveyed said they used the internet for educational purposes; a majority also reported going online to listen to music, as well as to play games. Some 16% of minors said they had experienced online bullying or harassment, and 30% were reportedly exposed to “harmful” online content including violence, pornography, drugs, and gambling.

Why it’s important: High rates of internet use among minors has led to public concern over their safety and well-being. One major target for government crackdown has been gaming, where regulations on the release of new licenses have caused industry-wide fallout. Tech giants like Tencent have implemented controls for minors on some of their most popular offerings in response to worries over addiction and adverse health effects. The effects have also bled into the popular arena of short videos, with industry leaders Douyin and Kuaishou creating “youth mode” options this month that restrict spending and filter content. Even educational offerings haven’t been immune: In January, China’s Education Ministry ordered school staff to identify and ban “harmful” apps and WeChat official accounts of all kinds.

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Briefing: Bytedance invests in celebrity and KOL management agency https://technode.com/2019/03/28/briefing-bytedance-invests-in-celebrity-and-kol-management-agency/ https://technode.com/2019/03/28/briefing-bytedance-invests-in-celebrity-and-kol-management-agency/#respond Thu, 28 Mar 2019 11:38:43 +0000 https://technode-live.newspackstaging.com/?p=100058 Bytedance Tiktok Singapore InvestmentThe management agency has a roster of celebrities including Angelababy and Papi Jiang. ]]> Bytedance Tiktok Singapore Investment

Bytedance invests in celebrity management agency – KrAsia

What happened: Bytedance has made an investment of an undisclosed amount in a celebrity management agency named Mountain Top, according to Chinese business research platform Tianyancha.com. The Beijing-based agency was founded in 2015 and has a roster of movie A-listers including Angelababy and Zhou Dongyu. The firm also manages KOLs such as Papi Jiang who has more than 30 million followers on Bytedance’s Douyin (aka TikTok).

Why it’s important: Bytedance, the operator of popular news aggregator Jinri Toutiao and short video app Douyin, has been plotting its foray into long-form videos like films and television drama segments—a market dominated by platforms including Baidu’s iQiyi, Tencent Video, and Youku. Investing in celebrity agencies would give Bytedance the talent and resources to produce more ambitious projects. The startup made a similar move last year by establishing a new venture for talent management, TV show production, and distribution.

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Short video app Kuaishou launches youth control feature https://technode.com/2019/03/28/short-video-app-kuaishou-launches-youth-control-feature/ https://technode.com/2019/03/28/short-video-app-kuaishou-launches-youth-control-feature/#respond Thu, 28 Mar 2019 05:20:34 +0000 https://technode-live.newspackstaging.com/?p=99952 Chinese short video app KuaishouYouth mode limits users to a total of 40 minutes of use per day and locks the app overnight.]]> Chinese short video app Kuaishou

Short video app Kuaishou launched on Thursday a “youth mode” that restricts underage user access on the platform, following Douyin in creating in-app ecosystems designed specifically for young users.

Upon opening the app, a notice pops up asking whether users want to turn on youth mode, which limits users to a total of 40 minutes of use per day and locks the app from 10 p.m. until 6 a.m. the next day. The feature was rolled out at the request of the Cyberspace Administration of China, according to an announcement on the administration’s website.

On youth mode, users are blocked from accessing the default search function or using the “discover within a city” feature, which is essentially a feed of images, videos and livestreams pulled from other users in the same city. Activities such as sending cash gifts, topping-up and withdrawing cash are also locked.

Based on TechNode’s observations, the feed for young users contains only videos, most of which are about sports, music, Chinese calligraphy, and pets. Compared with an unrestricted feed, youth mode filters content that could be considered sexually suggestive, such as females posing for videos in figure-hugging or overly revealing clothing, a common sight on the platform.

Tencent-backed Kuaishou has taken no measures to make the mode mandatory. Users can simply skip the pop-up notice and use the app without restrictions.

The new youth mode appears to be an update to the “parent monitoring mode” Kuaishou launched in April 2018, which added the time-limit feature and removed some “non-educational” content such as game videos. Kuaishou introduced the parent monitoring mode five days after the Cyberspace Administration of China reprimanded the company for spreading lowbrow content and ordered reforms.

Earlier this month, Bytedance-owned Douyin also officially rolled out its version of youth mode with similar functionalities, as EEO previously reported (in Chinese). The youth mode was updated today at the request of the Cyberspace Administration of China to impose the same restrictions on user time as Kuaishou. According to a post on Douyin’s official WeChat account, the new version also features detection mechanisms that identify underage users and automatically switches them to youth mode.

Correction: This article has been corrected to reflect that Douyin’s youth mode limits user time and has detection mechanisms for underage users. An earlier version of this story incorrectly stated that it limits use time with a different feature.

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Briefing: Tencent tests livestreaming for WeChat public accounts https://technode.com/2019/03/28/tencent-live-stream-wechat-public/ https://technode.com/2019/03/28/tencent-live-stream-wechat-public/#respond Thu, 28 Mar 2019 04:33:12 +0000 https://technode-live.newspackstaging.com/?p=99903 Wechat ban apps facebook wechat yoAccount operators are now able to apply to test the product by filling out a questionnaire about their content and followers.]]> Wechat ban apps facebook wechat yo

腾讯直播内测推进,公众号粉丝可通过微信小程序看直播 – TechNode

What happened: Tencent, which previously acknowledged ongoing development of a live-streaming feature for WeChat public accounts, has moved forward in the internal testing process. Account operators are now able to apply to test the product by filling out a questionnaire about their content and followers. Development is headed by Tencent’s live-streaming team rather than WeChat. Reportedly, official account operators will be able to broadcast via Tencent’s live-streaming app; users will be able to sign up and watch via a WeChat mini-program link rather than downloading the app itself. Currently, the feature does not support paid content, monetary gifts for live-streamers, or external links in mini-programs.

Why it’s important: The new feature comes amid a two-year trend of declining views for WeChat public accounts, the social app’s media ecosystem. WeChat founder and president Zhang Xiaolong acknowledged the decline in the platform’s annual January announcements. He also discussed a new, short video feature for WeChat intended to tap into growing user preference for more visual communication. In pushing forward live-streaming efforts, however, Tencent faces an uphill battle. Bytedance announced this month that it will combine staff from its three popular short video appsDouyin, Xigua, and Vigoto build a larger platform for its live-streaming business. Smaller game live-streaming company Panda TV also confirmed its bankruptcy in early March after sinking into RMB 1 billion ($149 million) in debt amid cutthroat competition.

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Briefing: Chinese lesbian dating app Rela exposed 5 million user profiles https://technode.com/2019/03/28/briefing-chinese-lesbian-dating-app-rela-exposed-5-million-user-profiles/ https://technode.com/2019/03/28/briefing-chinese-lesbian-dating-app-rela-exposed-5-million-user-profiles/#respond Thu, 28 Mar 2019 03:28:18 +0000 https://technode-live.newspackstaging.com/?p=99910 A server containing personal user data was left without password protection, possibly since June 2018.]]>

Rela, a Chinese lesbian dating app, exposed 5 million user profiles – TechCrunch

What happened: Dutch security researcher Victor Gevers found an unsecured database containing 5.3 million user profiles on a popular gay and queer Chinese dating app, Rela. The profiles included nicknames, dates of birth, height, weight, ethnicity, sexual preferences, interests and, in some cases, geolocation. The data were found on a server that was not password-protected. Gevers believes the user records have been exposed since June 2018.

Why it’s important: The LGBTQ+ community in China still faces stigmatization and discrimination. Gay dating apps have found a big market by enabling individuals to connect in the safety of the online world. Established apps like Blued have attracted multiple rounds of investment and boast large user bases, but many others face legal obstacles. Rela disappeared from app stores in May 2017 amid reports that the government shut it down, though officials never confirmed. It reappeared a year later. Zank, a well-known app for gay and bisexual men was shut down because of laws against pornographic content.

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Appetite for food-delivery apps wanes among small restaurant owners https://technode.com/2019/03/28/appetite-for-food-delivery-apps-wanes-among-small-restaurant-owners/ https://technode.com/2019/03/28/appetite-for-food-delivery-apps-wanes-among-small-restaurant-owners/#respond Thu, 28 Mar 2019 01:30:29 +0000 https://technode-live.newspackstaging.com/?p=99256 Rising commission fees are eroding profitability at small restaurants. Many owners say they've had enough. ]]>

For the past six years, the lives of Chi Hongwei and her husband have revolved around their 30-square-meter franchise restaurant that sells wontons, a type of traditional soup dumpling.

Located in Songjiang University Town, a suburban district of Shanghai that is home to tens of thousands of university students, they know their business model works: feeding hungry tech-savvy students, who usually use food-takeout apps to order the meals delivered to their dorms. In peak months such as December, the small restaurant is filled with the nonstop sound of notification messages emanating from the cash register, reminding Chi and her husband of incoming orders.

“Sometimes it turns out to be a little too overwhelming for us to handle,” Chi recalls, adding that the restaurant could receive as many as 500 orders in a single day.

The past five years could be considered a golden age for many such small restaurants. Many managed to amass a small fortune by piggybacking on the enormous popularity of the food-delivery apps. Not only did these digital platforms offer a new and more efficient channel to market meals, but their operators were also willing to provide them bonuses in the form of promotional subsidies.

Now it seems those days may be numbered. As Tencent-backed Meituan and Alibaba-backed Ele.me have snatched up most of the market, the idea of partnering with online delivery platforms is not as attractive as it used to be. Some small restaurant owners are turning their backs on food-delivery apps, creating their own WeChat mini-programs to take orders or reverting to distributing paper menus to gain customers.

By abandoning online channels, they can shift their focus back to higher-yield in-store guests, they say.

When Chi and her husband opened a small sushi restaurant in September, just 50 meters away from their wonton shop, they decided not to list it on Meituan or Ele.me. That decision appears to have paid off. “So far, the offline traffic is not bad,” says Chi.

Power shift

In the past, China’s food-delivery market involved several players, but it has since undergone major consolidation. It’s now effectively a duopoly made up of Meituan and Ele.me—combined, the two hold 90% of the market share, according to a report from China Tonghai Securities citing data from research firm Analysys. Meituan led the sector with a market share of around 60%, followed by Ele.me, which had around 35%, according to the report.

Market share changes in China’s food-delivery sector (Image credit: TechNode/Yu Dingzhang)

With the rise of smartphone penetration in China, ordering food online became popular in the early 2010s as a string of startup platforms like Ele.me, Dianwoba, and Waimai Chaoren raced into the emerging sector. Access to almost unlimited capital played a big role in helping those firms to gain early supremacy in the food-delivery market. Hefty subsidies were distributed to entice both merchants and consumers.

Early on, the merchants had leverage. To gain an edge on their competitors, food-delivery apps spent freely to enlist more restaurants, which was a crucial baseline for luring more customers. Merchants enjoyed the freedom to choose among platforms, opting for whichever service offered the most preferential policies or largest subsidies. Moreover, shops that were reluctant to adopt new technologies did not feel they were losing out because app usage rates were low.

That’s no longer the case. Usage rates are through the roof and nearly everyone in the food and beverage industry now offers a delivery option.

The dynamics between platforms and merchants took a gradual turn as market consolidation allowed the tech giants to dominate the booming sector. As subsidy-powered competition weeded out smaller competitors, the battle soon became a proxy war between Baidu, Alibaba, and Tencent.

Between 2015 to 2017, Alibaba-backed Ele.me, Tencent-backed Meituan and Baidu Waimai emerged as the largest players in the sector. The three-way battle ended when Baidu walked away from food delivery to focus on artificial intelligence. Ele.me acquired Baidu Waimai in 2017.

In 2018, a series of events solidified the dominance of Meituan and Ele.me. Alibaba took over Ele.me and merged it with the company’s local services unit Koubei in October. Tencent-backed Meituan raised $4.2 billion in its Hong Kong IPO last September.

With the landscape settling into a duopoly, the food-delivery platforms became the rule-setters, leaving merchants in a weaker bargaining position.

At the same time, the proliferation of subsidies worked to cement new food-ordering practices among consumers, offering discounts to reward them for ordering via apps.

The effect on China’s dining scene has been profound, especially on smaller venues. Restaurants now rely so heavily on takeout orders that many have effectively pivoted from sit-in dining rooms to delivery-only kitchens, or restaurants with little or no seating. Sometimes waitstaff run around filling large orders for delivery, paying scant attention to or even ignoring on-site guests.

“Food delivery is a ‘winner takes most’ market, which is why these companies invest so much in subsidies to buy market share,” said Lucas Englehardt, founder and CEO of the now-defunct food-delivery platform Waimai Chaoren. “Being the dominant player allows them to charge restaurants more, with fees that get passed along to customers.”

Such an arrangement isn’t healthy for the market, says Shanghai-based Englehardt, who is now CEO of Xixilab, a teeth whitening and aligning kits developer. He expects the trend to continue, now that the two leading platforms have gone public. “I don’t see the battle finishing anytime soon, as both have money to spend and different strengths to leverage,” he told TechNode in a recent interview.

Englehardt said that in other countries, it’s less common for companies to rely on subsidies to push out smaller players. But because neither Ele.me nor Meituan is profitable yet and neither player fully dominates the market, the government won’t limit their aggressive behavior, he added.

Commission hikes hit merchants

Chi, the wonton shop owner, said that as recently as 2018, merchants could still find a way to collaborate profitably with the food-delivery platforms. However, the last straw came this January when Meituan and Ele.me hiked the fees they charge restaurants by three percentage points, pushing commission rates to more than 20% in some cases. This means that for every RMB 100 ($15) that a restaurant brings in per order, they may pay up to RMB 20 in commission to the platforms.

For owners of small restaurants in Shanghai, commission rates in mid-February have risen from 16% to 18%—and that applies to vendors who are willing to list their restaurant exclusively on one delivery platform. If they opt to be listed on multiple platforms, it’s common practice for them to be charged higher commissions, usually around 20%.

An Ele.me spokesperson denied that the company is raising commissions, although she acknowledged that the commissions for some restaurants in Songjiang University Town might rise when certain preferential policies expire this year.

“We aren’t raising our commissions,” said the Ele.me spokesperson. “We’re actually reducing them materially in many regions in China, like Guangdong, Chongqing, Jiangxi, Sichuan and Fujian, to support merchants.”

Meituan declined to comment.

From an international perspective, 20% is quite high, according to Englehardt. Overseas commissions range from 5% to around 15%, he said. The platforms in China often provide the delivery as opposed to those abroad where typically the restaurant does its own deliveries, he noted.

Commission fees vary depending on the size and location of the business. Larger restaurants have more bargaining power when dealing with the delivery platforms, according to Zhu Congyang, a hot pot chain restaurant operator in Shanghai.

In Chi’s experience, those commission fees can make the difference between profit and loss. A bowl of wontons sells for RMB 20, but around 45% of that revenue goes into the pocket of the wonton-chain parent company for franchise fees and food supplies, while 15% goes to the online food-ordering platforms as commission. Out of the remaining 40%, they must account for other overhead costs: utilities, the salaries of their three employees, and shop rental of more than RMB 6,000 a month.

Cost breakdown for a bowl of wontons priced RMB 20 (Image credit: TechNode/Yu Dingzhang)

Another burden for restaurant owners is the expense associated with discounts. In order to attract customers, online platforms ask merchants to offer discounts to consumers. For instance, if the customer’s total order exceeds RMB 20, they qualify for a discount of RMB 3.5. Those discounts are subsidized by the merchants.

After all costs have been deducted, the final profit from that RMB 20 bowl of wontons is less than RMB 1.5 for Chi and her husband.

On top of that, some merchants choose to pay the delivery platforms more than RMB 10,000 per month to secure an attention-grabbing placement on the delivery app. If the customer’s home or office is far from the restaurant, Chi must pay an additional RMB 2 per order to cover the distance beyond the standard delivery range. Often, this can wipe out any potential profit from the food order.

“Who would have thought that we might end up losing money because of online orders?” Chi said. “Many of us don’t want to provide discounts, and maybe don’t want to take online orders at all, but we have no other choice.”

Franchisees like Chi are urged to participate in the discount programs; otherwise, they will be punished for not fulfilling sales targets. Even restaurant owners not bound by franchise arrangements say they’re not willing to take the risk of losing customers to competitors. This is especially true for restaurants with an out-of-the-way location.

Zhan Chufeng, founder of the Let’s Soup Party restaurant chain, which operates over 70 outlets in southern China’s Guangdong province, said online orders are an important part of his company’s operations, representing around 70% of total orders.

The commission rates they pay to Meituan and Ele.me vary between 15% and 18%, which is much lower than what the majority of merchants pay. “We got lower fees because we are a premium brand,” said Zhan. “With subsidies provided, the commission fee is still bearable for us. But the ideal rate is around 13%,” he added.

Back to basics

Given the circumstances, merchants who find themselves dependent on delivery orders are left with few options. The simplest way to maintain their current margin is to pass the cost increases on to consumers, either by raising the price or lowering the quality of food. But such tactics can jeopardize the long-term success of the business.

Some shop owners are turning their attention back to the customers who show up in person to the restaurant to consume food on the premises. “We prefer the in-house orders where possible,” says Xiao Hua, owner of a dumpling restaurant in suburban Shanghai. For an order priced RMB 16, dine-in guests pay the full price. However, if that order were being delivered as takeout, he would only get around RMB 12 after the deduction of current commission fees, he said.

Xiao Hua is taking a break at his dumpling restaurant (Image credit: TechNode/Emma Lee)

Zhuang Shuai, the founder of Beijing-based consulting firm Bailian, said that boosting offline store operations to increase the proportion of in-store consumption, and strengthening the development of new dishes and new brands, could also help small- and medium-sized merchants achieve higher returns.

To be sure, while some smaller merchants are feeling the heat as a result of commission hikes, other factors are also weighing down restaurant owners. Increasing competition or rising market costs could also be at play, said Michael Norris, strategy and research manager at AgencyChina in Shanghai.

And it’s not as if the platforms are rolling in cash as a result of their commission income. Meituan’s operating losses surged 57% year-on-year to RMB 3.7 billion in the fourth quarter of 2018. Revenues from the food-delivery segment increased by 66.1% to RMB 11 billion in the same period from RMB 6.6 billion a year earlier. Meanwhile, the company’s food-delivery costs increased 53.6% year-on-year during the reporting period, which management attributed to mounting salary costs for its delivery fleet.

Ele.me’s revenue, which primarily represents income from platform commissions, provision of food-delivery services and other services, totaled RMB 5.15 billion, according to Alibaba’s fourth quarter 2018 financial report.

Friction between on-demand platforms and delivery workers has also been on the rise. Meituan, Ele.me, and Didi—which is scaling back its food-delivery service after launching last year—have all faced disputes with their delivery fleet workers. “In contrast to parcel delivery, food delivery is more time-sensitive and order demand varies hugely during peak and valley hours,” said Zhan of Let’s Soup Party.

The subsidy-fueled growth “spoiled” both users and merchants, according to Esme Pau, an analyst from Tonghai Securities. But ultimately, the core issue facing the industry is its hotly contested nature. “The only way to overcome competition is for Meituan and Ele.me to reach a consensus in setting prices,” she says. “However, we do not expect this to happen in the near term,” adds Pau.

For Chi, mixing technology with food preparation has been a frustrating experience. “The platforms failed to make it easier to do business,” she says. “Instead, I feel more stressed out than ever before.”

Additional reporting by Yu Dingzhang. 

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Briefing: Chinese firm looking to sell Grindr after US raises security concerns https://technode.com/2019/03/27/briefing-chinese-firm-looking-to-sell-grindr-after-us-raises-security-concerns/ https://technode.com/2019/03/27/briefing-chinese-firm-looking-to-sell-grindr-after-us-raises-security-concerns/#respond Wed, 27 Mar 2019 15:41:01 +0000 https://technode-live.newspackstaging.com/?p=99889 Kunlun Tech purchased the app in 2016 and was preparing its IPO. ]]>

Told US security at risk, Chinese firm seeks to sell Grindr dating app – Reuters

What happened: The owner of popular LGBTQ dating app Grindr has canceled plans for the app’s IPO and is now seeking to sell it at auction after the Committee on Foreign Investment in the United States (CIFUS) said its ownership poses a national security risk. Gaming company Beijing Kunlun Tech bought Grindr in 2016 for $93 million but never submitted its acquisition for CIFUS review, which made committee action possible even years after the purchase was completed. Grindr has hired investment bank Cowen Inc. to spearhead the sale.

Why it’s important: While CIFUS has not commented on its rationale for undoing the acquisition, this is not the first time it has blocked the purchase of US companies by Chinese firms. According to Jason Waite, a partner at law firm Alston & Bird LLP focusing international trade regulations, “Personal data has emerged as a mainstream concern of CFIUS.” Grindr collects a broad range of information it about its users, including location and sometimes HIV status, and has come under fire by privacy advocates.

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Briefing: Bytedance to launch K-12 online education platform https://technode.com/2019/03/27/briefing-bytedance-to-launch-k-12-online-education-platform/ https://technode.com/2019/03/27/briefing-bytedance-to-launch-k-12-online-education-platform/#respond Wed, 27 Mar 2019 09:19:14 +0000 https://technode-live.newspackstaging.com/?p=99865 bytedance jinri toutiao tiktok topbuzzThe platform will debut in time for the 2019 summer holidays and will initially offer live-streamed mathematics courses for primary school students.]]> bytedance jinri toutiao tiktok topbuzz

今日头条秘密孵化K12网校,对标猿辅导 – 36Kr

What happened: Bytedance is forming an online education platform for kindergarten, primary, and high school students, media outlet 36Kr reported on Tuesday. The platform will debut in time for the 2019 summer holidays and will initially offer live-streamed mathematics courses for primary school students. It will hire former employees of major educational training sites such as Xueersi and Yuanfudao.

Why it’s important: The platform launch marks Bytedance’s push for a larger share of the online education market. According to 36Kr, Bytedance has been hiring large numbers of course consultants and product operations personnel for K-12 products since 2018, possibly in preparation for the new platform. The company’s two existing education products—one-on-one English tutoring platform Gogokid and foreign teacher live-streaming platform aiKID—haven’t had much success despite various promotional efforts. However, the new platform could see Bytedance leverage the experience it has gained and become a major player in the field.

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Briefing: Bytedance vice president wins defamation lawsuit against Baidu https://technode.com/2019/03/27/briefing-bytedance-vice-president-wins-defamation-lawsuit-against-baidu/ https://technode.com/2019/03/27/briefing-bytedance-vice-president-wins-defamation-lawsuit-against-baidu/#respond Wed, 27 Mar 2019 08:12:15 +0000 https://technode-live.newspackstaging.com/?p=99843 Bytedance Tiktok Singapore InvestmentBytedance vice president Li Liang sued Baidu for publishing at least one slanderous article targeting him.]]> Bytedance Tiktok Singapore Investment

字节跳动李亮:因侵犯我个人名誉权,百度将在首页发声明道歉 – BiaNews

What happened: Bytedance vice president Li Liang posted on his Jinri Toutiao account Wednesday a screenshot of a court ruling that orders Baidu to apologize and compensate him for a defamation-related lawsuit. According to excerpts of the ruling obtained by BiaNews, Li sued Baidu for publishing at least one slanderous article targeting him on its website and app. The ruling requires Baidu to delete the related articles, apologize to Li with an announcement placed “conspicuously” on baidu.com, and pay the Li a total of RMB 50,000 (around $7,443) in damages.

Why it’s important: Although the ruling is a win for Li as an individual, it could potentially help Bytedance gain an upper hand in similar disputes or lawsuits with other entities in the future. It also appears that Baidu will comply or face consequences which will further pressure the search giant. Should Baidu not comply, the court will release details of the ruling to media outlets as a specific condition of the ruling. In a separate matter, Bytedance sued Baidu in June 2018 for posting a total of 14 articles that reportedly defamed Bytedance and its products.

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Briefing: NetEase and PUBG Corp settle lawsuit over copyright infringement https://technode.com/2019/03/27/briefing-netease-and-pubg-corp-settle-lawsuit-over-copyright-infringement/ https://technode.com/2019/03/27/briefing-netease-and-pubg-corp-settle-lawsuit-over-copyright-infringement/#respond Wed, 27 Mar 2019 04:59:12 +0000 https://technode-live.newspackstaging.com/?p=99801 The case started in April, when PUBG sued NetEase for copyright infringement, unfair competition, and trade dress infringement.]]>

PUBG & NetEase settle “battle royale” copyright lawsuit – McArthur Law Firm blog

What happened: NetEase and PUBG Corp recently settled a copyright infringement dispute over NetEase’s mobile titles “Knives Out” and “Rules of Survival.” PUBG Corp, the developer of “PlayerUnknown’s Battlegrounds” (PUBG), sued NetEase in April for copyright infringement, unfair competition, and trade dress infringement, claiming that the two NetEase games closely resemble PUBG. The two companies went through several motions, with NetEase calling the lawsuit a “shameless attempt” at monopolizing the battle royale genre and PUBG Corp claiming NetEase made strategic changes to the game after the lawsuit was filed. The terms of the settlement agreement are confidential.

Why it’s important: While the settlement details are unknown, it could potentially change the future of NetEase’s highly popular “Knives Out” title. With game approvals in China harder to come by and slower to process in 2019 due to regulatory changes, it is increasingly important for NetEase to ensure its revenues from overseas markets. The settlement could have a major impact on this key revenue stream. “Knives Out” was the top-grossing Chinese game in overseas markets for five consecutive months beginning in August, according to the company’s 2018 earnings report.

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Briefing: Video platform iQiyi aims to raise $1.1 billion in convertible bond sale https://technode.com/2019/03/26/iqiyi-1-1-billion-convertible/ https://technode.com/2019/03/26/iqiyi-1-1-billion-convertible/#respond Tue, 26 Mar 2019 10:33:28 +0000 https://technode-live.newspackstaging.com/?p=99700 iqiyi fraud user number luckin short seller muddy watersThis is iQiyi's second convertible bond offering after raising $2.4 billion in its public offering on Nasdaq a year ago.]]> iqiyi fraud user number luckin short seller muddy waters

China video-streaming firm iQIYI targets raising $1.1 billion in convertible bonds – Reuters

What happened: Chinese video-streaming platform iQiyi plans to raise about $1.05 billion by offering convertible bonds in one of the largest-ever such sales by a US-listed Chinese company, as it seeks to fortify itself financially in the crowded online video market. According to a term sheet obtained by Reuters, the new six-year bond will pay a coupon between 2% and 2.5%. The total size of the deal could reach $1.2 billion, as it also has an over-allotment option for up to $150 million. This is iQiyi’s second convertible bond offering after raising $2.4 billion in its public offering on Nasdaq a year ago. It paid off its $750 million convertible bond obligation with a 3.75% coupon in December.

Why its important: The Baidu-backed video-streaming company faces pressure from rivals including Bytedance and Tencent, which have gained an advantage in China’s burgeoning short-video market. IQiyi recorded a net loss of RMB 3.5 billion (around $550 million) in the fourth quarter of 2018, ballooning 470% compared with RMB 612 million losses in the same period a year earlier. The company spent heavily to produce original premium content, further pressuring its margins, according to CFO Wang Xiaodong. Its stock price closed at $24.02 on Monday, nearly half of its record high of $46.23 in June.

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Briefing: Bytedance reportedly launches reading app https://technode.com/2019/03/26/briefing-bytedance-reportedly-launches-reading-app/ https://technode.com/2019/03/26/briefing-bytedance-reportedly-launches-reading-app/#respond Tue, 26 Mar 2019 09:27:40 +0000 https://technode-live.newspackstaging.com/?p=99686 The app offers a wide array of novels for free but includes pages of ads within the books.]]>

字节跳动推出番茄小说,但产品设计几乎是米读的翻版 – Jiemian

What happened: Bytedance has reportedly released a reading app, “Fanqie Xiaoshuo,” which translates literally as “Tomato Novel,” according to media outlet Jiemian. The app offers a wide array of novels for free but includes pages of ads within the books. As of writing, it ranked fourth among free reading apps on Apple’s China App Store. Records Jiemian obtained from app database website Qimai.com showed that the developer previously developed a reading app with a name that translates to “Tomato Reading” with a bundle ID—the identification code for apps in Apple’s ecosystem—that is related to Bytedance. The record has since disappeared from the website, and the company had no comment, according to Jiemian.

Why it’s important: The addition of a novel-based platform further expands Bytedance’s product lineup. Although the app received a number of bad reviews for frequent ads and low-quality content, the fact that it is ranked so highly two months after first appearing on the App Store indicates that it is quickly gaining users. Bytedance has recently made major moves to diversify its business, such as establishing an internal platform to support its live-streaming services and acquiring a Shanghai-based mobile games company.

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Briefing: Social app Love Bank removes itself from app stores https://technode.com/2019/03/25/briefing-social-app-love-bank-removes-itself-from-app-stores/ https://technode.com/2019/03/25/briefing-social-app-love-bank-removes-itself-from-app-stores/#respond Mon, 25 Mar 2019 08:37:08 +0000 https://technode-live.newspackstaging.com/?p=99475 The removal is due to the large amounts of 'non-compliant' content shared by the app’s community.]]>

“爱情银行”关停下架暂停一切服务:存在大量违规内容 – 36Kr

What happened: Social app Love Bank on March 25 has removed itself from all app stores under requirements established by the country’s content regulators. According to an announcement from Love Bank’s official Weibo account, the removal is the result of large amounts of “non-compliant” content in the app’s community. All services on the app, including cash withdrawal, will be suspended during the removal. Prior to the removal from app stores, Love Bank has been accused of false advertising, which promised couples RMB 1,000 (around $150) cash prizes if they check in every day for a year. The company ended up imposing increasingly difficult check-in requirements.

Why it’s important: Love Bank’s removal from app stores is the latest development in a crackdown by content regulators that began this month. From the app’s Weibo announcement, it seems that vulgar content could be the primary reason for the app’s shutdown. While it is uncertain whether the false advertising incident has anything to with the removal, it could have put the app on regulators’ radar. Also on the same day, sports commentary app Hupu disappeared from app stores. The reason for that disappearance is still unknown.

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Briefing: Sports commentary app Hupu disappears from app stores https://technode.com/2019/03/25/sports-app-hupu-takedown/ https://technode.com/2019/03/25/sports-app-hupu-takedown/#respond Mon, 25 Mar 2019 03:45:33 +0000 https://technode-live.newspackstaging.com/?p=99380 Offerings such as live text commentary on NBA games have grown the popularity of the app.]]>

虎扑APP遭全网下架 原因未知 – Techweb

What happened: Popular sports commentary app Hupu has disappeared from major Android stores as well as Apple’s China App Store. Its parent company Hupu also runs a website with sports-related news and other content, as well as an e-commerce app called Shihuo. As of Monday morning, Shihuo was still listed on various app stores. However, posts on the official WeChat account of Hupu’s flagship app have been deleted. The company has not yet commented on the takedown.

Why it’s important: Offerings such as live text commentary on NBA games have grown the popularity of Hupu’s app. Last January, the company raised RMB 618 million ($92 million) during a round of funding led by investment banking firm China International Capital Corporation. However, the sports marketing enterprise has also faced challenges. In early 2017, it put an end to plans for an IPO, Chinese outlet The Paper reported. Later, company co-founder and CEO Cheng Hang told media that while a boom in investment was ending, 2018 would see “high-speed development” for sports-related companies with strong assets.

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Briefing: Zoom files for IPO following strong revenue growth  https://technode.com/2019/03/25/briefing-zoom-files-for-ipo-following-strong-revenue-growth/ https://technode.com/2019/03/25/briefing-zoom-files-for-ipo-following-strong-revenue-growth/#respond Mon, 25 Mar 2019 00:23:38 +0000 https://technode-live.newspackstaging.com/?p=99351 The video conferencing startup has doubled revenues year-over-year since 2017.]]>

Video-conferencing company Zoom files to go public with over $300 million in revenue — and it’s even profitable – CNBC

What happened: Zoom, the startup offering an affordable, easy to use video conferencing service, filed for IPO on Friday. Founded in 2011 by former WebEx engineer Eric Yuan, Zoom posted a net positive income in the fiscal year ending on Jan. 31 following a $1 billion valuation in 2017. It will look to raise $100 million upon listing on the NASDAQ under the ZM symbol, and joins a host of other tech startups such as Lyft, Pinterest and Airbnb also making preparations to go public.

Why it’s important: Despite its relative youth, Zoom has held up against larger competitors like Microsoft, Google and even Cisco, which purchased WebEx for $3.2 billion in 2007. And while its current conferencing service is oriented toward the enterprise and education sectors, founder and CEO Eric Yuan mentioned in a recent conversation with GGV Capital that the company is looking into creating a consumer-focused version of its product, which could compete more squarely with the likes of Skype and Google Hangouts. With a most recent net income of $7.6 million, Zoom is poised to buck the trend of startups filing for IPO before reaching profitability.

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Pinduoduo’s free cash flow conundrum https://technode.com/2019/03/22/pinduoduos-free-cash-flow-conundrum/ https://technode.com/2019/03/22/pinduoduos-free-cash-flow-conundrum/#comments Fri, 22 Mar 2019 08:29:06 +0000 https://technode-live.newspackstaging.com/?p=98974 pinduoduo colin huang e-commerceTo what extent is the cash in payables to merchants and merchant deposits freely usable by Pinduoduo?]]> pinduoduo colin huang e-commerce

Pinduoduo is growing fast, but it’s burning cash to do it. Can they keep this up?

They have 113 million more active buyers on an annual basis than JD.com and grew revenue 652% last year. But they spent more than their revenues on sales and marketing, which includes discount promotions. Sales and marketing expenses grew even faster than revenues last year at 900%.

The key question is whether the company is bringing in enough cash to cover its spending. This is measured by a figure called free cash flow, a measure of the cash produced that is free to be used by the firm for whatever they want.

If Pinduoduo is free cash flow positive they’ll likely be able to continue their growth spend and get even larger. If its free cash flow negative, the growth plan will put too much strain on their cash position and, it will eventually fail. To say it simply: the stakes are high.

Pinduoduo announced 2018 results on March 13, and at first glance it looks like Pinduoduo is producing tons of cash: “net cash provided by operating activities” was over RMB 7.7 billion (about $1.15 billion).

But wait—they are including restricted cash in this figure. Restricted cash cannot be included in free cash flow, because it isn’t freely usable by the company.

Pinduoduo’s most recent press release does not give the components of net cash from operating activities, so I need to go back to their Form F-1 filed on June 29, 2018. There you can see three large changes in operating assets and liabilities: restricted cash, payables to merchants and merchant deposits.

What are these items, and how much of it is free for Pinduoduo to use? According to “Note 2: Summary of Significant Accounting Policies” in Pinduoduo’s IPO prospectus: “Restricted cash represents cash received from consumers and reserved in a bank supervised account for payments to merchants.” Restricted cash is not freely usable and therefore should be excluded from free cash flow.

Payables to merchants appear to arise when a customer orders a product, pays for it, and the cash is held in an account waiting to be paid to the merchant. Pinduoduo’s merchant FAQ website says merchant withdrawals are typically fulfilled within 2-4 days of a request. It sounds quite like the restricted cash definition above.

I would like to point out that payables to merchants reflects transactions on Pinduoduo’s marketplace, and does not contribute to Pinduoduo’s revenue. Pinduoduo’s revenue is composed of online marketing services and commissions on transactions. Payables are a function of their “GMV”—an acronym which resembles the gross merchandise volume reported by other platforms, but which is calculated with a non-standard approach that includes all orders “regardless of whether the products and services are actually sold, delivered or returned” and likely includes many merchant shipping fees. Pinduoduo does not spell out the acronym.

Merchant deposits, according to the merchant FAQ website are required by personal or enterprise accounts in order to unlock the restrictions on the “free” merchant accounts, such as the ability to withdraw funds. Deposits will be returned to the merchant after they close their virtual shop.

The reader may be familiar with what happened to Ofo, the bike-sharing company, when they allegedly mismanaged customer deposits: 10 million users applied for refunds and their CEO was placed on government blacklist.

Here’s the big question: to what extent is the cash in payables to merchants and merchant deposits freely usable by Pinduoduo?

My opinion, based on reading the filings available as of today, is that payables to merchants are restricted cash, and that merchant deposits may be freely usable if there isn’t a wave of requests in a short time period—call it 50% freely usable.

A prudent free cash flow calculation for Pinduoduo might look like this:

Pinduoduo has proven they can grow their marketplace with growth spending: promotions, advertising, online/offline marketing and so on. If they are free cash flow positive, then awesome! They can keep growing. But if not, it’s going to require a change in strategy. It could force them to back off their growth spend and, growth could flatten—or worse, decline. Worst case, if the company is using “restricted cash” accounts as free cash it could experience a bank-run type situation as merchants request their deposits back and its payables to merchants account declines.

What could change my view? More clarity and disclosures around the nature of payables to merchants and merchant deposits: to what extent are these accounts restricted? Pinduoduo will file a Form 20-F in the coming weeks and they are required to disclose the nature of the restrictions on cash. I will be waiting with bated breath.

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Briefing: Huawei to release rumored TV set in April https://technode.com/2019/03/22/huawei-release-tv-april/ https://technode.com/2019/03/22/huawei-release-tv-april/#respond Fri, 22 Mar 2019 04:44:27 +0000 https://technode-live.newspackstaging.com/?p=99249 Huawei Annual ReportThe device could possibly be equipped with dual cameras, among other features.]]> Huawei Annual Report

华为电视将于4月发布,目标年销售1000万台 – Jiemian

What happened: A supply chain executive of Huawei’s television segment told Chinese media Jiemian that the company would release its rumored Huawei TV next month, which could possibly be equipped with dual cameras, along with gaming and social media features. The executive also said that Huawei TV aims to sell 10 million units each year, which would make up 20% of China’s TV market. In addition to consumer devices, Huawei would also branch out into the commercial TV market, said him.

Why it’s important: The rise of 5G technology has sparked a trend whereby smartphone makers move into the TV business. Analysts said Huawei’s television plan aims to create more entry points into future 5G-powered internet of things scenarios by establishing a smart home system. Meanwhile, Shenzhen-based smartphone manufacturer OnePlus announced in September that it had decided to enter the smart TV market, and expects to release its first 4K Ultra HD TV in 2019.

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Briefing: TikTok and Douyin rake in $75 million with in-app purchases https://technode.com/2019/03/22/tiktok-douyin-in-app-purchases/ https://technode.com/2019/03/22/tiktok-douyin-in-app-purchases/#respond Fri, 22 Mar 2019 03:46:45 +0000 https://technode-live.newspackstaging.com/?p=99242 tiktok douyin bytedanceTikTok users in the US contributed the most to the sales, purchasing close to $41.3 million worth of coins.]]> tiktok douyin bytedance

TikTok Has Made $75 Million So Far from In-App Purchases on the App Store and Google Play – Sensor Tower

What happened: TikTok and Douyin have brought in an estimated $75 million (around RMB 500 million) through in-app sales of virtual coins, according to mobile app intelligence firm Sensor Tower. TikTok users in the US contributed the most to the sales, purchasing close to $41.3 million worth of coins, or 55% of the global total. About 23% of the revenue came from China’s iOS users, who use the app’s Chinese version, Douyin. The figure doesn’t include revenue from China’s third-party Android stores. Both TikTok and Douyin users can purchase virtual coins and use them to exchange gifts that can be given to livestreamers.

Why it’s important: The substantial revenue from virtual coins, which received little promotional effort from Bytedance, highlights the popularity of Douyin and TikTok. In addition to the high total revenue, monthly global in-app sales revenue is also seeing strong growth—the number surged by almost 250% year-on-year to $5.5 million in February 2019. While in-app purchases are still insignificant compared to Bytedance’s advertising business and would contribute only minorly to the company’s ambitious RMB 100 billion revenue goal for 2019, they could potentially become a much more significant revenue source given the right strategies.

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Briefing: Xiaomi briefly joins short video craze with new app https://technode.com/2019/03/22/xiaomi-short-video-app/ https://technode.com/2019/03/22/xiaomi-short-video-app/#respond Fri, 22 Mar 2019 03:12:46 +0000 https://technode-live.newspackstaging.com/?p=99201 It's a latecomer to the short video scene, where Bytedance and BAT are already wrestling for user attention spans.]]>

Xiaomi Releases Short Video App – Yicai Global

What happened: Following in the footsteps of Bytedance and Tencent, Chinese smartphone maker Xiaomi launched its own short video entertainment app. Zhenjing Video is operated by a company in the southwestern city of Chengdu, in which Xiaomi has a controlling stake. As of Thursday it was still available on Xiaomi and Baidu’s Android app stores but has since been taken down, although a WeChat mini-program by the same name remains live. The app hosted videos ranging from one minute to 10 minutes, plus features such as personalized content and ‘bullet screens’ for displaying comments. Users are currently unable to upload their own videos, however.

Why it’s important: Xiaomi is a latecomer to the short video scene, where Bytedance, as well as tech titans Baidu, Alibaba, and Tencent, are already wrestling for users’ attention spans–either through strategic investment or by producing their own products. However, an app might just make sense for the smartphone maker, which has already built an in-phone ecosystem of internet services from gaming to music to livestreaming. While internet services made up only 9% of all company revenue in 2018, showing 0.5% growth from 2017, it grew 61% compared to the year before. The gross profit margin of Xiaomi’s internet services also grew from 57% to 63%, led by video and live streaming offerings.

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Tencent records overall growth in 2018 as gaming revenues stagnate https://technode.com/2019/03/21/tencent-records-overall-growth-in-2018-as-gaming-revenues-stagnate/ https://technode.com/2019/03/21/tencent-records-overall-growth-in-2018-as-gaming-revenues-stagnate/#comments Thu, 21 Mar 2019 14:06:33 +0000 https://technode-live.newspackstaging.com/?p=99171 Company's game revenues disappoint in fourth quarter. First half 2019 could also brings challenges. ]]>

Tencent saw overall growth in 2018 but stagnant gaming revenues for the fourth quarter of the year, according to earnings results released Thursday.

Total revenues for the three months ended Dec. 31 increased 28% year-on-year to around RMB 84.90 billion ($12.37 billion), and revenues for the full year 2018 increased 32% year-on-year to around RMB 312.69 billion.

Profits of the fourth quarter also dropped 35% to around RMB 14.02 billion.

Tencent’s online games revenues in the fourth quarter of 2018 was RMB 24.20 billion, with no year-on-year growth. The company described the situation as “broadly stable” compared to the same period of 2017.

Smartphone games revenues of the fourth quarter increased 12% year-on-year to RMB 19 billion, slowing down significantly compared to the 59% year-on-year growth rate for the same period in 2017.

Meanwhile, PC client games revenue decreased by 13% in the fourth quarter to around RMB 50.60 billion. The company explained that the drop is due to users’ continuing shift to mobile platforms.

Esme Pau, an analyst at China Tonghai Securities said that Tencent’s mobile game revenue in the fourth quarter is “slightly disappointing” and attributed it to Tencent’s failure to monetize some popular games.

Tencent is still waiting for approval to monetize three highly profitable titles: “Fortnite,” “PlayerUnknown’s Battlegrounds” (PUBG), and “PUBG Mobile.”

While “Fortnite” and “PUBG Mobile” are already distributed in China but unable to bring in revenue, “PUBG” is yet to be officially launched in the country.

The game approval authority of China, the State Administration of Press and Publications (SAPP) has since resumed game approvals, but the process is likely to take longer, and the number of approvals is likely to be lower, according to a recently published Tonghai Securities research report.

For 2019, Tencent plans to strengthen its portfolio by enhancing internal R&D capability and external partnerships. It also intends to step up overseas expansion through exploring new game genres and strengthening its overseas publishing capability, the company said.

Tencent has also started recruiting users for a closed beta for one of its cloud gaming service Start since Wednesday. Prior to that, it demonstrated another cloud gaming platform called Instant Play in February.

The company, however, could see higher costs as it tries to sustain legacy titles and traverse an increasingly complex regulatory landscape, said Pau. “In our view, the first half of 2019 will be challenging for its game segment,” she added.

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In China, paying others to play games for you is big business. Tencent is not amused https://technode.com/2019/03/21/in-china-paying-others-to-play-games-for-you-is-big-business-tencent-is-not-amused/ https://technode.com/2019/03/21/in-china-paying-others-to-play-games-for-you-is-big-business-tencent-is-not-amused/#respond Thu, 21 Mar 2019 09:10:50 +0000 https://technode-live.newspackstaging.com/?p=98986 Despite frequent crackdowns by Tencent, MMR boosting services continue to thrive.]]>

If a game is popular enough, it is almost certain that its players will find ways to not play by the rules.

While some thinking-outside-the-box gameplay behaviors are harmless, others are more disruptive to the overall player experience. The most notorious is the use of cheats—software or scripts that give players an unfair advantage by enabling impossible feats such as seeing through walls or landing shots from miles away.

Lesser-known but also highly damaging behaviors include match making rating (MMR) boosting, in which a high-skilled player participates in matches using another player’s account to boost the account’s in-game rankings. Like cheats, boosting has become an industry in itself.

MMR boosting exists mainly in multiplayer games where high rankings serve as badges of honor and give players the opportunity to face more skilled opponents, with multiplayer online battle arena (MOBA) games being a prime example. As a problem that game developers around the world are still struggling to address, MMR boosting has left a deep mark in Tencent’s two most popular games: “League of Legends” and “Honour of Kings.”

Tencent has been battling cheats and MMR boosting for a while, suspending or banning any accounts found to be using them, but it has recently ramped up efforts to purge these behaviors from its most profitable titles. In addition to suspending more noncompliant accounts, the gaming giant released a new set of rules last month stating that livestreamers are not allowed to spread information about software and services that could damage the integrity of its games. While cheats and their distribution channels have receded to the shadowy corners of private messaging groups as a result of regular crackdowns, MMR boosting services is thriving in full daylight.

Supply and demand

MMR boosting services, known as dailian in Chinese, is available for several Tencent games on platforms such as Dailiantong and Dailianmao. Customers, referred to as “boostees,” can place orders for a specified increase in rankings on the platform, which will then assign each order to a “booster.” All of the platforms claim to be using “professional” boosters, offering customers money-back guarantees if boosters fail to complete the order.

Similar services are also rife on online shopping platforms such as Taobao and Tmall; stores boast about the quality of their service and provide customers with prompt text message notifications before the boosting service starts and after it ends. Several vendors display images of rooms filled with boosters as part of their product description; one store even advertised itself as the “pillar of the MMR boosting industry” that others should look up to.

The price of MMR boosting in China varies according to platforms but is a bargain compared to what gamers would pay in countries such as the US. An MMR boost for “League of Legends”—from the lowest division to the highest—costs $1,315 on Proboosting.net on non-China servers, whereas an equivalent boost on Dailianmao is RMB 1,953 (around $290).

The sales numbers on the platforms and stores are no less impressive. In the past five years, Dailiantong claims to have completed 30 million orders, which it assigned to more than 500,000 boosters. Between March 1 and 19 of this year, the top four Tmall stores that offer MMR boosting for “League of Legends” sold more than RMB 6.7 million worth of boosting services.

Tencent actions

MMR boosting can do real monetary damage to game developers and publishers. Cui Chenyu, a game analyst at information services company IHS Markit, said that while MMR boosting is less disruptive to games than cheats, it does wreak havoc. “MMR boosting can impact things like user diversity and user experience and can make acquiring new users difficult for developers,” she said.

In June 2018, Tencent released an official announcement explaining MMR boosting in “League of Legends” on its game security website and outlining the punishment for the behavior: First-time offenders’ accounts would be suspended for a week, second-time offenders will receive a one-month suspension and have their season-end prize canceled, and repeat offenders will be banned permanently from the game. If a repeat offender registers other accounts and continues violating the rules, the company will also consider issuing a hardware ban on their device, a Tencent spokesperson told TechNode.

Tencent subsequently released several notices citing the number of accounts suspended monthly for MMR boosting. Since January 2019, the company has increased the frequency of notices from monthly to weekly and significantly upped the number of suspensions. While the whole of December saw around 10,000 suspensions, the number surged to more than 25,000 in January and has continued to rise; nearly 40,000 were suspended in February. The Tencent spokesperson attributed the surge to the start of a new game season for “League of Legends.”

Tencent did not elaborate on the technical details of how it detects MMR boosting when responding to questions from TechNode, but says it makes decisions based on a number of factors, including players’ in-game behavioral patterns and reports from other players.

The results of Tencent’s crackdowns are mixed. The top four Tmall stores selling MMR boosts for “League of Legends” have received thousands of complaints about accounts being suspended after purchasing the service. However, the majority of comments lauded the boosters for completing orders quickly without incurring any form of punishment.

Players’ opinions

Tencent has cited three reasons for punishing boosters and boostees in “League of Legends”: damaging the user experience, devaluing the work of others, and endangering account security. Their June 2018 announcement explained that “League of Legends” assigns players to tiers with opponents who have similar skill levels; when a boostee plays on a MMR boosted account, they will not be able to keep up and ultimately become a burden to their team. Several players, however, told TechNode that they were most bothered by high-skilled boosters participating in lower-tier matches, as they can turn evenly matched games into one-sided “slaughters.”

While players generally dislike boosters, many are selective about their reporting. Peng Ying, a 21-year-old student at Nanjing Audit University in East China’s Jiangsu province, said he always flags opponent boosters because they can “annihilate our top laner with ease,” referring to a position that players can choose in the game. However, Peng admitted that he doesn’t report teammate boosters. “They are usually way more skilled than we are, and are assets on the team,” he said.

Other players simply don’t care enough to report, saying that there’s no need to take the game that seriously. Qian Lingfeng, a fourth-year student at Southwest Jiaotong University in Sichuan province and a veteran “League of Legends” player, said he has never reported boosters even when their identities are obvious. “Boosters also need to make a living. There’s no need to be too mad at them,” he said.

Legal gray area

Tencent has never tolerated those who use and produce cheats. Players found to be cheating in “League of Legends,” for instance, immediately receive a three-year suspension of their accounts. In 2017, Tencent also worked with police authorities to arrest more than 120 suspects who participated in the development and distribution of cheats for their games, according to the company’s game security website. The number of arrested suspects grew to over 300 in 2018, involving around RMB 151 million.

In contrast to clamping down on cheaters and those who manufacture cheats, Tencent has not taken strong action to stop MMR boosting, aside from suspending offenders’ accounts, leaving untouched the businesses and platforms that provide the service. According to legal experts, this is because the development and distribution of cheats is illegal, whereas the legality of MMR boosting is still unclear.

“Cheats are malware, and anyone who develops them disrupts computer information systems, which is a criminal offense. They also illegally break into computer information systems and gather data in violation of the seventh amendment to the Criminal Law of the People’s Republic of China,” Zou Yi, a lawyer at the Nanjing office of Denton Law, told TechNode.

In addition to those two offenses, creators and distributors of cheats could also face charges of illegal business operations and copyright infringement, said He Jing, an intellectual property lawyer at the Beijing branch of Merits & Tree Law Offices.

Legislation on MMR boosting and similar services has passed in countries like South Korea, but is still nonexistent in China. Without clear laws, game developers and publishers can only restrict such services in practice based on the terms of the user agreement.

Lawyers are still debating the legality of MMR boosting, with experts taking two sides, He told TechNode. One side argues that the service is legal since boostees and boosters engage in a service contract that does not damage the interests of a third party. Based on this view, publishers can punish offenders by suspending their accounts but cannot take legal action.

The other side’s reasoning is similar to Tencent’s, holding that MMR boosting damages game environments, rules, and balances, which could lead to drops in player counts and shortened game lifespans. Boosting arguably disrupts normal market order and competition, damaging the profits and interests of game publishers, meaning that it violates the law against unfair competition.

While a lawsuit could potentially determine which view will prevail, none yet have been filed. “As of now, no game developer or publisher has charged MMR boosting service providers with this reason,” He said, referring to violations of the law against unfair competition. “And if they don’t, judicial authorities can’t make a decision on this issue.”

Tencent did not directly answer whether it would resort to legal means to reduce the number of MMR boosting service providers, but the spokesperson said that the company reserves the right to “hold accountable those who threaten game security and who profit illegally.”

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Tencent to begin closed beta for cloud gaming service Start https://technode.com/2019/03/21/tencent-to-begin-closed-beta-for-cloud-gaming-service-start/ https://technode.com/2019/03/21/tencent-to-begin-closed-beta-for-cloud-gaming-service-start/#respond Thu, 21 Mar 2019 06:20:29 +0000 https://technode-live.newspackstaging.com/?p=99059 cloud gaming Tencent ChinaUsers can choose any number of the five available platforms on which to experience the service.]]> cloud gaming Tencent China

Tencent has on Wednesday launched a website for its cloud gaming service named “Start,” allowing users to apply for slots in a closed beta that will be available in Guangdong province and Shanghai.

Users can only log in on the website with their QQ accounts, and need to provide information including their phone numbers, broadband providers and bandwidth. They can choose any number of the five available platforms on which to experience the service: Windows, MacOS, iOS, Android and TV.

The website also asks users to show their “most unique side” in the “reasons for application” section, stating that the closed beta has limited slots. There doesn’t seem to be a word limit for this section.

Users not in Guangdong and Shanghai can still submit applications but won’t be able to trial the service until its open beta. The website did not specify when the closed beta or open beta will start.

Tencent did not give more details about the service when reached by TechNode. It did, however, add five Start-related positions on its recruitment website. Four of them are for senior platform engineers, and one is for an overseas operation manager.

Start could get some support from game engine Unity, which announced on Monday at the Game Developers Conference 2019 a partnership with Tencent to support its cloud services.

Prior to Start, Tencent already showcased a cloud gaming platform named “Tencent Instant Play” in February, which is the result of a partnership between Tencent and Intel that works on PCs and smartphones. The service enables users to play games with high hardware requirements without using premium computers or installing games.

The launch of Start’s website came less than a day after Google unveiled its cloud gaming service Stadia. Earlier this month, Microsoft also provided the first live demonstration of its game streaming service called “Project xCloud,” which was made known last year.

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Bytedance barred from using WeChat user information in Douyin, Duoshan https://technode.com/2019/03/20/bytedance-barred-from-using-wechat-user-information-in-douyin-duoshan/ https://technode.com/2019/03/20/bytedance-barred-from-using-wechat-user-information-in-douyin-duoshan/#respond Wed, 20 Mar 2019 10:42:42 +0000 https://technode-live.newspackstaging.com/?p=98946 The suspension is not final but will last until the final judgment of the case at a future date.]]>

Tianjin Binhai New Area People’s Court issued a ruling on Wednesday to stop Bytedance from using user information taken from WeChat and QQ on two of its apps, according to media outlet TMT Post (in Chinese).

The temporary ruling prohibits Bytedance from using handles and profile pictures that originate from Tencent’s WeChat and QQ when recommending new friends to users on Douyin, the Chinese version of hit short video app, TikTok. It is also barred from transferring login authorizations that WeChat and QQ users have given to Douyin to apps other than Douyin. Bytedance also cannot use handles and profile pictures in short video app Duoshan that originate on Tencent’s WeChat and QQ.

According to the ruling, the suspension is not final but will last until the final judgment of the case is made at a future date.

The incident started with a push notification from Duoshan on Tuesday, which asked users to make sure that their handles and profile pictures on Duoshan are different from those on WeChat and QQ. According to the notification, this is because “the account information on WeChat/QQ, including profile pictures and handles belongs to Tencent” (our translation). The notice said the the changes should be made “at Tencent’s request.”

Tencent responded to the notification, calling the claims “nonsense,” and accused Douyin of using user information from WeChat and QQ on Duoshan in violation of good faith, business ethics, open platform user protocols, and related regulations. Tencent mentioned in the response that it had started legal action against Douyin and Duoshan.

Bytedance was quick to refute Tencent’s response. Bytedance said in a notice that Douyin acquired user consent when accessing their WeChat handles and profile pictures. It also maintained that Duoshan does the same things if users register the social app with Douyin accounts.

Bytedance has been locked in a fierce rivalry with Tencent for several years, and both companies have been taking measures to gain an upper hand. Tencent, for instance, stopped users from registering accounts on Douyin using WeChat accounts in January and has been blocking Duoshan from WeChat since the launch. Meanwhile, Bytedance has been steadily adding mini-app features similar to those on WeChat to Douyin and its content aggregator, Jinri Toutiao.

The rivalry has also led to a number of lawsuits, with the two companies charging each other with allegations ranging from copyright infringement to unfair competition.

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Tencent Music records solid revenue and paying user growth in 2018 https://technode.com/2019/03/20/tencent-music-records-solid-revenue-and-paying-user-growth-in-2018/ https://technode.com/2019/03/20/tencent-music-records-solid-revenue-and-paying-user-growth-in-2018/#respond Wed, 20 Mar 2019 09:01:49 +0000 https://technode-live.newspackstaging.com/?p=98902 The company saw strong growth in total revenues in the fourth quarter and full year 2018, but reported a net loss in fourth quarter.]]>

While there has always been a discussion amongst music lover, as to which is better amazon music vs tidal, the Tencent Music Entertainment Group (TME) saw strong growth in total revenues in the fourth quarter, and full-year 2018 and a solid increase in paying users in 2018, according to earnings results released Tuesday.

Total revenues in the three months ended Dec. 31 increased more than 50% year-on-year to RMB 5.40 billion (around $785 million), and revenues for the full year 2018 increased 73% year-on-year to RMB 18.99 billion.

The company reported a net loss of RMB 876 million in the fourth quarter of 2018, primarily due to a one-off share-based accounting charge of more than RMB 1.5 billion related to equity issuance to two music label partners. Full-year gross profit for 2018 nearly doubled year-on-year, and net profit increased by around 38% despite the RMB 1.5 billion accounting charge.

Paying users of TME’s online music service segment grew close to 40% year-on-year in 2018 to 27 million, and purchased RMB 2.5 billion worth of subscription packages. Notably, the number of paying users comprised only around 4% of TME’s 644 million mobile monthly active users (MAU) in 2018.

TME’s social entertainment segment grew its paying users nearly 23% year-on-year. Products in this segment include online karaoke platform WeSing and concert live-streaming platforms Kogou Live and Kuwo Live. Together, these products drove social entertainment revenues up nearly 72% year-on-year to around RMB 13.5 billion.

The company said during the earnings call that it will step up investment in original music and video content, though CEO Cussion Kar Shun Pang stated that producing original content is just an addition to the company’s core business of music distribution.

“Our venture into more original content is really quite complementary to that core business, and we are doing it in a way that does not compete directly with our label partners…We are only doing things where our label partners do not do,” Pang said.

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In bid to up its monetization game, Q&A site Zhihu expands membership program https://technode.com/2019/03/19/zhihu-paid-content-membership/ https://technode.com/2019/03/19/zhihu-paid-content-membership/#respond Tue, 19 Mar 2019 10:53:47 +0000 https://technode-live.newspackstaging.com/?p=98739 Benefits for members include increased access to paid content, specialized customer service, and exclusive emojis.]]>

Once known as a Quora copycat, 220 million-strong Q&A platform Zhihu is forging ahead with its paid content ecosystem with the launch of a new membership system on Monday.

According to a press release, paying yanxuan huiyuan (“salt select members,” translated literally) will receive increased access and new features. These include an advanced keyword search function from Zhihu’s homepage as well as the ability to post images in the comments section of responses and articles.

They’ll also have nearly complete access to Zhihu’s paid content, which includes subscriptions to hundreds of Chinese magazines, plus 3,500 private classes and live-streaming lectures and 10,000 e-books unique to the platform. In addition, they’ll receive exclusive customer service and emojis.

Former Zhihu “super members” and “reading club members” will automatically be upgraded to the new system, with RMB 198 (around $29.50) yearly fee remaining the same. Other Zhihu users can also buy in for the same price.

The shift represents a change from the site’s old membership model, run through its “Zhihu University” educational offering–a set of paid online courses on business, humanities, science, and other subjects. By contrast, according to a company representative, the new system allows members access across the platform’s wide variety of resources. It’s also part of a bid to offer users a more “competitive” package and eventually, “enrich and improve our business model.”

To reflect the platform’s renewed focus on membership services, a department named for Zhihu University will be renamed Zhihu’s “membership business department.”

Zhihu has played around with various schemes in the past to boost community participation and ensure quality content. Last October, for instance, it launched a ‘social credit’ plan along the lines of Alibaba’s Sesame Credit system, which rewards users for factors such as “friendly interaction” and “content creation.” Like other content platforms, however, it faces the challenge of monetizing user interest.

In late February, for instance, anime and gaming website Bilibili announced a net loss of RMB 565 million in 2018 despite a near-quadrupling in the number of paying users. The CFO of streaming platform iQiyi similarly stated that 2018 was a “transition year” for the company as it doubled down on original video content. While that company beat analyst expectations in 2018, it lost RMB 9.1 billion ($1.3 billion) in total while reporting 72% year-on-year growth of paying members.

According to the press release, membership status will not affect question or answer rankings. As of January, Zhihu had over 220 million users, the majority of whom are relatively young, in the 18-35 range, and seeking self-improvement material, company VP Zhang added.

The site’s latest update comes shortly after the announcement of a partnership between the Q&A site and e-commerce site JD.com on March 8. Under the agreement, both old and new members will receive a one-year membership for JD.com’s discount program, JD.com Plus. That deal also included a one-year VIP membership for iQiyi.

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Briefing: Bytedance forms internal platform to support live-streaming business https://technode.com/2019/03/19/bytedance-internal-platform-livestreaming/ https://technode.com/2019/03/19/bytedance-internal-platform-livestreaming/#respond Tue, 19 Mar 2019 10:07:53 +0000 https://technode-live.newspackstaging.com/?p=98775 bytedance jinri toutiao tiktok topbuzzThe platform combines the technical and operations teams for live-streaming services from three of Bytedance’s video apps.]]> bytedance jinri toutiao tiktok topbuzz

字节跳动搭建“直播大中台”,张一鸣想在广告之外寻觅第二台“赚钱机器” – 36Kr

What happened: Bytedance has reportedly formed an internal platform to provide support for its live-streaming business, media outlet 36Kr reported, quoting several people familiar with the matter. Referred to as the live-streaming “big middle platform”, or dazhongtai in Chinese, it combines the technical and operations teams for live-streaming services from three of Bytedance’s video apps: Douyin, Xigua Video, and Huoshan. It is intended to systematize and unify repeatable processes to increase the efficiency of the company’s live-streaming business.

Why it’s important: The formation of the platform could mean Bytedance is no longer just treating livestreaming as an additional feature to its short video apps but as more an important business. Prior to the new platform for livestreaming, Bytedance established one that helps Douyin and Jinri Toutiao with user acquisition and retention. With livestreaming being a different business to short videos, Bytedance requires a different supporting platform to speed up its expansion in the livestreaming segment without drastically driving up costs. This strategy could potentially help the media giant realize its ambitious goal of ramping up its revenue to RMB 100 billion (around $15 billion) in 2019.

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Weibo users support ‘Apex Legends’ blocking China gamers https://technode.com/2019/03/19/weibo-users-support-apex-legends-blocking-china-gamers/ https://technode.com/2019/03/19/weibo-users-support-apex-legends-blocking-china-gamers/#respond Tue, 19 Mar 2019 08:55:10 +0000 https://technode-live.newspackstaging.com/?p=98706 Weibo users say that they would rather not play the game than face being shamed in every match. ]]>

Many users of Chinese social media platform Weibo support the idea of a region block for China in the hit battle royale title “Apex Legends,” amid concerns that lack of regulation could render the newly launched game unplayable.

“Apex Legends” launched two months ago and has already amassed a user base of more than 50 million players worldwide. However, like many other multiplayer first-person shooter games, it has been plagued by cheats. According to a Reddit post from the game developer earlier this month, more than 355,000 players have been banned for cheating since launch.

Cheats are software that boost player performance, and cheaters are immediately detectable to other players during matches. A player using a cheat, for example, can shoot with 100% accuracyeven fatally targeting opponents through walls or by aiming at the ground—or can maneuver through the game at unrealistic speeds.

Chinese players have a reputation among worldwide peers for cheating in games of this genre: 99% of cheaters in “PlayerUnknown’s Battlegrounds” are from China, according to statistics from anti-cheat provider Battleye. Subsequently, players from other regions routinely accuse Chinese players of cheating and destroying the game experience during matches. Hundreds of Reddit users have urged the game developer, Respawn Entertainment, to region-lock China, limiting Chinese players to a separate in-country server.

On Weibo, many Chinese players appear to support the region lock, saying that they would rather not play the game than face being shamed in every match. “I am in support of a region lock … most of us are good, but one rotten apple spoils the rest, and we have a lot more than one rotten apple in ‘Apex Legends’,” (our translation) said one Weibo user using the handle, “Jogger Godfather.”

Another Weibo user complained about Chinese players advertising cheats in the game’s voice chat. “Put the region lock in place quickly. I played two matches tonight and I had teammates who were selling cheats in both of them,” the user said.

Comments under a popular Weibo post from a user by the handle “Prog-Veka,” allegedly a concept artist at Respawn Entertainment, highlights the severity of the issue. Some users said that they have seen a sharp rise in the number of Chinese cheaters on several Asian servers, whom they identified by using the pinyin for the user names. Other users said that the game is quickly becoming unplayable because of cheaters on those servers.

“Every time teammates from other regions ask me where I’m from, I have to add, ‘I’m not cheating,’ after saying I’m from China. It’s embarrassing,” a Weibo user going by the handle “Binjiang Sofia” said.

Cheats for “Apex Legends” are thriving in China. They are widely available on platforms such as Taobao and QQ for prices as low as RMB 1 ($0.15) for three hours of use. Transactions for the most popular cheats number in the thousands, enough so that a number of Taobao sellers use bots that automatically send users the software once payments are confirmed.

Screenshot of Taobao store selling cheats for Apex Legends (Image credit: Tony Xu/TechNode).

Cheats are illegal in China and those involved in its development and distribution can be charged with up to four criminal offenses, He Jing, an intellectual property lawyer at Merits & Tree Law Firm, told TechNode. However, since “Apex Legends” is not officially distributed in China, Respawn Entertainment and the game publisher, Electronic Arts, may find it difficult to hold cheaters in China accountable.

“In theory, games not distributed in China are still entitled to a number of rights including their copyrights, but in practice it is difficult for copyright holders to defend those rights,” He said.

Neither Taobao nor QQ appear to be pursuing user reports of cheat distribution. Two Weibo comments under the original “Prog-Veka” post show screenshots of rejected complaints sent out to the two platforms in late February. The two users reported a QQ chat group and a Taobao store that sell cheats.

Since March 15, a number of Weibo users have reported that server locations have been restricted to Taiwan and Hong Kong, suggesting that Respawn Entertainment has implemented a region lock of some sort. While players can vault these restrictions using game VPNs, those who choose to go without appear to be limited to servers in Asia. Another wave of complaints from Weibo users followed, some complaining that cheaters ruined a fun game while others supported the move as long overdue.

“Apex’s region lock is the best news I got today,” a Weibo user going by the handle “2N_Thymolblue” said.

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Briefing: Bytedance solidifies move into gaming with acquisition https://technode.com/2019/03/18/briefing-bytedance-solidifies-move-into-gaming-with-acquisition/ https://technode.com/2019/03/18/briefing-bytedance-solidifies-move-into-gaming-with-acquisition/#respond Mon, 18 Mar 2019 04:33:50 +0000 https://technode-live.newspackstaging.com/?p=98604 bytedance jinri toutiao tiktok topbuzzThe acquisition points to Bytedance’s push to establish itself in the gaming market.]]> bytedance jinri toutiao tiktok topbuzz

字节跳动收购三七互娱子公司上海墨鹍,加快布局游戏领域 – Jiemian

What happened: Bytedance has acquired Mokun Technology, a subsidiary of gaming company of 37 Interactive Entertainment that specializes in mobile and web game development, media outlet Jiemian reported. According to the company database website Qichacha.com, Mokun Technology has updated its legal representative to the senior vice president of Bytedance-owned Jinri Toutiao, Zhang Lidong, and its holding company to Bytedance. Mokun Technology was founded in 2013 and acquired by 37 Interactive Entertainment in 2017.

Why it’s important: Coming just a month after the launch of Douyin’s first mini game, the acquisition points to Bytedance’s push to establish itself in the gaming market and thereby diversify its revenues. Mokun Technology has not had an impressive year37 Interactive Entertainment stated in January that its performance was lower than expected—but it has a track record of developing high-grossing mobile games. Bytedance could potentially leverage Mokun’s expertise in mobile games and cash in on its traffic.

Correction: This article has been corrected to reflect that the senior vice president of Jinri Toutiao is Zhang Lidong. An earlier version of this story incorrectly stated that his name is Zhang Xudong.

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Baidu president the first to retire in bid to reinvent https://technode.com/2019/03/15/baidu-executive-retirement-plan/ https://technode.com/2019/03/15/baidu-executive-retirement-plan/#respond Fri, 15 Mar 2019 09:57:28 +0000 https://technode-live.newspackstaging.com/?p=98533 Baidu is reshuffling to boost organizational vitality and augment its existing revenue streams.]]>

Baidu unveiled its executive retirement plan on Friday with the aim to invigorate its management team amid slowing ad revenue growth and a shrinking user base.

In an internal letter to employees, Baidu founder Robin Li announced that the company president, Zhang Yaqin, would be the first executive to retire after five years with the corporation.

Retiring executives will be compensated for their willingness to comply with the plan, said Li, who also said that more incentive schemes would be created to “ensure employees work hard with no concerns.”

Zhang joined Baidu as a president in September 2014, mainly responsible for the corporate business side of emerging technologies, including cloud computing, artificial intelligence, autonomous driving, and quantum computing. He was also appointed head of Baidu’s US research affiliate in March 2017. An Institute of Electrical and Electronics Engineers (IEEE) Fellow and Microsoft veteran, Zhang was a corporate vice president at Microsoft’s Asia Pacific technology research operation for a decade before joining Baidu.

Baidu is reshuffling to boost organizational vitality and augment its existing revenue streams. It announced restructuring plans in December to upgrade cloud computing and artificial intelligence services for enterprise clients. This was followed by a round of responsibility re-assignments among corporate executives in late February, Chinese media reported, citing human resources head, Lee Liu.

The search engine giant has lagged peers in the competition for user time spent, particularly younger, digitally native users. Rivals such as Bytedance have posed formidable challenges along multiple user segments. According to internet research firm Trustdata, Bytedance’s short video app Douyin had more than 300 million monthly active users (MAU) in February, nearly four-fold the 79 million users on Haokan, Baidu’s short video service which launched in November 2017.

Correction and clarification: This article has been corrected to reflect accurately Baidu founder Robin Li’s statement concerning the company’s employees. He said that more incentive schemes would be created to “ensure employees work hard with no concerns.” An earlier version of this story incorrectly stated that Li had said that employees should not be concerned about layoffs. This story has also been updated to reflect that Zhang Yaqin had joined the company as a president and not the president of Baidu.  

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Praising for pay: WeChat adoration groups for hire on Taobao https://technode.com/2019/03/15/wechat-praise-groups-charge/ https://technode.com/2019/03/15/wechat-praise-groups-charge/#respond Fri, 15 Mar 2019 08:56:24 +0000 https://technode-live.newspackstaging.com/?p=98485 On Taobao, "professional praisers" are selling their services to users in need of comfort or entertainment.]]>

Browse Chinese e-commerce site Taobao long enough, and you’ll come across any number of strange thingsincluding the recent trend of hiring “praise givers.”

For a wide range of prices, users on messaging platform WeChat can hire a group of “professional praisers” to throw complimentary messages at a person of their choice for a prearranged amount of time.

One Taobao seller’s page features a screenshot of an apparently satisfied customer’s post, including the line “spent [RMB] 40 for one hour of happiness.” A sample of service contains compliments from “That’s awesome” to “Remember to contribute to a sperm bank, I hope my child is as excellent as you” (our translation).

Another shop advertises a premium product: praise givers who are humanities students from top schools, such as Peking University, Tsinghua University, Fudan and Shanghai Jiaotong. It charges RMB 80 for five minutes of nonstop compliments.

Based on Baidu’s search index, the rise in popularity of “praise groups” has been sudden. On Sunday, there were no searches for the Chinese term, kuakua qun. As of Thursday, searches had surged to more than 14,000. Meanwhile on microblogging platform Weibo, views of the hashtag “praise group” have soared to well over 23 million as of Friday afternoon.

A report by Chinese media outlet Ifanr links the origin of praise groups to a longstanding online forum on social entertainment platform, Douban, which is called, “mutual praise group.” Established in 2014, the 100,000-strong group features threads by various individual posters asking to be complimented or encouraged. Two top threads created in late February and early March, however, complain that a recent upsurge in popularity has diverted its purpose.

“The original intent of the group was to discover truth, kindness, and beauty, and encourage each other… and not to praise a bunch of junk,” wrote one user with the handle, KiyoTakahashi.

If its top Taobao purveyors are to be believed, however, kuakua qun are indiscriminate in distributing praise. The same seller who advertised the sperm bank line also featured a screenshot where a “praise” recipient apparently posted a troll face emoji. Responses included “God, this emoji is so enchanting,” and “You are definitely a funny girl.”

On Taobao, praise groups are also linked to another phrase, “caihong pi,” or “rainbow fart.” The term refers to the showering of compliments that fans bestow on celebrity idols, according to Baidu Baike.

A self-described “humor blogger” on Weibo linked the two concepts in a post that was shared over 1,000 times. “Praise groups, they’re basically large-scale sites for caihong pi” or rainbow farts, he wrote alongside screenshots of over-the-top praise.

Besides doling out comfort, praise groups seem to serve as a source of entertainment. “Yesterday I joined a [praise] group,” one commenter wrote. “I laughed out two new crow’s feet.”

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What Facebook needs to learn from WeChat’s group-chat pains https://technode.com/2019/03/15/what-facebook-needs-to-learn-from-wechats-group-chat-pains/ https://technode.com/2019/03/15/what-facebook-needs-to-learn-from-wechats-group-chat-pains/#respond Fri, 15 Mar 2019 06:27:45 +0000 https://technode-live.newspackstaging.com/?p=98360 Wechat ban apps facebook wechat yoZuck's small group plan won't solve misinformation. It will just sweep it under the rug. ]]> Wechat ban apps facebook wechat yo

When Facebook’s Mark Zuckerberg outlined plans to merge Whatsapp, Instagram, and Facebook’s flagship platform into a small group-focused network, it immediately drew comparisons to WeChat.

“With all the ways people also want to interact privately, there’s also an opportunity to build a simpler platform that’s focused on privacy first,” Zuckerberg wrote in a post titled “A Privacy-Focused Vision for Social Networking.” He claims that in addition to a digital “town square,” people “also want to connect in the digital equivalent of a living room.” Facebook is trying to address concerns about privacy and misinformation on the platform—but small groups do nothing to improve the quality of information users share.

Just look at WeChat to see small groups in action. Allen Zhang, the founder of WeChat, built most its multitude of functions out of intuitions about how groups on the platform work. Zhang, a user-experience design obsessive, recently gave a four-hour speech on his design philosophy, in which he talked about cultivating a space as friendly and familiar to users as “an old friend.”

WeChat has a misinformation problem of its own: friend-sourced content isn’t necessarily factual, objective, or higher quality. Zuckerberg’s assumption that a digital living room will stop misinformation is misleading. This change will simply hide some of the present information problems, as WeChat’s own problems show.

Neither Zhang nor Zuckerberg seems to understand the political and cultural spaces that they’ve created. Neither Facebook nor Tencent are government agencies—but both corporations handle information, data, and decisions that are increasingly political.

Lies in living rooms

According to a report by the Tow Center, 79% of US-based WeChat users use it as a primary source for political information. In political campaigns with candidates of Chinese descent, WeChat has also become a political clearinghouse that can foster “digital intimacy” between candidate and voter, and can personally field voters’ policy questions within politics-related group chats. Most of these fast-paced, strongly worded conversations are difficult to find out and track without group membership.

Chinese government regulators censor all WeChat data. But even after content goes through censorship filters, information on WeChat remains siloed within groups.

WeChat’s most active communications channels are person-to-person and group chats, as opposed to more public-facing walls that fueled Facebook’s rise.

Within these groups, members pass along viral articles, allowing rumors to spread just as quickly as in a Facebook news feed. For example, a news item about a driver with an expired visa fatally hitting a Chinese jogger quickly turned into the misleading headline “Kill a Chinese person, get a green card.”

Given Wechat’s current content standards, stories like the traffic accident headline wouldn’t necessarily register as a high-priority information problem. Wechat prioritizes content deemed politically sensitive to Chinese authorities, and sensitive current events, including critical excerpts of U.S. lawmaker speeches.

Self-appointed fact checkers have emerged to challenge falsehoods on WeChat, but despite their efforts chats are fast-moving and tend to lump together reliable and unreliable sources . Because group membership is the only way to truly locate the memes, false health advertisements, and hate speech circulated, the few fact-check reports produced by volunteers must be forwarded to groups in order to counterbalance bad information in the first place.

Further, since private information ecosystem are invisible to non-members, it’s almost impossible to know exactly how much damage misinformation campaigns have done. For media organizations and government entities already struggling to combat bad information, false information campaigns previously shared in publicly observable spaces will go into hiding.

Moderation tools within WeChat groups remain limited, as well, and group admins have no control over what information is shared. Instead, they are simply given a tool to boot troublesome users and responsibility for all communications within the group.

Lessons for Facebook

WeChat-like group chat won’t solve the problems that are plaguing Zuckerberg in the digital town square. With a souped-up group interface, it will be even more of a challenge to pinpoint and manage the spread of hate speech and curb foreign political influence on the United States.

While the idea of having users engage with smaller peer groups is a nice sounding idea, WeChat’s current iteration of the “digital living room” demonstrate that misinformation can thrive in smaller environments as well. Without considering the myriad misinformation problems that group-based platforms cannot easily resolve, Zuckerberg risks simply sweeping bad information under the rug. There, it would sit untraceable until the next time hoax-inspired violence resurfaces.

Facebook’s suite of messaging apps matter to more nationalities than WeChat, which still primarily serves mainland Chinese, at home and overseas. Facebook’s handling of misinformation overseas has been clumsy: insufficiently answered questions linger about its role in anti-Rohingya violence in Myanmar.

Zuckerberg’s proposed changes to Facebook’s messaging tool kit must learn from the reality of WeChat—or risk fanning the flames of future upheavals. Lofty mission statements about connecting people aside, both Facebook and WeChat should remember that their design decisions affect the news intake, security, and wellbeing of billions.

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Briefing: Police in India arrest 10 for playing PUBG Mobile https://technode.com/2019/03/15/briefing-police-in-india-arrest-10-for-playing-pubg-mobile/ https://technode.com/2019/03/15/briefing-police-in-india-arrest-10-for-playing-pubg-mobile/#respond Fri, 15 Mar 2019 03:51:46 +0000 https://technode-live.newspackstaging.com/?p=98474 The arrests took place in the city of Rajkot, where the game has been banned since Mar. 6.]]>

After Rajkot ban, police arrest 10 for playing PUBG – The Indian Express

What happened: Police in the western Indian state of Gujarat arrested 10 people for playing Tencent’s hit title, “PlayerUnknown’s Battlegrounds Mobile” (PUBG Mobile), The Indian Express reported. The arrests took place in the city of Rajkot, where the game has been banned since Mar. 6. Six of those arrested were undergraduate students, who were “so engrossed” in the game that they didn’t notice police approaching them, a police officer told The Indian Express. The six students were granted bail, and the other four are in the process of being released on bail.

Why it’s important: This is the first time that people have been arrested for playing “PUBG Mobile” in India, where it faces censure for violent content. The arrests come fewer than two weeks after the cities of Rajkot and Surat implemented temporary bans on the game,  which then expanded to include seven other cities in Gujarat. While cities that have banned the game are limited to Gujarat and violations are considered minor offenses, authority figures in other provinces have called for tighter restrictions, and even a country-wide ban.

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Briefing: Reddit users raise concerns over suspected ‘Chinabots’ https://technode.com/2019/03/15/briefing-reddit-users-raise-concerns-over-suspected-chinabots/ https://technode.com/2019/03/15/briefing-reddit-users-raise-concerns-over-suspected-chinabots/#respond Fri, 15 Mar 2019 01:03:29 +0000 https://technode-live.newspackstaging.com/?p=98453 Members say Chinese government-sponsored users are trolling discussions. ]]>

Reddit Has Become A Battleground Of Alleged Chinese Trolls – Buzzfeed News

What happened: Members of Reddit communities like /r/geopolitics and /r/onguardforthee are worried about what they perceive to be a coordinated effort by pro-China accounts to influence political discussion involving the country. While some accounts banned for China-related comments were found to have originated in the mainland, a Buzzfeed News analysis yielded no evidence of state sponsorship. Reddit, which recently shared its progress “detecting and mitigating content manipulation” on the site, also denied finding proof of coordinated activity.

Why it’s important: Since Tencent’s recent $150 million investment in the US social media platform, Reddit users have raised the specter of censorship despite Tencent having little control over decisions about how the site is run. And while Sinocism newsletter publisher Bill Bishop says there has been an “upsurge in [Chinese government accounts] taking the battle overseas to the global internet,” it’s hard to know what is actually coordinated. Regardless, as the tech rivalry between the US and China continues to escalate, it’s easy to see how Western internet users might project their Russian troll-fueled fears onto the PRC.

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What Bilibili stakes reveal about Alibaba’s and Tencent’s content strategies https://technode.com/2019/03/14/what-bilibili-stakes-reveal-about-alibabas-and-tencents-content-strategies/ https://technode.com/2019/03/14/what-bilibili-stakes-reveal-about-alibabas-and-tencents-content-strategies/#respond Thu, 14 Mar 2019 07:41:10 +0000 https://technode-live.newspackstaging.com/?p=96652 Tech giants are buying into a video world that draws eyeballs from younger generations.]]>

Alibaba announced in February that its e-commerce subsidiary Taobao acquired 24 million shares (an 8% stake) of Chinese online video platform Bilibili. Last October, Tencent increased its own investment in Bilibili to around 12%. Bilibili is renowned for its content in anime, comics, and games, and offers mobile games from third parties.

Alibaba and Tencent are both eager to win over emerging Generation Z consumers—those born between 1995 and the early 2000s. According to Bilibili’s third quarter earnings release, the Nasdaq-listed company boasted 92.7 million monthly active users, around 82% of which were born between 1990 and 2009.

Alibaba and Tencent have tapped into such video platforms looking to create synergies for their core business.

China’s digital content sector, which includes video platforms, music, books, and literature, represents a growth opportunity—it is less cyclical as consumers have relatively consistent needs for entertainment content and it offers a more stable revenue stream for both Alibaba and Tencent, which have been hit by slowing e-commerce growth and a government crackdown on gaming respectively.

Alibaba has integrated emerging video platforms into its core e-commerce business. By capitalizing on the influence of key opinion leaders and original content creators, the company was able to market products on its e-commerce platforms to a wider audience, especially the young generation who engage actively in these new forms of digital media.

Alibaba’s Taobao marketplace has also teamed up with top short video app Douyin (known as TikTok outside China), which has a large base of users born after 1990s and 2000s. Under the partnership, content publishers with over one million followers on Douyin can set up external links to the Taobao marketplace, allowing app users to purchase products featured in the short videos from Taobao on the spot.

Alibaba previously partnered with Bilibili so content creators on Bilibili can display their work to a wider audience and sell peripheral anime products through Taobao. Taobao will also provide e-commerce services to Bilibili, helping the platform commercialize its video content.

Tencent, a leader in social media and gaming, already has a strong foothold in China’s online video industry with its market-leading video platform Tencent Video. The company also partnered with Bilibili to enhance exposure of Tencent’s game titles as Tencent and Bilibili jointly operate more Tencent games on Bilibili’s platform. The partnership also enables Tencent to tap into Generation Z consumers who have been moving to Douyin from Tencent’s social media app WeChat.

Alibaba and Tencent have both invested in digital content: Tencent has a comprehensive portfolio of digital content and took digital literature division China Literature and music seller Tencent Music public in the last two years. Alibaba also owns video platform Youku and music platform Xiami.com.

We expect the two companies will continue boosting their digital content capabilities and that digital content will account for an increasing share of total revenue. Figures from the companies’ latest annual reports show that digital media and entertainment represented around 8% of Alibaba’s total revenue in fiscal 2018 while the media advertising revenue, comprising revenue from Tencent Video mainly, represented around 6% of Tencent’s total revenue in fiscal 2017.

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In wake of hacking, popular blogger blasts Tencent over content protection https://technode.com/2019/03/13/blogger-blasts-tencent-over-content-protection/ https://technode.com/2019/03/13/blogger-blasts-tencent-over-content-protection/#respond Wed, 13 Mar 2019 10:19:46 +0000 https://technode-live.newspackstaging.com/?p=98209 A hijacked account led to a sharp critique of how Tencent manages its massive online media ecosystem.]]>

Tencent has promised to upgrade its security after prominent blogger Sanbiao revealed his account on the company’s Open Media platform had been hijacked.

However, rather than appeasing the blogger, a statement from Tencent on the matter prompted Sanbiao to issue a sharply worded rebuke that criticized how Tencent manages its massive online media ecosystem that encompasses WeChat, QQ, and other platforms.

On Tuesday, Sanbiao—who runs public WeChat account “Sanbiao Longzhenmen”—posted on his account that his Open Media account had been hacked. The platform aggregates articles from independent writers and corporations, and also syncs content across 10 of Tencent’s most popular platforms.

As of Wednesday morning, Sanbiao’s WeChat post about the hacking incident had been viewed over 100,000 times.

According to the article, in late February Sanbiao logged into his seldom-used Open Media account for the first time in months, only to discover that articles on science, technology, and the humanities had been replaced with entertainment news and celebrity gossip. The name of the account had also been changed to “Entertainment and Lulu” (our translation), and his profile picture swapped for that of a young woman.

Tencent staff told Sanbiao his Open Media account information may have been leaked in a website hack last year. In a surprise twist, however, posts written by “Lulu” earned over RMB 75,000 (roughly $11,000) in two months, as shown in the account balance. Prior to that, the Open Media account hadn’t earned any money.

Sanbiao attributed this to the account operator’s sheer volume of content—some five articles a day—as well as Tencent’s method of compensating content producers, which rewards those who write often and on popular topics. He concluded by saying he’d be willing to try out the money-making method himself.

Back and forth

In a response both posted on Weibo and shared with TechNode, Tencent’s marketing and PR general manager Li Hang attempted to address the issue.

Li confirmed that at the end of 2018, Open Media account information had been leaked from a “well-known third-party website,” although he didn’t specify which site. He also said that groups, rather than individual writers, may have been behind the incidents of stolen accounts, referring to Sanbiao’s suspicion that “Lulu” was part of a larger entity.

Tencent will upgrade Open Media’s login system and continue to crack down on stolen accounts, Li wrote. In order to fight the problem of plagiarized content on the platform, Tencent will also create an “expert committee” of opinion leaders—similar to a panel already in place for WeChat’s public accounts—to help protect authors’ rights to original content.

In addition, Li said, while Open Media’s compensation continues to be calculated based on views, Tencent has launched a program to push forward high-quality content from top producers.

The response left the blogger Sanbiao underwhelmed, however, and he clapped back on Wednesday afternoon with a post titled “Behind the Lulu incident is Tencent’s loss of assets” (our translation).

For one, he cast doubt on Li’s vague claim that only a “small portion of Open Media accounts” were hijacked, citing friends and readers who also had reported being hacked.

Apparently referring to the “loss of assets” in the title, Sanbiao also challenged whether Tencent’s initiative to promote top content creators while continuing to reward user traffic would address issues of quality. “KPIs are the root of all evil,” he wrote, in an apparent reference to commonly deployed key performance indicators such as clicks and views. He added that algorithms aren’t enough to reward talented writers who don’t produce the most viewed content.

“We have no way to make a business organization do that we think is right, but in the long-term, positive and sunny choices will give them a different kind of reputation in history,” he concluded.

WeChat’s woes

This is far from the first time writers have made such complaints about Tencent’s content ecosystem. Rewarding quantity over quality are issues plaguing all major content platforms, of course, although WeChat in particular has come under attack in recent months.

Media organization Mimeng, which rose to prominence with clickbait titles on love and relationships, shut down its flagship public WeChat outlet in late February over a false story published on one of its accounts. Phoenix News and news aggregation app Jinri Toutiao also vowed to block Mimeng accounts on their platforms.

On microblogging site Weibo, however, commenters were skeptical whether Mimeng—or at the very least, its business model—would stay down.

As one self-dubbed “WeMedia” writer posted, “when one Mimeng falls, 10 million Mimengs will stand up, just like zombies.”

In January, a journalist for Chinese outlet Caixin also accused a popular WeChat account of plagiarizing her original research for a story. The writer defended his work, adding that he’d incorporated an emotional appeal to readers that wasn’t in the Caixin report.

Content entrepreneur Li Zixin, who sources original work from first-time writers for his platform “China 30s,” told TechNode in February that he feels “ordinary media’s significance is declining even further” nowadays. On WeChat and elsewhere, “if it doesn’t have solid content or some views, then I think it’s very easy to get passed by.”

He believes that readers’ mindsets are the one of the hardest barriers to overcome. Most “don’t care whether the origin [of information] is firsthand or secondhand,” leaving room for profit-driven content “factories” to thrive. “This will result in some damage to the industry,” Li said.

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For Chinese startup Seengene, the future is grounded in mixed reality https://technode.com/2019/03/13/for-chinese-startup-seengene-the-future-is-grounded-in-mixed-reality/ https://technode.com/2019/03/13/for-chinese-startup-seengene-the-future-is-grounded-in-mixed-reality/#respond Wed, 13 Mar 2019 10:13:27 +0000 https://technode-live.newspackstaging.com/?p=98195 If properly applied, MR could provide a major productivity boost to a wide range of industries. ]]>
Seengene tests its MR platform at its offices in Beijing. (Image credit: Eduardo Baptista)

In an unassuming two-story building at Beijing’s Jingxi Cultural and Creative Park, Chinese mixed reality startup Seengene is working hard to gain ground on Microsoft, Sony, and other international conglomerates that are located in the nearby Zhongguancun Technology Park.

On a recent visit to the startup’s office; Liu Yang, the CEO, and a colleague, wield their iPads as if they are steering wheels. They regularly use pilot games to test Seengene’s mixed reality technology. Both walk slowly around the office space, eyes fixed on the screen. Their colleagues pay no heed, even if the iPads are aimed at their heads or desks.

More than AR, the game is not only projected on the physical world, it interacts with it. If Liu tries to make his virtual figurine walk through an object on his desk, he will be stopped. Rather than simply overlaying the real world with static virtual information, mixed reality supports users’ ability to control the virtual technology, as well as their capacity to adjust to changes in the real world.

At first glance, it is difficult to see how these pilot versions of children’s games could be of any practical use to businesses, but they are pegged to change the operations of many industries. The interactive potential of mixed reality, or MR, if properly applied, could provide a major productivity boost to a wide range of industries. 

“Our clients are either looking to improve the headset user’s experience or productivity,” Liu told TechNode.  

China lagging behind?

On Feb. 25, Microsoft took the stage at this year’s Mobile World Congress in Barcelona to officially reveal the Hololens 2, a $3,500 headset that enhances users’ experience of reality in a myriad ways. The tagline? “Mixed reality ready for business.”

“China is lagging behind the US in the entire XR market,” said Eloi Gerard, CEO of China-based XR ad agency CrowsNest. XR technologies is the trifecta of augmented, virtual, and mixed reality technologies. “The main reason is that important state funds throw money at unqualified startups, creating market distortions and unrealistic expectations.”

By concentrating their resources on improving the complex technology that allows the virtual and real to interact smoothly and in real-time, as well as prioritizing market-centered applications over far-fetched experimentation, Seengene raised $18 million in a Series A funding round in August 2018, led by Beijing-based venture capital firm Legend Star.

The ability of Seengene’s virtual environment to be fully engaged with physical surroundings is based on powerful 3D positioning software. This is the technical crux of Seengene’s multi-million yuan deals with domestic security companies, over 100 tourism sites, and Chinese tech conglomerates like Huawei and Xiaomi.

Seengene’s MR glasses, called XMAN, look similar to Google Glass, but the Chinese startup has added a whole new dimension to the facial recognition apparatus by integrating 3D visualization and navigation functions that are dependent on mixed reality technology.

Seengene’s X1 and XMAN: China’s mixed reality version of the Google Glass (Image credit: Eduardo Baptista)

Broad applications

The seamless integration of the virtual and the real may require sophisticated technology, but workers who engage in manual labor constitute an increasingly larger proportion of Seengene’s users, especially in Western automobile conglomerates and factories.

Although Liu could not disclose their identity, he explained that the XMAN’s role in this scenario is to guide the worker in complex tasks with a high error rate, such as engine assembly. This follows in the footsteps of European automobile titans, like Renault, who use HoloLens on the factory floor, according to Forbes.

There is a key difference between the two regions—market size. Operating in the country with the world’s largest population and a government determined to become a global tech leader, the fact that adoption of Seengene’s technology is gaining pace gives the startup good potential.

“2019 is a crucial year for us as we will spend more time trying to reproduce and distribute our products on a mass-scale,” said Liu.

Seengene’s potential for growth most clearly manifests itself is the integration of the XMAN mixed reality headset with China’s e-commerce market, expected to hit $1.8 trillion in 2022, more than double the prediction for its US counterpart, according to a report by consultancy firm Forrester.  

Take for example the delivery business, where legions of workers are needed to handle oceans of packages on a daily basis. Seengene hopes to use the XMAN to allow workers to easily keep track of inventories without having to constantly update thousand-page long excel files, a practice found in most warehouses around the world.

As Chinese tech behemoths like Alibaba Group declared future plans to develop logistics networks capable of handling one billion packages a day, streamlining operations to granular detail with mixed reality might be necessary if such ambitious targets are to be met.

Last year, the 33-year old Liu signed a multi-million yuan deal with Chuxiong county in the remote south-western province of Yunnan to build a location-specific mixed reality app. It allows the user to engage with the surroundings of what would otherwise be a tokenized town built for the sole purpose of peddling over-priced products purportedly related to the local Yi minority’s culture.

“Many tourists come to these places and leave without a meaningful memory,” said Liu. “With our MR app, tourists can walk into a room, tap the treasure box that appears on their screen and suddenly a suni, [an ordained sorcerer of the Yi minority] will spring up and start throwing spells with a wand,” he added.

The concept is similar to the 2016 Pokemon Go fad that brought AR into the spotlight. However, Seengene enhances interactivity by enabling the user to tap on virtual objects, such as the suni’s wand, and buy a physical version in the souvenir store next door.

“By going through such a memorable virtual experience, the tourist is going to develop a sense of attachment to the virtual character,” Liu explained, “That makes buying a souvenir far more likely.”

An outpost of Beijing’s tech hub, this Jingxi Cultural and Creative Park in Beijing. (Image credit: Eduardo Baptista)

Government vision

The facial recognition features of XMAN have attracted the attention of police forces in provinces such as Guangdong, Sichuan, Henan, and Jilin. All four have purchased the MR sets. Security and surveillance is one of Seengene’s “four main projects,” and the fact China will, by 2023, take 45% of what will be a $700 million global facial recognition industry, it’s safe to assume the order form is getting longer by the month.

Liu avoided divulging into specifics, but explained the use of MR in policing. “Say you’re a senior cop in an airport and your glasses detect the face of a criminal suspect,” he illustrated. “The XMAN can allow you to visualize other police officers on all floors of the airport so that you can guide them towards the suspect, reducing the probability of escape.”

Liu also attributes China’s AR/MR boom to central and local government’s favorable policies towards tech startups. “In cities like Hangzhou, Ningbo, and Chengdu, local governments will make it really easy for tech startups to register, help with personnel recruitment, tax cuts, even funding,” he said.

“The Chinese central government is the prime driver of China’s tech initiatives, of which VR, AR and AI are the latest subjects,” commented Kevin Geiger, an American producer and professor of animation & VR in Beijing. “On the one hand, this means that things can happen very quickly… on the other hand, in a country where a party has the absolute say on everything, this creates limitations for innovation.”

Seengene disagrees. Many of its clients are government departments, and Liu confirmed the Beijing local government provided funding for his startup.

Regardless of whether government involvement is beneficial or not, China’s MR market is starting to attract US conglomerates to their competitors’ den. On October 2018, Microsoft formalized plans to open a MR incubator in Nanchang, the capital of Jiangxi province, which has partnered with 150 companies to invest RMB 63 billion in VR and related industries.

In the same month, Seengene partnered with Chinese research institutes, such as Peking University’s Department of Information and Technology, allowing it to test out the latest developments in computer vision technology research on its own products before domestic competitors.

The three-year old startup is not worried about competitors at this stage. Asked whether Seengene was concerned about competitors in the domestic market, the wispy-bearded CEO simply smiled and answered, “It’s hard to talk about ‘competition’ at this stage, the Chinese MR market is like a huge cake—and we’ve only cut a small slice of it.”

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Briefing: Tencent’s PUBG Mobile banned in four Indian cities https://technode.com/2019/03/13/briefing-tencents-pubg-mobile-banned-in-four-indian-cities/ https://technode.com/2019/03/13/briefing-tencents-pubg-mobile-banned-in-four-indian-cities/#respond Wed, 13 Mar 2019 09:57:28 +0000 https://technode-live.newspackstaging.com/?p=98292 Reasons for the ban were not specified, but it is suspected to be a countermeasure to several cases of violence related to the game involving minors.]]>

PUBG Mobile ban extends to two more Indian cities – International Business Times

What happened: Four cities in the western Indian state of Gujarat have banned Tencent’s hit game “PlayerUnknown’s Battlegrounds Mobile” (PUBG Mobile), the International Business Times reported on Wednesday. Two cities initiated a ban earlier this month that will last until the end of April, and the remaining two cities banned the game beginning on Wednesday that will be in place until Mar. 30. Residents will be not be arrested for playing the game, but may risk detention if resistant to efforts by authorities to stop game use, according to the report. Reasons for the ban were not specified, but it is suspected to be a countermeasure to several cases of violence related to the game involving minors.

Why it’s important: Though limited in scale, the ban could be reason enough for Tencent to step up its regulations on gaming activities for minors. Tencent is unable to monetize the game in China pending approval from the country’s content regulator but it is highly popular in international markets. According to mobile app intelligence firm Sensor Tower, “PUBG Mobile” was the highest-grossing Chinese mobile game in overseas markets in February. With the prospects of being granted a license in the next few months still uncertain, ensuring stable revenues from other markets is a priority for Tencent.

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Live-streaming app Momo posts strong growth in 2018 amid climbing costs https://technode.com/2019/03/13/live-streaming-app-momo-posts-strong-growth-in-2018-amid-climbing-costs/ https://technode.com/2019/03/13/live-streaming-app-momo-posts-strong-growth-in-2018-amid-climbing-costs/#respond Wed, 13 Mar 2019 04:20:36 +0000 https://technode-live.newspackstaging.com/?p=98177 Increasing competition in the live video landscape drove up spending during the year on increasing payouts to talent.]]>

Chinese location-based social app and live-streaming platform Momo reported solid revenue gains in 2018 as monetization efforts paid off.  However, increasing competition in the live video landscape drove up spending during the year on increasing payouts to talent while marketing costs related to the company’s acquisition of dating app Tantan surged in the fourth quarter.

Momo released its fourth quarter and 2018 full year financial results on Tuesday with full-year net revenue of RMB 13.4 billion ($1.9 billion), up 51% from 2017 as monetization gained traction, primarily for livestreaming and value-added services (VAS) including membership subscriptions and its virtual gift business. Fourth quarter earnings per American depository share (ADS) at $0.59 easily surpassed analyst estimates of $0.52 and earnings from the same period a year ago of $0.52.

Revenues from livestreaming were RMB 2.9 billion ($430.40 million) in the fourth quarter, up 36% from the same period in 2017. VAS brought in revenues of RMB 722.4 million ($105.1 million) in the fourth quarter, an increase of 272% compared with the same period in 2017.

Momo burned more cash in 2018 than the year prior as intensifying competition forces players to ramp up user acquisition costs and sweeten incentives for its talent. In the fourth quarter, the company posted $464.8 million in total expenses, a 65% increase from the same period in 2017, and topping a growth trend across 2018. Rising expenses included marketing and promotional spending as well as an increase in revenue-sharing with broadcasters and its rapidly expanding talent pool.

The company noted during a call with analysts on Tuesday that marketing expenses significantly increased in 2018 to more than RMB 557.2 million ($81.1 million), comprising 14.5% of total revenue, was largely due to the consolidation of Tantan. Momo acquired popular Chinese dating app Tantan in May in a bid to increase its market share in the dating app market.

Monthly active users (MAU) on its mobile app grew to 113.3 million in 2018 from 99.1 million in the previous year. Total paying users across the company’s platforms, including dating app Tantan’s 3.9 million paying users, reached 13 million in the fourth quarter.

Momo will focus efforts on its live video platform in 2019, energizing broadcast content to draw traffic and improving conversion. There is a “clear mismatch on the platform, where, on the one hand, we have a lot of users having difficulty in finding effective interactions,” said Tang Yan, Momo’s co-founder and CEO during the call.

Overseas ambitions for the Momo app aren’t imminent, said but there may be a “specific opportunity” for Tantan, said Tang.

“Regarding Tantan’s overseas strategy, so while China is still our focus, we do, in fact, already have a pretty sizable user base. We do see the overseas market, especially Eastern markets, it’s a big growth opportunity for Tantan down the road,” said Wang Yu, Tantan’s co-founder and CEO.

The company said on the macro level, it expects the impact of the country’s economic slowdown to continue to be a risk factor to pace of revenue growth throughout 2019. 

Livestreaming has become increasingly popular in China, with an estimated 425 million live-stream users in the country. However, as regulators tighten their grip on user-generated content, Momo and its peers including YY, Huya, and Kuaishou will likely face more scrutiny this year. This week, a government organization submitted a proposal during the parliamentary session urging authorities to consider banning underage users from hosting live videos.

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Briefing: Duoshan disappears from Tencent’s Android app store https://technode.com/2019/03/12/briefing-duoshan-disappears-from-tencents-android-app-store/ https://technode.com/2019/03/12/briefing-duoshan-disappears-from-tencents-android-app-store/#respond Tue, 12 Mar 2019 10:36:07 +0000 https://technode-live.newspackstaging.com/?p=98153 Bytedance said the app's disappearance is the result of Tencent ramping up competitive blocking efforts.]]>

腾讯屏蔽升级 应用宝全面封禁多闪 – ifeng

What happened: Bytedance-owned social media app Duoshan can no longer be found on Tencent’s Android app store YingYongBao, media outlet ifeng reported on Tuesday. Bytedance said the app’s disappearance is the result of Tencent ramping up competitive blocking efforts, according to the report. As of writing, other Bytedances apps including Douyin, Huoshan Video and Watermelon Video can still be found on the store. A Tencent spokesperson declined to comment.

Why it’s important: Duoshan’s disappearance from YingYongBao is the latest development in the fierce rivalry between Bytedance and Tencent. Tencent blocked Duoshan’s download link from WeChat in January, and then stopped users from registering Douyin accounts with their WeChat accounts. Tencent has sued Watermelon Video for organizing streaming campaigns of Tencent’s mobile title “Honour of Kings” without authorization, which ended in an injunction against the ByteDance subsidiary. In return, Bytedance briefly took down from Douyin all videos related to “Honour of Kings” and another Tencent game in March but quickly restored them. It is unknown whether Duoshan’s disappearance from Tencent’s Android app store will be permanent.

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Chinese game industry to see consolidation in 2019: report https://technode.com/2019/03/08/chinese-game-industry-to-further-consolidate-in-2019-report/ https://technode.com/2019/03/08/chinese-game-industry-to-further-consolidate-in-2019-report/#respond Fri, 08 Mar 2019 11:01:25 +0000 https://technode-live.newspackstaging.com/?p=97945 Developers will likely see a much slower game approval process and lower number of approvals for the rest of the year.]]>

A significant number of smaller game developers could put themselves up for sale in 2019 due to regulatory changes, leading to greater industry consolidation, according to a research report from equity firm Tonghai Securities.

Developers will probably see a much slower game approval process and lower number of approvals in the rest of 2019, the report says. While 9,000 games were approved in 2017, potentially only around 3,000 will receive monetization approvals in 2019, analyst Esme Pau, who co-authored the report, told TechNode.

This could be the result of an ideology shift within the government, according to Pau. “They disprove of minors spending more time on games, and they think that there should be restrictions on the number of approvals this year.”

Smaller developers will be hit the hardest, since they relied on “short development cycles and quick game releases to generate cash” when approvals were easy to come by, the report said. Current conditions will pressure smaller developers, which are unable to release new games quickly and lack the resources to lengthen existing game life cycles.

This trend is echoed by Daniel Ahmad, an analyst at game research firm Niko Partners, who told TechNode in February that many small and medium-sized companies will go out of business or be acquired in 2019.

Steam, the world’s largest digital PC game distribution platform, could seem like a natural alternative for small developers since it faces no oversight in China at present. But, Pau said, most smaller developers are unable to add their games to the platform as they are highly localized for the Chinese market and tend to release mobile games, which are faster to develop.

While major developers like Tencent and NetEase could also be hit in the first half of 2019 as a result of lower revenues from legacy titles and the absence of newly approved games, they will fare better than small developers, according to the report. Large companies enjoy diversified portfolios, which include overseas game titles not affected by Chinese government regulations, helping to mitigate risks and further consolidate their leading positions.

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Briefing: Netease to close photo album platform in May https://technode.com/2019/03/08/netease-shut-down-web-album/ https://technode.com/2019/03/08/netease-shut-down-web-album/#respond Fri, 08 Mar 2019 04:47:27 +0000 https://technode-live.newspackstaging.com/?p=97851 The shutdown comes as Netease slashes nearly half of its workforce across several business units.]]>

网易相册:停止新用户注册 5月8日停止运营 – TechWeb

What happened: Online gaming giant Netease announced on Thursday it will shutter its web album service on May 8. New user registration and prepaid service were shut down Wednesday, and premium users will be refunded. Netease did not specify reasons for the closure in the notice (in Chinese), but encouraged users to move onto its Tumblr-style blogging service, Lofter.

Why its important: The shutdown comes as Netease slashes nearly half of its workforce across several business units as the economy slows and following the government’s throttling of the online gaming industry last year. The company reported that its 2018 net income fell 42.5% year-on-year to RMB 6.1 billion (around $895 million). Netease was granted a license for only one game title in December when authorities resumed license approvals to a limited degree, following a nearly nine-month moratorium on granting licenses that began at the end of March 2018.

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Briefing: Live-streaming platform Panda TV confirms bankruptcy in internal letter https://technode.com/2019/03/08/briefing-live-streaming-platform-panda-tv-confirms-bankruptcy-in-internal-letter/ https://technode.com/2019/03/08/briefing-live-streaming-platform-panda-tv-confirms-bankruptcy-in-internal-letter/#respond Fri, 08 Mar 2019 03:33:26 +0000 https://technode-live.newspackstaging.com/?p=97817 live-streaming bankrupt wang sicongThe COO said the decision is beyond the company's control and is “the most reasonable choice considering the general situation.”]]> live-streaming bankrupt wang sicong

疑似确认熊猫破产 张菊元:结束是无奈而理智的选择 – Sina News

What happened: The chief operating officer of game live-streaming platform Panda TV confirmed in an internal letter on Thursday that it will file for bankruptcy, saying that the decision is beyond the company’s control and is “the most reasonable choice considering the general situation.” Panda TV has been operating without new funding for the past 22 months, during which the company has downsized several times to cut costs, COO Juyuan Zhang said in the letter. As of writing, only the enterprise app for live-stream performers can be found on the Apple App Store.

Why it’s important: As the third most-popular game live-streaming platform in China, Panda TV’s descent was swift. Launched in October 2015, the platform lasted less than three and half years in China’s cutthroat live-streaming industry. According to estimates by media outlet IT Times, the platform is RMB 1 billion in debt, including RMB 700 million in bandwidth costs and RMB 300 million in livestreamer salaries. Panda TV’s exit leaves only two major players in the market, Douyu and Huya, both backed by Tencent, with other platforms falling far behind in terms of daily active users.

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Tencent’s Honour of Kings rakes in RMB 7 billion: report https://technode.com/2019/03/07/tencents-honour-of-kings-rakes-in-rmb-7-billion/ https://technode.com/2019/03/07/tencents-honour-of-kings-rakes-in-rmb-7-billion/#respond Thu, 07 Mar 2019 10:33:08 +0000 https://technode-live.newspackstaging.com/?p=97747 The report attributed the sharp revenue increase to a major update, strong seasonality, and absence of strong competitors.]]>
Screenshot of the expansion pack on Tencent Games’ official website (Image Credit: Tony Xu / TechNode)

Tencent’s hit mobile title “Honour of Kings” brought in approximately RMB 7 billion (just over $1 billion) in February, according to a research report from Japanese investment bank Nomura.

The report attributed the surge in revenue to a major expansion pack that was launched on Jan. 17, the largest one the game has received since its release in 2015. The daily average user (DAU) and download volume of “Honour of Kings” spiked after the release of the expansion pack, the report shows.

Dubbed “Version 2.0,” the pack includes significant graphic improvements and a good amount of fresh content. Tencent said it spent more than 88,000 hours on model updates and remastered a total of 105 heroes and skins.

The strong seasonality around Chinese New Year, as well less competition from quality, new titles due to an eight-month freeze on new game licenses in 2018, are two other factors that contributed to the strong gross billing of “Honour of Kings” in February, the report says.

In January, “Honour of Kings” pulled in an estimated RMB 3 billion, prior to which it usually generated a monthly gross billing of around RMB 2 billion.

Known as “Arena of Valor” in overseas markets, “Honour of Kings” is the most popular mobile game in China with 53.8 million DAUs in the fourth quarter of 2018, according to statistics from data analytics company Jiguang. This number is close to four times the DAUs of Tencent’s other hit mobile game, “PlayerUnknown’s Battlegrounds mobile” (“PUBG mobile”), during the same period.

Tencent is still waiting for approval to monetize several major titles that it distributes in China, including global hit “Fortnite,” “PUBG,” and “PUBG mobile,” but the company has on Wednesday published another heavyweight title, “Perfect World mobile,” which it also can’t monetize in the short term.

This is because China’s top content regulator, the State Administration of Press, Publication, Radio, Film, and Television (SAPPRFT), requested a pause in late February on game monetization approvals, which came just three months after the process resumed after the nine-month hiatus. The pause is intended to give the regulator time to clear the backlog of games that built up.

Correction: This article has been corrected to reflect the duration of the freeze on game approvals in 2018 as nine months. An earlier version of this story incorrectly stated that it lasted for eight months.

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Briefing: Game live-streaming platform Panda TV may file for bankruptcy https://technode.com/2019/03/07/briefing-game-live-streaming-platform-panda-tv-may-file-for-bankruptcy/ https://technode.com/2019/03/07/briefing-game-live-streaming-platform-panda-tv-may-file-for-bankruptcy/#respond Thu, 07 Mar 2019 05:35:50 +0000 https://technode-live.newspackstaging.com/?p=97715 live-streaming bankrupt wang sicongPanda TV's potential bankruptcy filing highlights the intense competition in the Chinese livestreaming market.]]> live-streaming bankrupt wang sicong

王思聪旗下熊猫直播濒临破产?知情人士:已凉有平台挖人 – The Beijing News

What happened: Livestreaming platform Panda TV will reportedly shut down its server on Mar. 18 and file for bankruptcy within the month, The Beijing News reported, quoting a celebrity livestreamer’s Weibo post. Another widely circulated screenshot shows that a Panda TV human resource staff member was helping employees find positions at other companies such as Jinri Toutiao and Kuaishou. Livestreamers on Panda TV lamented the alleged impending shutdown with a number of them renaming their streams to “accompany Panda TV for its last days.”

Why it’s important: Panda TV’s potential bankruptcy filing highlights the intense competition in the Chinese livestreaming market. Co-founded in 2015 by Wang Sicong, the son of Wanda Group chairman Wang Jianlin, Panda TV ranked third among game livestreaming platforms in China by number of daily active users in December 2018, trailing Huya and Douyu, according to Jiguang, a data analytics company. The platform was reportedly in talks with Huya, Douyu, and NetEase in mid-2018 about a potential acquisition, which never materialized because of Panda TV’s debt of more than RMB 700 million, according to media outlet Jiemian.

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Briefing: Would-be WeChat rival Bullet Messenger dismantles team https://technode.com/2019/03/07/wechat-bullet-messenger-team/ https://technode.com/2019/03/07/wechat-bullet-messenger-team/#respond Thu, 07 Mar 2019 05:09:43 +0000 https://technode-live.newspackstaging.com/?p=97686 On Tuesday, as many as 200 Bullet workers were reportedly dismissed, leaving behind only a small team that may be transferred.]]>

聊天宝(原子弹短信)团队解散,罗永浩已退出 – 36kr

What happened: 36kr reported Wednesday that smartphone maker Smartisan’s competition with WeChat may soon be over. Bullet Messenger, developed by Beijing-based Kuairu Technology and launched by Smartisan in August, was marketed as an alternative to WeChat. On Tuesday, as many as 200 Bullet workers were reportedly dismissed, leaving behind only a small team that may be transferred to Smartisan. The phone company didn’t immediately comment on the news.

Why it’s important: Soon after its launch, Bullet Messenger’s App Store rankings surged, at least in part due to cash incentives that rewarded users for inviting friends and staying active. As of late September, however, downloads had dropped off significantly and Smartisan CEO Luo Yonghao stated on Weibo that the app’s features may not have been polished enough. Loose security and salacious content also gave the app a bad name, while rumors of layoffs and unpaid wages dogged Smartisan late in the year. Bullet Messenger’s apparent closure less than a year after launch doesn’t come as a surprise for industry observers. Other competitors aiming to knock WeChat off its throne continue to emerge, the most prominent of which may be AI-powered unicorn Bytedance’s Duoshan messenger.

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Briefing: Bytedance launches external search in Jinri Toutiao, creeps into Baidu territory https://technode.com/2019/03/06/bytedance-launches-external-search-in-jinri-toutiao-creeps-into-baidu-territory/ https://technode.com/2019/03/06/bytedance-launches-external-search-in-jinri-toutiao-creeps-into-baidu-territory/#respond Wed, 06 Mar 2019 10:41:59 +0000 https://technode-live.newspackstaging.com/?p=97616 bytedance jinri toutiao tiktok topbuzzThe new search feature puts the parent company Bytedance in direct competition with Baidu.]]> bytedance jinri toutiao tiktok topbuzz

字节跳动上线了搜索业务,不再满足于做内容分发平台 – Jiemian

What happened: Media giant Bytedance has updated the search function in its content aggregator Jinri Toutiao, enabling users to access content outside the app with the built-in search bar, media outlet Jiemian reported. The new feature is an extension of the company’s “information creates value” slogan, Bytedance said. Jinri Toutiao marks search results from external websites with a “external” sign next to the name of the website. In-app searches have been available in Jinri Toutiao since Jan. 16.

Why it’s important: The new search feature puts parent company Bytedance in direct competition with Baidu, which dominated the Chinese search engine landscape since Google’s exit in 2010. With Baidu facing consumer criticism and a deteriorating brand image for promoting low-quality content, Jinri Toutiao could prove to be a strong challenger. Though it is still in the testing phase, the new search function could leverage user data Bytedance has at hand and help the company further monetize Jinri Toutiao’s traffic by redirecting users to sponsored results in the app.

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Qutoutiao records strong growth but widened losses in 2018 https://technode.com/2019/03/06/qutoutiao-records-strong-growth-but-widened-losses-in-2018/ https://technode.com/2019/03/06/qutoutiao-records-strong-growth-but-widened-losses-in-2018/#respond Wed, 06 Mar 2019 10:29:55 +0000 https://technode-live.newspackstaging.com/?p=97596 Content platform company Qutoutiao saw explosive growth in monthly active users and net revenues, and a sharp increase in net losses for the fourth quarter and full year 2018.]]>

Content platform company Qutoutiao saw explosive growth in monthly active users and net revenues and a sharp increase in net losses for the fourth quarter and full year 2018, according to earnings results released Tuesday.

Combined MAUs nearly tripled to 93.8 million and combined daily active users (DAUs) more than doubled to 30.9 million for its two platforms, content aggregator Qutoutiao and mobile literature app Midu, in the fourth quarter of 2018 compared with the same period in 2017. Midu comprised around 5 million DAUs in December.

Average daily time spent per DAU in the fourth quarter also increased more than 96% year-on-year to 63 minutes across the two platforms. The metric is the average of Qutoutiao and Midu users.

Net revenues swelled 426% year-on-year to more than RMB 1.3 billion ($193 million) during the fourth quarter, driven by advertising and marketing revenues, which ballooned year-on-year to RMB 1.2 billion.

Sales and marketing expenses also jumped around 463% year-on-year in the fourth quarter, mainly the result of user engagement expenses, which more than tripled. User acquisition expenses increased seven-fold.

Qutotiao’s AI-based content recommendation technology drove the company’s research and development expenses in the fourth quarter up by 15 times year-on-year to RMB 127 million. The technology, however, enabled Qutoutiao to lower its user acquisition costs during the quarter, CEO Siliang Tan said.

The rapid expansion came with massive increases in net loss, which swelled seven times year-on-year for the fourth quarter of 2018 and close to 21 times year-on-year for the full year. Operating loss margin for full-year 2018 more than tripled to 65.6% compared to 2017.

The company guided first quarter 2019 net revenue from RMB 1.10 billion and RMB 1.12 billion and full year 2019 revenue from RMB 7.50 billion to RMB 8.50 billion. Upcoming revenue streams include paid subscriptions, live-streaming, games, and e-commerce. It is currently testing its short video app on a small scale and expects to step up its promotion in the second quarter of 2019, CEO Tan added.

Qutoutiao currently occupies 1.3% of the total of 3.2 billion hours that Chinese internet users spend on mobile internet, and is looking to increase the percentage to 2.5% to 3% by the end of 2019.

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Briefing: QQ announces account cancellation feature, netizens wax nostalgic https://technode.com/2019/03/06/qq-messenger-account-cancelation/ https://technode.com/2019/03/06/qq-messenger-account-cancelation/#respond Wed, 06 Mar 2019 03:53:25 +0000 https://technode-live.newspackstaging.com/?p=97521 Some veteran users have expressed reluctance to part with their accounts, likening them to family heirlooms to be handed down to younger generations.]]>

QQ将上线号码注销功能:可在QQ 7.9.9及以上版本实现 – 腾讯科技

What happened: Messaging and social media platform QQ announced, 20 years after its debut, that it will allow users to cancel their accounts. Once a QQ account and its associated number has been canceled, all user information will automatically be deleted. The instant messaging service was one of internet titan Tencent’s earliest products and once its mainstay, but its popularity has somewhat diminished following the 2011 launch of WeChat and other mobile apps. Some veteran users, however, have expressed reluctance to part with their accounts. “I painstakingly took care of it for so long, why should I cancel?? I was planning to pass it on to my son,” one wrote. Others reminisced about past hours or money spent on QQ’s services.

Why it’s important: Despite its lengthy run, in 2014 QQ clocked a landmark 200 million users using its platform simultaneously. Unlike fellow veteran social platform Renren, it has managed to retain relevance. While WeChat’s one billion monthly active user (MAU) figure surpassed QQ’s more than 800 million MAU and older users may have moved on to other platforms, it remains a vital part of Tencent’s social ecosystem. Tencent’s news, music, video streaming, and gaming platforms are all branded as “QQ.” In addition, the string of digits used as QQ ID and email addresses has become an element of contemporary culture, as some netizens’ comments show. “My QQ is my only eight-figure ‘asset,’” one wrote jokingly, referring to the fact that due to the volume of users, relatively shorter usernames are a rarity.

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YY completes Bigo acquisition to expand overseas reach https://technode.com/2019/03/05/yy-completes-bigo-acquisition-to-expand-overseas-reach/ https://technode.com/2019/03/05/yy-completes-bigo-acquisition-to-expand-overseas-reach/#respond Tue, 05 Mar 2019 08:16:00 +0000 https://technode-live.newspackstaging.com/?p=97454 Bigo owns BIGO LIVE, a global live-streaming platform, and LIKE, a short video social platform.]]>

YY completes acquisition of tech company Bigo – YY

What happened: Livestreaming social media platform YY announced on Monday its full acquisition of Singapore-based Bigo. YY acquired in the transaction remaining Bigo shares for approximately $1.45 billion, including $343 million in cash and the balance in YY shares. Prior to this transaction, YY owned 31.7% of Bigo shares, and had been its largest shareholder since the company’s Series D in June. Bigo owns BIGO LIVE, a global live-streaming platform that excludes China, and LIKE, a short video social platform. YY CEO Xueling Li is also Bigo’s founder and CEO.

Why it’s important: The acquisition brings YY one step closer to realizing its goal of becoming “a world-leading video-based social media platform.” While YY faces an increasingly competitive landscape domestically, including its game-focused subsidiary Huya, the overseas market is notably less crowded. As the owner of one of the most popular live-streaming apps in overseas markets including southeast Asia, Bigo’s assets present synergistic opportunities for YY to boost growth and expand its overseas presence amid China’s increasingly stringent regulations and slowing macro conditions.

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Tencent’s WeChat created 22 million job opportunities in 2018 – report https://technode.com/2019/03/05/wechat-22-million-jobs/ https://technode.com/2019/03/05/wechat-22-million-jobs/#respond Tue, 05 Mar 2019 07:40:02 +0000 https://technode-live.newspackstaging.com/?p=97381 With features such as mini-programs, WeChat has helped lower the entry threshold for new entrepreneurs and small startups.]]>

Social media platform WeChat created more than 22 million job opportunities in 2018, 5.3 million of which drew the majority of income through the platform, according to a report published on Monday. Total job opportunities grew 10% compared with 2017, following steady average growth of more than 2 million positions per year since 2014. The report did not specify the proportion of jobs that were full-time, however, or average wages.

The paper was co-released by Tencent’s WeChat, official think tank China Academy of Information and Communications Technology, and their jointly established Digital China Research Center. Together they calculated that WeChat enabled “traditional” industries such as food and beverage, entertainment, and education to scale more efficiently, capturing more than RMB 4 billion in 2018. The app accounted for RMB 240 billion or 5% of total spending on “information consumption” during the same period.

Mini-programs, WeChat’s answer to the Apple App Store, helped drive growth. Launched in 2017, the fast-growing, flexible feature has helped lower the entry threshold for entrepreneurs across the board. Alone, mini-programs are estimated to have created 1.8 million direct and indirect employment opportunities in 2018, a 75% increase from the previous year. They also created some RMB 500 billion in business value in 2018.

Many of those taking advantage of WeChat’s entrepreneurial opportunities are either individuals or small businesses. New startups comprised a large majority of both mini-program operators and third-party service providers, and made up more than 60% of business operators within WeChat’s public account system, an in-app media platform.

WeChat’s vast ecosystem has opened up flexible and part-time job opportunities for new populations, allowing farmers, homemakers, and those with disabilities to tap into remote online work, according to the report. Of the one billion users on the social platform, 11% said they turned to the app during job searches, with a quarter of those respondents eventually finding “suitable” positions via WeChat.

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Livestreaming platform Huya’s ‘rich content’ powers user, revenue growth in 2018 https://technode.com/2019/03/05/livestreaming-platform-huyas-rich-content-powers-user-revenue-growth-in-2018/ https://technode.com/2019/03/05/livestreaming-platform-huyas-rich-content-powers-user-revenue-growth-in-2018/#respond Tue, 05 Mar 2019 06:12:29 +0000 https://technode-live.newspackstaging.com/?p=97377 Fourth quarter results show a steady rise in monthly active users and strong growth in the number of paying users.]]>

Livestreaming platform Huya saw solid traction in monthly active user (MAU) growth for the fourth quarter and doubled total net revenues for the quarter and full year 2018, according to earnings results released Monday.

The platform, listed on exchanges in both Hong Kong and New York, steadily grew both mobile and total MAUs in the fourth quarter of 2018. Mobile MAUs rose 30.7% year-on-year to 50.7 million and total MAUs grew 34.5% year-on-year to 116.6 million. The number of paying users also increased 73% year-on-year to 4.8 million in the period ended Dec. 31. CEO Rongjie Dong attributed the growth to the platform’s “rich content and differentiated user experience.”

Net revenues surged more than 100% year-on-year to RMB 1.5 billion (around $218.9 million) in the fourth quarter of 2018, driven by the platform’s livestreaming revenues, which jumped 108% to more than RMB 1.4 billion. Cost of revenues, however, doubled year-on-year in the fourth quarter to nearly RMB 1.3 billion, though gross profit kept pace, climbing 120% year-on-year during the same period.

Huya also reported a 19-fold year-on-year increase in fourth quarter net income of RMB 99.6 million. Total net revenue for the year was similarly robust, growing 113% year-on-year to RMB 4.6 billion, while gross profits for the year surged 186% year-on-year to RMB 729.8 million.

As one of the largest game livestreaming platforms in China, Huya is locked in a fierce rivalry with Douyu, which may be preparing for a New York IPO. The two platforms have been competing against each other for star livestreamers for years, offering incentives to get top performers to jump ship. During the earnings call, however, Dong said that it was ongoing appearances of moderately famous livestreamers powering growth, not the biggest livestreaming celebrities.

The platform will increase investment in high-quality e-sports tournaments in 2019, Dong said. In 2018, Huya broadcasted more than 400 e-sport events, with viewership totaling more than 1.6 billion.

Huya also plans to scale up its overseas operations in 2019, a segment that contained 10 million MAUs at the end of 2018 and is growing faster than China, Dong said. The company expects its worldwide MAUs to reach 140 million to 150 million in 2019. Livestreaming platform, Nimo TV, is powering growth in overseas markets including southeast Asia and Latin America, said CFO Dachuan Sha.

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How China tends its bonsai cyberspace https://technode.com/2019/03/05/how-china-tends-bonsai-cyberspace/ https://technode.com/2019/03/05/how-china-tends-bonsai-cyberspace/#respond Tue, 05 Mar 2019 01:46:05 +0000 https://technode-live.newspackstaging.com/?p=97349 Inside the Great Firewall, netizens sometimes feel protected from the chaos outside. ]]>

Some like to think of the Chinese internet as a garden.

The former deputy head of the Chinese government’s propaganda department and ex-internet czar Lu Wei, was prone to metaphor. In a 2013 speech addressed to the 13th Chinese Online Media Forum, he referred to Chinese cyberspace as a “spiritual garden which worships virtue and the good” and “castigate[s] the false, the bad, and the ugly.”

The grand gardens of ancient China aspired to the same purity. Recently, I visited a penzai (or bonsai) garden in Suzhou, the idyllic city an hour’s train ride from Shanghai, known as the “Venice of the East.” Penzai, a Chinese art form that uses cultivation techniques to produce miniature trees, is founded on a belief in order, harmony, and man-made perfection: If you pruned, trimmed, and grafted the tree in the right way, you could control the direction of its growth.

Behind the walls of their homes, Suzhou’s wealthy built elaborate landscapes filled with artificial mountains and lakes. Throughout the 13th century, Suzhou gardeners were instructed to “hide the vulgar” and “include the splendid” such that no rock formation was out of place, and each grotto was an ideal imitation of nature.

Just as Suzhou’s tranquil oases were particularly beloved during the chaos of the Ming Dynasty wars, in our age of internet trolls, fake news, and cyberterrorism, Lu’s rhetoric of contrived order has some allure: Build a Great Firewall. Keep them out. The wilderness outside the Great Firewall is a chaotic mess; this plot of idyllic greenery within displays orderly perfection.

Inside the wall is an enclosed ecosystem, operating by its own rules, opaque to the rest of the world. Most people living outside the country know and care little about it.

And yet, within the walls of this garden, nearly 700 million Chinese netizens are interacting on a handful of platforms, churning out data at an unprecedented rate: algorithmic fuel and fodder for technologies that we haven’t even begun to understand. The rise of American internet monoliths Google, Amazon, and Facebook may have revolutionized consumption, triggered revolutions, and tampered with elections, but China’s own trio of tech giants—Baidu, Alibaba, and Tencent—will inevitably shape both the Chinese and global cyberspace in more unpredictable and maybe even bigger ways.

Born and raised in Hong Kong, a city at the fence of the garden, I have always occupied the position of both insider and outsider—at times stepping into the weeds, and at other times taking a step back to observe from afar. From this position, I see nuance and contradiction.

Those who do pay attention to China from outside understand Chinese cyberspace through one of two narratives. Either it’s the story of a China rising (“ripe for innovation, the country is a goldmine of shiny new gems for aspiring venture capitalists to monetize”) or else China as authoritarian wasteland (“the Big Bad authorities and its oppressed citizens are heading towards a Black Mirror-worthy doomsday”). Both conventional narratives speak in cold numbers or sweeping generalities—if it’s not all market penetration and IPOs, then it’s all cyber-sovereignty and control. Both emphasize the monolithic and reducible while overlooking the particular and the personal. They suck the humanity and fun out of it all.

The internet, journalist Virginia Heffernan claims, is a source of magic—“grander originality, more expansive community, and shrewder gameplay.” The Chinese internet, although highly regulated, is equally dynamic. In the last decade, it has become a greenhouse of fascinating new outgrowths: rural farmers livestream their stock to earn extra cash, middle-aged women transform into dating site moguls, aspiring writers are launched into fame via serialized online novels, genetic testing services function as glorified astrology tests.

How and should these internet “plants” be pruned? In the United States, their proliferation has been fueled by all kinds of cheap and artificial fertilizers, threatening the entire garden ecosystem. Among many Chinese people, particularly the older generation who lived through the tumult of the Cultural Revolution, there is a deep-seated desire for order and stability; many would like that stability to apply to the burgeoning online world. In contrast to American chaos, many Chinese users believe that somebody must do the pruning, even if it’s an army of heavy-handed gardeners who brutally and efficiently wipe out invasive weeds and budding flowers alike.

And then there is the trickier, aesthetic question of creative constraints: Do plants actually gain vigor by surviving the pruning process? Has the Chinese internet industry developed unique strengths in response to the constraints imposed on them?

Some say it allows for creativity to burgeon. For example, according to Kai-Fu Lee, China’s “market-driven” startup culture—in contrast to Silicon Valley’s internet environment—has yielded resilient fruit such as tech companies Didi, Meituan, and Jinri Toutiao. Whereas Silicon Valley entrepreneurs grew out of a kind of “wide-eyed techno-optimism, the belief that every person can change the world through innovative thinking,” pragmatic Chinese entrepreneurs are mostly driven not by fame or glory or to change the world but instead by the core motivation of getting rich.
In a country where the mission is most often rigidly dictated by those in power, Chinese tech startups do not have the luxury of lofty thinking—starting with an idealistic goal and building a company around that. Instead, their approach is driven by profit: create any product, adopt any model, and then go into a business that will make money. Will this method yield a spiritual garden or a cultural wasteland?

I don’t know. But what I do know is this: Plants, particularly those at the margins, don’t always grow as you’d expect; sometimes a branch sprouts one direction, at times the other. Just as I am intrigued by bonsai gardens, I am fascinated by the margins of the Chinese internet. What strange plants are growing within the walled garden and what will they become?

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Briefing: Facebook sues Chinese companies over trademark infringement, sale of fraudulent accounts https://technode.com/2019/03/04/briefing-facebook-sues-chinese-companies-over-trademark-infringement-sale-of-fraudulent-accounts/ https://technode.com/2019/03/04/briefing-facebook-sues-chinese-companies-over-trademark-infringement-sale-of-fraudulent-accounts/#respond Mon, 04 Mar 2019 02:41:02 +0000 https://technode-live.newspackstaging.com/?p=97190 Stemming the proliferation of fake accounts has been an uphill battle for the social media platform. ]]>

Facebook is Suing Four Chinese Companies for Allegedly Selling Fake Accounts – Gizmodo

What happened: Facebook is seeking $100,000 in damages from each of six websites operated by Xiu Network Science and Technology Company, Xiu Feishu Science and Technology Company, Xiufei Book Technology Co., and Home Network Technology Co., Ltd. for creating and selling fake Instagram and Facebook accounts. According to Facebook’s complaint, the companies are also involved in online advertising and electronics manufacturing. Fake accounts are often purchased by users to artificially inflate their followers and likes in order to attract attention from real people.

Why it’s important: Stemming the proliferation of fake accounts has been an uphill battle for social media platforms, with Facebook and Instagram deleting over 2.1 billion of them between January and September 2018 and Twitter reportedly locking 10 million per week since May. Often, these accounts are created with information stolen from a real user. The New York State Attorney General recently brought charges against Colorado-based Devumi for selling fake followers to a variety of people including former representative Paul Ryan and an editor at Xinhua News Agency.

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Briefing: TikTok limits features for users under 13, deletes some accounts https://technode.com/2019/03/01/briefing-tiktok-limits-features-for-users-under-13-deletes-some-accounts/ https://technode.com/2019/03/01/briefing-tiktok-limits-features-for-users-under-13-deletes-some-accounts/#respond Fri, 01 Mar 2019 09:56:35 +0000 https://technode-live.newspackstaging.com/?p=97130 tiktok douyin bytedanceThe Bytedance-owned short video app released an update to comply with a settlement agreement it reached with the US Federal Trade Commission.]]> tiktok douyin bytedance

TikTok limits in-app features for young users and deletes some accounts in update – The Verge

What happened: Bytedance’s TikTok has released an update limiting account features for users under 13 following a $5.7 million settlement with US authorities for violating a child protection law. The roll out prohibits users under 13 from posting videos, leaving comments, messaging other users or maintaining a profile with a recent update, while some accounts appear to have been accidentally deleted, The Verge reported. The update asked users for their birthdays, and seems to have inadvertently deleted accounts for users who are younger than 13 and or users who accidentally entered birth dates that would make them younger than 13.

Why it’s important: Changes to TikTok brought about by the FTC settlement agreement is likely to have far-reaching consequences. With users under 13 limited to a “younger ecosystem” where they can only watch video content curated specifically for their age group, TikTok could see reduced in-app traffic in the short term. Compounded by the fact that many users have lost their accounts without warning for inputting the wrong birth date, the app could face some backlash in the coming weeks. TikTok has posted solutions on Twitter, though many users complain that they have not been able to resolve the issue.

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Briefing: Tencent tests parental game control tool requiring photos, ID https://technode.com/2019/03/01/briefing-tencent-tests-parental-game-control-tool-requiring-photos-id/ https://technode.com/2019/03/01/briefing-tencent-tests-parental-game-control-tool-requiring-photos-id/#respond Fri, 01 Mar 2019 07:48:24 +0000 https://technode-live.newspackstaging.com/?p=97081 Parents will need to approve their children's request to play the games and upload a series of verification materials.]]>

腾讯测试“儿童锁模式”:13周岁以下想玩游戏须家长先“开锁” – Tencent Games

What happened: Tencent has started testing a new anti-addiction system for minors on two of its games. The system requires a series of steps from parents of users under 13 to create a log-in and play the game. Parents need to upload a series of documents, including a photo with the child alongside a parent with a government ID in hand, as well as what the company calls “video verification.” Currently, the new system is in place for “Honor of Kings” and the mobile version of “PlayerUnknown’s Battlegrounds” in three cities. The company said it would test the system in a total of 12 cities.

Why it’s important: Once implemented on a large scale, the new system will give parents full control over whether their children can play Tencent’s games. It could also potentially make Tencent’s gaming services more palatable to regulators and the public. Tencent has already introduced a number of controls that limit the amount of time and money minors can spend on its games. Among them are a real-name registration that limits playtime, a parental control system that let parents kick their children out of games at any time, and most recently, a game monitoring system that allows teachers visibility of their students’ daily game activities.

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Briefing: Baidu encyclopedia entries contained links to pornography https://technode.com/2019/03/01/briefing-baidu-encyclopedia-entries-contained-links-to-pornography/ https://technode.com/2019/03/01/briefing-baidu-encyclopedia-entries-contained-links-to-pornography/#respond Fri, 01 Mar 2019 05:52:50 +0000 https://technode-live.newspackstaging.com/?p=97070 The link appeared in the reference link section for nearly 40 entries about kindergartens and primary schools located in the southern Chinese city of Guangzhou.]]>

在百度搜索部分小学和幼儿园,会被导向色情网站 – News Lab

What happened: Entries in Baidu’s online encyclopedia, Baidu Baike, contained a link in the reference section that redirects users to a pornographic website, reported WeChat news account News Lab. The link appeared in nearly 40 entries about kindergartens and primary schools located in the southern Chinese city of Guangzhou. The link sends users to a website that once hosted education-related content but now hosts pornographic videos and can be accessed without a VPN. Baidu has since removed the link from the affected entries and pledged to review content on Baike more frequently.

Why it’s important: This latest incident may further degrade Baidu’s brand image, which has deteriorated in recent years for ad placement-related issues. Baidu has also faced consumer backlash for promoting its own results and low-quality content. Content regulators also continuously pressure the search giant over vulgar content;  the company has said in response that it removed more than 50 billion pieces of “harmful” information in 2018.

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Briefing: Video of children singing “Huawei the Beautiful” goes viral on Chinese social media https://technode.com/2019/02/28/briefing-video-of-children-singing-huawei-the-beautiful-goes-viral-on-chinese-social-media/ https://technode.com/2019/02/28/briefing-video-of-children-singing-huawei-the-beautiful-goes-viral-on-chinese-social-media/#respond Thu, 28 Feb 2019 10:10:38 +0000 https://technode-live.newspackstaging.com/?p=96803 The producers claim it was an "act of public benefit."]]>

How much do Chinese people love Huawei? Just ask these cute singing children – Washington Post

What happened: A video showing a group of children performing a song called “Huawei the Beautiful” quickly went viral on Wednesday. The video, which made its way to Weibo after being posted on WeChat, was created by Zhoudan Kids’ Singing Classroom, a Zhuhai-based production company. Reactions were mixed. Some voiced their support for Huawei while others called it propaganda. Huawei issued a statement on Weibo saying they weren’t involved in the video’s production. Zhoudan agreed, stating their intention as an “act of public benefit.”

Why it matters: Huawei has faced an onslaught of criticism in the West following the arrest of its CFO, Meng Wanzhou, for bank fraud in violating US sanctions against Iran. This sentiment is not echoed in China. A Financial Times report showed that following the arrest, 33% more consumers wanted to buy a Huawei smartphone. One smartphone sales person called the company“a patriotic icon.” The tech giant’s share of the Chinese smartphone market grew between 2017 and 2018 by 7 percent, outpacing competitors like Xiaomi and Oppo. 

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Briefing: CNNIC internet report points to rapid user growth in short video apps https://technode.com/2019/02/28/briefing-cnnic-internet-report-points-to-rapid-user-growth-in-short-video-apps/ https://technode.com/2019/02/28/briefing-cnnic-internet-report-points-to-rapid-user-growth-in-short-video-apps/#respond Thu, 28 Feb 2019 05:31:42 +0000 https://technode-live.newspackstaging.com/?p=96866 Short video has been one of the fastest growing internet segments in China, adding 50 million more users than it did in June 2018. ]]>

User numbers of short video apps, mobile online games, and online literature grew considerably in 2018, report says – Sina News

What happened: Three in four Chinese internet users access short video apps, according to data from the 43rd Internet Development Report released by the China Internet Network Information Center (CNNIC) on Thursday. Mobile users playing online video games continued to rise in 2018, though growth is slowing: mobile online game players rose 12.7% year-on-year in 2018 compared with 15.8% in 2017. However, the number of readers who access literature on mobile devices picked up in 2018 to 19.4% year-on-year compared with 13.1% in 2017, and now comprise half of Chinese internet users.

Why it’s important: Short video has been one of the fastest growing internet segments in China, adding 50 million more users than it did in June 2018. The fact that it wasn’t even in CNNIC’s 2017 report underscores the pace at which short video apps such as Douyin and Kuaishou have been expanding. Sexually explicit and lowbrow content, however, have resulted in frequent government crackdowns and public outrage. Meanwhile a freeze on monetization approvals, which lasted from March to December last year, weighed heavily on growth for the video game segment in 2018.

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Briefing: Anime site Bilibili quadrupled monthly paying users in 2018 https://technode.com/2019/02/28/bilibili-gaming-revenue-quarter/ https://technode.com/2019/02/28/bilibili-gaming-revenue-quarter/#respond Thu, 28 Feb 2019 04:11:01 +0000 https://technode-live.newspackstaging.com/?p=96819 bilibiliA government crackdown last year which severely restricted the release of new titles may be slowing growth for the gaming and anime platform.]]> bilibili

解读B站四季度财报:游戏收入持续下降 广告和直播拯救了B站 – 美股研究社

What happened: Bilibili’s fourth quarter and fiscal year report for 2018 released Wednesday shows that the gaming and animation platform continues to grow at a rapid clip, with average monthly paying users in 2018 nearly quadrupling from a year earlier to 4.4 million. The platform recorded total annual revenues of RMB 1.15 billion, a 57% year-on-year increase, and recorded a net loss of RMB 565 million during the year. Fourth quarter losses beat expectations, though gaming revenue slid for the third quarter in a row. In addition, the rate of revenue growth from advertising and live streaming has declined.

Why it’s important: Gaming has been a major source of revenue for Bilibili, which went public last March. Like Tencent, Netease, and many other companies, however, Bilibili was affected by a government crackdown last year which severely restricted the release of new titles. The platform is known for its popularity with youth, shored up by its policy to prioritize user experience over video ads, limiting advertising income. However, paying user growth is a positive sign, as well as its relationships with stakeholders Alibaba and Tencent. Earlier this month, Alibaba’s e-commerce site Taobao acquired an 8% stake in Bilibili after agreeing to help convert its content into commercial products.

Correction: Due to an editing error, an earlier version of this post stated that Bilibili’s monthly paying users tripled from 2017 to 2018. In fact, that figure quadrupled.

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Briefing: TikTok fined $5.7 million in US for collecting data on minors https://technode.com/2019/02/28/briefing-tiktok-fined-5-7-million-in-us-for-collecting-data-on-minors/ https://technode.com/2019/02/28/briefing-tiktok-fined-5-7-million-in-us-for-collecting-data-on-minors/#respond Thu, 28 Feb 2019 03:40:04 +0000 https://technode-live.newspackstaging.com/?p=96829 tiktok douyin bytedanceThe ruling by the Federal Trade Commission is so far the largest civil penalty issued by the agency in a children’s privacy case.]]> tiktok douyin bytedance

抖音海外版被控侵犯儿童隐私,遭FTC开出570万美元罚单 – Jiemian

What happened: US authorities fined Chinese short-video app TikTok $5.7 million on Wednesday. TikTok, operator of the now-defunct Musical.ly, illegally gathered personal information from children under the age of 13 without parental consent. The ruling by the Federal Trade Commission is so far the largest civil penalty issued by the agency in a children’s privacy case.

Why it’s important: The massively popular app owned by Bytedance has been under intense fire in recent months for issues over child protection. Child advocates issued warnings over the weekend that abusers are exploiting the app to contact youngsters. Last week, Indian lawmakers sought to ban the app for spreading harmful and vulgar content. As TikTok grows in popularity, it is narrowing the gap with Facebook with more than one billion downloads on iOS and Android, but its rapid ascent has been tempered by concerns over its content and user privacy.

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Briefing: Tencent partners with Intel on new cloud gaming service https://technode.com/2019/02/28/tencent-partners-with-intel-on-new-cloud-gaming-service/ https://technode.com/2019/02/28/tencent-partners-with-intel-on-new-cloud-gaming-service/#respond Thu, 28 Feb 2019 03:03:51 +0000 https://technode-live.newspackstaging.com/?p=96801 tencentPaired with new 5G technology, cloud solutions will allow players to stream PC and console-quality games on their smartphones without sacrificing processing power or battery life.]]> tencent

Tencent Instant Play is an Upcoming Cloud Gaming Service – Variety

What happened: Tencent and Intel are partnering on a cloud gaming service. The project, Tencent Instant Play, promises “leading cloud gaming solutions for both Windows PC gaming and Android mobile gaming based on Intel’s latest emerging visual cloud technology.” Further details are expected at a March 20 session of the upcoming Game Developers Conference. Gaming industry analyst Daniel Ahmad thinks the service will be capable of streaming games like “Monster Hunter World” at 60 frames per second with a resolution of 1080p.

Why it’s important: This service will enrich the gaming experience for Tencent’s massive customer base and as tech giants and startups alike push into cloud gaming. Paired with new 5G technology, cloud solutions will allow players to stream PC and console-quality games on their smartphones without sacrificing processing power or battery life. If Tencent delivers on its promise to reduce development costs associated with new game releases, updates and maintenance, it might attract gaming developers.

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Briefing: TikTok narrows gap with Facebook as downloads hit 1 billion https://technode.com/2019/02/27/briefing-tiktok-narrows-gap-with-facebook-as-downloads-hit-1-billion/ https://technode.com/2019/02/27/briefing-tiktok-narrows-gap-with-facebook-as-downloads-hit-1-billion/#respond Wed, 27 Feb 2019 10:29:38 +0000 https://technode-live.newspackstaging.com/?p=96770 tiktok douyin bytedanceAt 663 million downloads in 2018, TikTok surpassed Instagram and is catching up to Facebook.]]> tiktok douyin bytedance

TikTok gaining on Facebook with 1 billion downloads, according to reports – CNET

What happened: Bytedance-owned short video app TikTok has just surpassed 1 billion downloads on iOS and Android, CNET reported, citing figures from data insight firm Sensor Tower. TikTok was downloaded about 663 million times in 2018, making it the fourth most-downloaded non-game app during the year. The download figure includes the app’s lite versions—a smaller version of the original app with fewer features—and regional variations, but does not include Android installs in China.

Why it’s important: TikTok easily surpassed Instagram’s figure of 444 million downloads in 2018, and is catching up with Facebook’s 711 million. Its rapid growth, however, has not been without problems. TikTok faces regulatory pushback in India, where it is estimated to have been installed 250 million times, for spreading harmful and vulgar content. It is also under fire from child advocates that it is a “hunting ground” for child abusers. The new figures underscores the urgency for effective content filters as the pace of its growth reaches blistering.

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Tencent adds teachers to gaming controls for minors https://technode.com/2019/02/27/tencent-adds-teachers-to-gaming-controls-for-minors/ https://technode.com/2019/02/27/tencent-adds-teachers-to-gaming-controls-for-minors/#respond Wed, 27 Feb 2019 09:10:10 +0000 https://technode-live.newspackstaging.com/?p=96749 The new system enables teachers to monitor students’ in-game time and purchases.]]>
Screenshot of Tencent’s new game-monitoring system (Image Credit: Tony Xu / TechNode)

Tencent has started testing a new monitoring system for its games, enabling teachers to receive daily updates of students’ in-game time and purchases.

The system, dubbed “Star Guardian,” is the newest addition to existing controls from Tencent that limit how much time and money minors can spend on games. It can be accessed through the “teacher-student interaction” tab in Tencent’s official parental control platform on WeChat. As of writing, the system hasn’t appeared on Tencent’s parental control website.

To use the platform, teachers send students invitations through WeChat or QQ. Once students accept, they will be added to a class group where the teacher can see the time and money they have spent in games on that day and during that week. Teachers are not allowed access to information such as students’ log-in and log-out times, as well as purchase details, a Tencent spokesperson told TechNode.

The system isn’t binding, students can quit the class group they are in at any time, according to the Tencent spokesperson. In addition, the “Star Guardian” system is not a final version, as Tencent will collect feedback to improve its functionality.

Tencent has already implemented gaming controls including a real-name registration system for all of its games, limiting the playtime to an hour per day for players 12 years and under, and two hours per day for players aged 13 to 17. The system cross-checks accounts with a public security database and is in the process of integrating a facial recognition feature to reduce behaviors such as minors registering with adults’ IDs.

Also already in place is a parental control system for 72 popular Tencent titles that enables parents to limit their children’s game time to certain hours of the day and cap in-game purchases. This “Super Parent” system also includes a feature that allows parents the ability to kick their children out of a game with the click of a button.

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Briefing: TikTok, live-streaming apps a portal for child abusers, says child advocates https://technode.com/2019/02/26/briefing-tiktok-live-streaming-apps-a-portal-for-child-abusers-says-child-advocates/ https://technode.com/2019/02/26/briefing-tiktok-live-streaming-apps-a-portal-for-child-abusers-says-child-advocates/#respond Tue, 26 Feb 2019 05:51:48 +0000 https://technode-live.newspackstaging.com/?p=96540 bytedance Douyin tiktokA quarter of children surveyed in the UK had livestreamed with a stranger, and schools and child advocacy agencies have warned parents about the app.]]> bytedance Douyin tiktok

TikTok, livestreaming apps are ‘hunting ground’ for abusers, warn kids’ advocates – CNET

What happened: Chinese short-video app TikTok faces a fresh round of scrutiny, this time in the UK, after a children’s charity spokesperson said that abusers are exploiting the app as a “hunting ground” to contact youngsters. A survey of 40,000 schoolchildren conducted by the National Society for the Prevention of Cruelty to Children, known as NSPCC, found that 25% of them had livestreamed with a stranger, while one in 20 children were asked to strip while livestreaming or commenting. TikTok requires users to be at least 13 years old, but has no verification system in place.

Why it’s important: This is not the first time the massively popular app, part of the Bytedance portfolio, has been under fire due to lack of oversight. Last week, Indian lawmakers sought to ban the app across the country for spreading harmful and vulgar content, and Indonesian authorities banned it temporarily for similar reasons in July. In response, TikTok has introduced and enhanced a series of protective measures, including filters, in-app reporting and content review; however, constant complaints indicate that firm must do more to tackle the issue.

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Briefing: Innovative features help marriage app Zhenai.com’s holiday surge https://technode.com/2019/02/26/marriage-app-zhenai-chinese-new-year/ https://technode.com/2019/02/26/marriage-app-zhenai-chinese-new-year/#respond Tue, 26 Feb 2019 04:34:23 +0000 https://technode-live.newspackstaging.com/?p=96512 The app's live-streaming option provides a convenient alternative to physical meetups, while also allowing parents to participate in the partner-vetting process.]]>

春节连续7天app store社交类排行第三,珍爱网在婚恋焦虑中读出了什么?– 36kr

What happened: Over the Chinese New Year holiday, matchmaking platform Zhenai.com was one of the top three most-downloaded social apps in the China App Store for seven consecutive days, and in the top 10 for all apps. User registration, monthly active users, and daily active users also climbed over the break, according to company data. Zhenai.com’s “one-on-one dual-screen live-streaming” feature, a video chat version of a blind date, was especially popular. Notably, it was the only matchmaking app within the top 10 during this time.

Why it’s important: For single people visiting their families over Chinese New Year, the holiday is  a notorious opportunity for fielding questions about one’s relationship status as well as attempts at matchmaking. This alone could account for a large part of Zhenai’s surge in popularity. In addition, the app’s live-streaming option provides a convenient alternative to physical meetups, while also allowing parents to participate in the partner-vetting process. Unlike more casual dating apps, Zhenai.com specifically targets individuals seeking marriage; its website advertises “13 years of marriage and dating services,” as well as offline customer centers. These options make the app stand out for singles pestered by concerned parents and a growing gender imbalance, among other things.

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Briefing: Indian youth murders friend over TikTok video https://technode.com/2019/02/26/briefing-indian-youth-murders-friend-over-tiktok-video/ https://technode.com/2019/02/26/briefing-indian-youth-murders-friend-over-tiktok-video/#respond Tue, 26 Feb 2019 03:26:31 +0000 https://technode-live.newspackstaging.com/?p=96528 tiktok douyin bytedanceThe incident comes just two weeks after Tamil Nadu state began proceedings for a statewide ban on the app.]]> tiktok douyin bytedance

Indian youth kills friend over TikTok video – The New Indian Express

What happened: A youth in the southern Indian state of Tamil Nadu is accused of killing his friend after a TikTok video they uploaded together sparked protests in their village. The two went into hiding after realizing the controversy sparked by their video, in which the accused spoke ill of a particular community within their village. While in hiding, the two friends quarreled and the accused allegedly struck the deceased with a blunt instrument, killing him. The accused then surrendered to the police.

Why it’s important: This latest incident could potentially further aggravate the relationship between Indian lawmakers and Bytedance, which has been under fire for not regulating hate speech and sexually explicit content on its short video app platforms.The incident comes just two weeks after the Tamil Nadu state government initiated a dialogue with the lower house of India’s legislature for a statewide ban on the short video app for spreading harmful content. Bytedance pledged to step up its cooperation with law enforcement agencies in response.

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China Tech Talk 72: Gaming regulation rectification with Daniel Ahmad https://technode.com/2019/02/25/china-tech-talk-72-gaming-regulation-rectification-with-daniel-ahmad/ https://technode.com/2019/02/25/china-tech-talk-72-gaming-regulation-rectification-with-daniel-ahmad/#respond Mon, 25 Feb 2019 10:38:31 +0000 https://technode-live.newspackstaging.com/?p=96492 Daniel Ahmad, analyst at Niko Partners, joins us again to talk gaming regulation in China and how Steam is faring in the Middle Kingdom.]]>

(Can’t see the player? Find us on iTunes!)

Early last year, the central government put a freeze on gaming approvals, shutting out many big titles from making money, including PUBG and Fortnite. However, in December, they reopened approvals only to find themselves with a 6-month backlog, leaving giants Tencent and Netease still unable to monetize their biggest hits.

Daniel Ahmad, analyst at Niko Partners, joins us again to talk gaming regulation in China, the role of mini games in the WeChat vs Douyin battle, and how Steam is faring in the Middle Kingdom.

Links

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Bytedance sues iQiyi for streaming boy band episode of an original show https://technode.com/2019/02/25/bytedance-sues-iqiyi-tv/ https://technode.com/2019/02/25/bytedance-sues-iqiyi-tv/#respond Mon, 25 Feb 2019 10:17:20 +0000 https://technode-live.newspackstaging.com/?p=96451 bytedance jinri toutiao tiktok topbuzzBytedance has become eager to defend itself in court.]]> bytedance jinri toutiao tiktok topbuzz

Beijing’s Haidian Court announced that it’s accepted a suit by content purveyor Bytedance against Baidu’s video platform iQiyi for allegedly streaming an episode of an original show.

Bytedance is requesting that iQiyi take down the episode of Watermelon Rice (xigua banfan, our translation) and compensate for losses with a payment of RMB 100,000. As of Monday evening, a search for the episode title on iQiyi’s website came up empty.

According to Bytedance, the variety show began airing on its news app Jinri Toutiao late last November. Toutiao’s parent company produced the show and also holds its copyright. Bytedance claims an episode that features members from Chinese boy band Ninepercent, released online December 9, also appeared on iQiyi’s platform the same day.

The company claims it sent a warning about infringing its rights to iQiyi in addition to other video platforms, and also sent multiple complaints to the competing platform afterward. Allegedly, the video remained up even after the complaints.

In a statement, iQiyi told TechNode it was company policy not to comment on ongoing cases. As of publication, Bytedance had not yet responded to TechNode’s request for comment.

Court prohibits Bytedance-owned video app streaming Tencent’s Honour of Kings

Bytedance, which was valued at $75 billion after a round of funding last fall, has previously proven eager to defend itself in court. It’s also had a few run-ins with iQiyi’s parent company, Baidu. On the same day last May, its live-streaming platform Douyin sued Tencent for defamation, demanding RMB 1 million, while Toutiao also brought Baidu to court for streaming a show without authorization.

In addition, last December, Bytedance claimed that Baidu’s short video platform Huopai had copied its content. Although the suit was dismissed, it marked the first time Chinese courts recognized short videos as falling within the scope of copyright protection laws.

Update: This article has been updated to reflect a statement from iQiyi.

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Hit horror game ‘Devotion’ sparks heated debate on social media https://technode.com/2019/02/25/horror-game-devotion-sparks-heated-debate-on-chinese-social-media-for-politically-cnt/ https://technode.com/2019/02/25/horror-game-devotion-sparks-heated-debate-on-chinese-social-media-for-politically-cnt/#respond Mon, 25 Feb 2019 09:56:58 +0000 https://technode-live.newspackstaging.com/?p=96436 The game has disappeared from the Chinese Steam store, Weibo and Bilibili. ]]>

On Feb. 23, four days after its release, popular PC game Devotion is unavailable for download in China after it sparked charged debate online. The game initially captivated Chinese netizens, until Weibo users pointed out hidden political messages.

Update: The developer behind Devotion has removed the game from the Steam store across all regions today, citing technical issues that cause unexpected game crashes. It also said that it wants to use the opportunity to ease the pressure in its community and further review the game for other unintended references. The statement comes on the heels of an apology dated Monday, which called the hidden references an “awfully unprofessional mistake” and asked players for time to address it.

The Taiwanese “first-person horror game depicting the life of a family shadowed by religious belief” was released on Feb. 19 on PC game distribution platform Steam. In the days following Devotion’s launch, the relevant hashtag #还愿 (huanyuan, #Devotion in English) quickly received over 120 million views on Weibo. The hashtag and original posts have disappeared from the popular Chinese social media platform.

Online discussion on the distribution platform, the world’s largest PC game online distributor, quickly turned sour on Feb. 23. Unlike other social media, Steam only allows users who have downloaded the game to comment on its page.

For instance, one player with the handle “xia,” or “summer” in English, gave the game a positive review in simplified Chinese on Feb. 21, calling it “possibly the best horror game in China.” On Feb. 25, the user, who identified as a Chinese national, added that they felt “shocked by the insidiousness of the developer” but wouldn’t change the review, calling upon people to take the matter more rationally. Other Steam users responded with fierce criticism, saying that summer’s comments show a lack of integrity for a Chinese person.

Before that, the comments in simplified Chinese that were rated as “most helpful” showed a positive view of the game. Currently, reactions on Steam are divided. Based on TechNode’s observations, players who comment in English and traditional Chinese generally give positive reviews, citing its “quality art design,” “polished details,” and “great atmosphere,” whereas players who comment in simplified Chinese condemn the developer for slipping politically charged content into a game with great potential.

On the day that Devotion disappeared from the Chinese version of Steam, the developer company, Red Candle Games, issued a public apology on its Facebook and Steam pages. It addressed players and netizens who were offended by references to highly controversial topics pertaining to Chinese authorities. The game’s publisher, Indievent, announced that it ceased all partnership with the developer.

The debate revolved around hidden references in the game to Chinese President Xi Jinping. These “Easter eggs” are obscured, minute details that are not easily spotted in the gameplay, but are perceived as intentional. Among them is a seal that appears on a wall, featuring a traditional Chinese symbol for sinister spells. Next to the seal are the characters of the President’s name and those of a popular children’s cartoon that he is sometimes likened to.

The developer company claimed that an unnamed employee was responsible for this and other critical references to Chinese authorities and that their actions went undetected by the rest of the team.

As of Feb. 24, information about the game posted after Feb. 23 cannot be found on Chinese search engine Baidu. The website returns zero results for searches of the game in Chinese, and searching for it English will only yield results posted before Feb. 23. Video playthroughs of the game have also disappeared from Chinese video sharing websites AcFun and Bilibili.

Discussions about the game on Twitter and Facebook are also heated. In addition to taking sides, many users are confused about what the developer is trying to achieve with what they consider to be a childish way to express political views.

“It’s okay to express your own views, even political ones. But if you know your [sic] audience are [sic] not with you and it’s meaningless to provoke them, you don’t insult them by calling who they support idiot,” said a Twitter user with the handle “Sinner7122”, whose profile claims that she is an environmental engineer based in Beijing.

Update: This article has been updated to reflect two announcements from Red Candle Games dated February 25 and 26.

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Le.com’s cloud computing arm placed on national debtor blacklist https://technode.com/2019/02/25/leshi-cloud-computing-blacklisted/ https://technode.com/2019/02/25/leshi-cloud-computing-blacklisted/#respond Mon, 25 Feb 2019 08:41:54 +0000 https://technode-live.newspackstaging.com/?p=96399 LeEcoWhile LeCloud has defaulted on multiple debts, this appears to be the first time it's been blacklisted. ]]> LeEco

LeCloud, a cloud-computing services subsidiary of streaming site, Le.com, was placed on a government blacklist for defaulting on debt repayment on Thursday. Le.com, also known as Leshi Internet, has been in financial trouble for several months, resulting in the resignations of three executives in December when shareholders began demanding repayment of at least RMB 3 billion.

Being blacklisted impacts a company’s credit and may also affect government support and approvals, among other things.

LeCloud’s blacklisting was filed January 28 and published on February 21, according to official government records, after a court in southern Guangdong province ruled that the company had failed to fulfill a payment of more than RMB 3 million to Guangdong Ruixin Network Co., Ltd. despite being able to do so. The sum includes around RMB 2.9 million for services as well as interest and other fees. The initial case brought by Ruixin dates back to 2017.

While LeCloud has been named in 18 other debt default lawsuits spanning October 2018 through early January, this appears to be the first time it was blacklisted.

LeEco Talks About Its “Overstretched” Overseas Expansion

However, Leshi and its sister company, LeEco, are no strangers to financial woes. LeEco’s film production subsidiary, LeVP, was blacklisted on February 14 by a Beijing court, while LeTV Mobile and its parent company Leshi Holding were also blacklisted last September. LeVP is in negotiations to change its blacklist status, according to an official Weibo post dated February 18.

The man behind both Leshi and LeEco, Jia Yueting, was placed on the debtor blacklist himself in late 2017, which banned him from high-end plane and train travel for a year. Jia has since distanced himself from some of his former companies by leaving his post as Le.com CEO and moving to the US to manage the struggling electric car startup, Faraday Future.

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Apps hosting pornographic comics thrive despite government crackdown https://technode.com/2019/02/22/apps-pornographic-thrive-despite-crackdown/ https://technode.com/2019/02/22/apps-pornographic-thrive-despite-crackdown/#respond Fri, 22 Feb 2019 08:24:35 +0000 https://technode-live.newspackstaging.com/?p=96223 All the comic content in the two pornographic comic apps come from one unnamed foreign website. ]]>

Two apps that include pornographic comics have somehow survived several rounds of internet cleanup campaigns, and have been profiting from charging readers for accessing their illicit contents, according to an investigation by media outlet Beijing News.

The two apps, called “Wawu Comics” and “Jipin X Comics” offer users a few free chapters before starting to ask for in-app coins that can only be purchased with real money, according to the report.

“Wawu Comics” charge 50 in-app coins, worth RMB 0.5 (about $0.07), for one chapter in a comic series. Comic series in the app generally contain 25 to 50 chapters, which means the total cost for users to finish a series ranges from RMB 12 to RMB 25. Another option users have is to pay a yearly VIP membership for RMB 399 that gives them unlimited access to all content.

Beijing News also found that all comic content in the two pornographic comic apps originated in a single overseas website. The report did not identify the country of origin. When contacted by the Beijing News, that website said that it was aware that its contents had been pirated and added that it was exploring ways to address the issue.

Pornography of any kind is illegal in China, and according to the country’s criminal law, the production, duplication, publication, sales, and dissemination of pornographic materials could result in severe punishments, including life sentences in prison.

Besides pornography, content regulators in China also have a track record of clamping down on sexually suggestive and “lowbrow” content. The Cyber Administration of China, for instance, has shut down 9,300 apps for spreading vulgar content as part of an internet cleanup campaign at the beginning of January. Live-streaming rules released by the Hubei provincial government in January also targeted sexually provocative behaviors in live-stream shows, prohibiting female livestreamers from wearing overly revealing, transparent, or tight clothing.

Perhaps the most recent effort to rule out content considered to be inappropriate was the official Weibo account of the cyber police of Maoming, a city in the southern Chinese province of Guangdong, that characterized a video of a Chinese bodybuilder posing in a bikini “pornography.” The cyber police have reportedly since apologized privately to the athlete.

As of writing, neither “Wawu Comics” nor “Jipin X Comics” could be found on the app stores of iOS or Android. Searches on Chinese search engine Baidu for “Wawu Comics” return no relevant results, but links to the installation file of “Jipin X Comics” can still be found.

The “Wawu Comics” app is, however, still up and running. A resized version of it can still be found by searching on Google and is accessible even without a VPN if a user knows the website’s address.

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Subscriber growth powers Baidu’s video platform iQiyi in 2018 https://technode.com/2019/02/22/iqiyi-87-million-subscribers/ https://technode.com/2019/02/22/iqiyi-87-million-subscribers/#respond Fri, 22 Feb 2019 08:10:35 +0000 https://technode-live.newspackstaging.com/?p=96207 iqiyi fraud user number luckin short seller muddy watersRising subscriber revenue helped boost total earnings 52% year-over-year to RMB 25 billion, driving growth for parent company Baidu as ad income decelerates.]]> iqiyi fraud user number luckin short seller muddy waters

On Thursday, video-streaming platform iQiyi released fourth quarter and full year results for 2018, posting a loss of RMB 9.1 billion ($1.3 billion) in 2018, ahead of analyst expectations, with subscriber revenue driving growth. Memberships reached 87.4 million, representing 72% growth year-on-year and revenue surged as a result, rising 52% this year to RMB 25 billion ($3.6 billion) compared with a year ago.

“Membership business continued to be the main engine driving our growth, while we further broadened and diversified other revenue streams,” said CFO Wang Xiaodong. He added, “2018 was also a transition year for us, as we devoted more resources towards producing original content which added pressure to our margins.”

Original content helps lure paying subscribers, said CEO Yu Gong, amid a general shift in internet user behavior toward accepting paid content.

iQiyi reveals user numbers and net loss since inception in IPO filing

Fourth quarter results were in line with the full year, with revenue rising more than 50% compared with the same period a year earlier driven by income from subscriber services. Advertising revenue grew more slowly as economic headwinds weighed.

Parent company and search giant, Baidu, also saw a deceleration in online marketing revenue, it said in its fourth quarter and full year earnings release from the same day, as net income in the fourth quarter fell 50% year-on-year.

“Baidu’s Q4 earnings beat expectations, with solid growth driven by the company’s investments in AI, Cloud and video service, iQiyi. As the last few quarters have indicated, uncertainties about the Chinese economy seem to be slowing down their advertising business,” said eMarketer analyst Oscar Orozco in an email.

For the first quarter of 2019, iQiyi forecasts net revenue of RMB 6.8 billion to RMB 7.1 billion ($990 million to $1 billion) with memberships continuing to drive growth as the company maintains its focus on producing original content.

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Briefing: Popular WeChat public account accused of fake news shuts down https://technode.com/2019/02/22/fake-news-wechat-shut-down/ https://technode.com/2019/02/22/fake-news-wechat-shut-down/#respond Fri, 22 Feb 2019 03:55:43 +0000 https://technode-live.newspackstaging.com/?p=96167 Phoenix News and Jinri Toutiao also said they would close down Mimeng accounts on their platforms.]]>

“咪蒙”注销!头条号、大风号被永久关闭–深圳晚报

What happened: Mimeng, an independent media organization accused of falsifying a story in late January, has shut down its flagship WeChat public account. Previously, the account reportedly had 10 million followers. The public account associated with the fake news has also been shut down, while content was scrubbed from a Mimeng WeChat account. On Thursday, in separate Weibo statements, Phoenix News and Bytedance’s news aggregation app Jinri Toutiao said they would close down Mimeng accounts on their platforms. Both referred to the falsified article, as well as Mimeng’s profit-driven clickbait style. Phoenix News also stated it would “resolutely implement related management rules for self-media,” a term used to refer to nontraditional content providers.

Why it matters: The shutdown of Mimeng accounts may mark new scrutiny of “self-media” and independently-generated content. The organization has previously attracted criticism and backlash: in 2017, for instance, the Mimeng article “A Brief History of Prostitution” was deleted from WeChat. However, the public account was allowed to keep posting after a month. After the latest scandal, Mimeng announced a two-month break from WeChat and closed down its Weibo account, apparently not anticipating further measures. The most recent restrictions on the group will most likely be fatal, however. They also hint at official involvement. Phoenix News’ statement claimed that Mimeng threatened “social stability,” while Toutiao encouraged content creators to “promote socialist core values.”

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NetEase sees growth in e-commerce and gaming businesses https://technode.com/2019/02/21/netease-sees-growth-in-e-commerce-and-gaming-businesses/ https://technode.com/2019/02/21/netease-sees-growth-in-e-commerce-and-gaming-businesses/#respond Thu, 21 Feb 2019 14:05:01 +0000 https://technode-live.newspackstaging.com/?p=96108 Its e-commerce revenue growth came at a cost, with profit margins falling in the fourth quarter. ]]>


Internet and online games giant NetEase on Thursday released its unaudited financial results for the fourth quarter and the fiscal year ended Dec. 31, 2018, reporting substantial year-on-year growth in e-commerce and gaming revenue.

NetEase recorded net revenues of close to RMB 20 billion (around $3 billion) in the fourth quarter of 2018, increasing by almost 36% year-on-year. Within that RMB 20 billion, close to RMB 7 billion was from e-commerce, and around RMB 11 billion was from online game services, a 43.5% and 37.7% increase respectively compared to the same period a year earlier. The total net revenues of the company in 2018 increased 24% year-on-year to more than RMB 67 billion.

The growth in NetEase’s e-commerce revenue came from its e-commerce site Kaola and Yanxuan, both of which saw rapid growth in the past year. Kaola, the largest cross-border retail e-commerce platform in China, is reportedly in talks to merge with the cross-border retail business of Amazon to further expand.

However, its e-commerce revenue growth came at a cost. According to its earnings report, the gross profit margin for the fourth quarter of 2018 was 4.5%, falling from 10% for the same period in 2017. The internet giant attributed the low-profit margin to large-scale promotions and sales discounts during shopping festivals including Double11, held on Nov. 11 every year.

Online games have long been NetEase’s cash cow, and their performance remained steady in 2018, bringing in over RMB 40 billion. A considerable portion came from the self-developed mobile games the company released during the year, such as Knives Out, China’s top grossing mobile game in overseas markets for five consecutive months since August 2018. Other games including flagship titles such as Fantasy Westward Journey and New Westward Journey Online also contributed.

During the earnings call, Netease CEO Ding Lei said that the company has about 40 games in the pipeline awaiting approval from China’s State Administration of Radio, Film, and Television, media outlet Jiemian reported. Ding added that a lot of NetEase’s game are distributed and tested overseas and are not affected by video game licenses in China.

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Briefing: Authorities approach Bytedance about listing on Shanghai’s new tech board https://technode.com/2019/02/21/bytedance-listing-shanghai-tech-board/ https://technode.com/2019/02/21/bytedance-listing-shanghai-tech-board/#respond Thu, 21 Feb 2019 10:28:42 +0000 https://technode-live.newspackstaging.com/?p=96147 bytedance jinri toutiao tiktok topbuzzThe media giant, however, is not as eager to go public as it was at the end of 2018.]]> bytedance jinri toutiao tiktok topbuzz

Bytedance reached by authorities for potential listing on Shanghai’s new tech board – SCMP

What happened: Media giant Bytedance has reportedly been contacted by authorities for a potential IPO on the Technology Innovation Board in Shanghai, South China Morning Post reported, quoting people familiar with the matter. The people also said Bytedance is not as eager to go public as it was at the end of 2018, saying that the company doesn’t want to draw greater public scrutiny and is considering other means of raising capital.

Why it’s important: Before the Shanghai tech board opportunity came up, Bytedance was considering going public in either New York or Hong Kong, according to SCMP. The recently added option of going public on Shanghai’s tech board could prove to be both an opportunity and a threat to the owner of Jinri Toutiao and Douyin, also known as TikTok. While the board promises looser trading limits than others in China, going public on it could place Bytedance under further scrutiny from both the Chinese public and the Chinese government.

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Short video app Kuaishou makes foray into game livestreaming https://technode.com/2019/02/21/kuaishou-live-streaming-gaming/ https://technode.com/2019/02/21/kuaishou-live-streaming-gaming/#respond Thu, 21 Feb 2019 07:58:33 +0000 https://technode-live.newspackstaging.com/?p=96070 Chinese short video app KuaishouThe app is the latest of Kuaishou's efforts to diversify.]]> Chinese short video app Kuaishou
A screenshot of Kuaishou’s game live-streaming app Dianmiao (Image credit: Tony Xu/TechNode)

Chinese short video app Kuaishou has launched a video game live-streaming app for Android, upping its stakes in China’s highly competitive live-streaming market.

The move is the latest in Kuaishou’s efforts to diversify its services. The company has launched five apps in less than a year, including mobile game platform Kuaishou Minigames, PC live-streaming platform Kuaishou Live-streaming, and community app Bengdi. It also acquired Chinese video sharing website AcFun in June last year.

Kuaishou’s new app, dubbed Dianmiao, hosts game livestreams, videos, forums, and downloads. The live-streaming feature of the app doesn’t differ much from competing services such as Douyu TV and Huya. It does, however, provide a more specific list of behaviors that are prohibited in its livestreams. In addition to behaviors that go against regulations and laws, lowbrow content, smoking, and drinking are also forbidden.

As of writing, one of the most popular live-streaming shows on Dianmiao features Tencent’s hit mobile game Honour of Kings. The show has around 19,000 viewers. A top show of the same game on live-streaming platform Douyu has more than 1.3 million viewers, numbers on Douyu’s app show.

The recorded video section of Dianmiao is essentially Kuaishou with a focus on video games, particularly games in the battle royale genre, where players fight in a large battlefield until there is only one person or team left standing. The app also enables users to access videos from uploaders and streamers they follow in Kuaishou within their Dianmiao feed.

The game live-streaming landscape of China is already dominated by two heavyweights, Hong Kong-listed Huya and soon-to-be-listed Douyu. Although Kuaishou has succeeded in becoming one of the most popular short video apps in China, claiming to have 130 million daily users, whether it can enjoy smooth sailing in this sector remains uncertain.

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Financial bug worth millions of RMB found in WeChat challenger Liaotianbao https://technode.com/2019/02/21/financial-bug-found-liaotianbao/ https://technode.com/2019/02/21/financial-bug-found-liaotianbao/#respond Thu, 21 Feb 2019 06:32:46 +0000 https://technode-live.newspackstaging.com/?p=96060 Chinese internet companies have been plagued by cybersecurity issues including data breaches and hacking attacks. ]]>

Smartisan-backed messaging service Liaotianbao, an updated version of the once-popular Bullet Messenger, has fallen victim to a major software bug, erroneously awarding users millions of RMB in virtual coins.

On Tuesday, users began posting on social media about how they were able to collect large amounts of virtual coins, which can be exchanged for cash, in an in-app game dubbed “Money Tree.” The first report came from a user on microblogging platform Weibo, saying they were awarded more than 1.6 billion coins—worth nearly RMB 1 million (around $150,000)—after playing the game once.

The user urged Kuairu Technologies, Liantianbao’s developer, as well as its struggling backer Luo Yonghao, founder of smartphone maker Smartisan, to “cope with the setbacks and bring better products to users.”

Liaotianbao responded (in Chinese) later that day, saying the gaming feature “Money Tree” had been temporarily removed and that it would recover all the virtual funds that had been given out in error. It updated the app on Wednesday and relaunched the feature after resolving the issue.

Kuairu Technology attempted to reinvent its Bullet Messenger app by launching Liaotianbao, roughly meaning a good tool for chatting in Beijing on Jan.15. The app was immediately blocked by Tencent’s super messaging app WeChat alongside Bytedance’s video-based messaging app Duoshan.

Though this incident was a software bug, Chinese internet companies have recently been plagued by cybersecurity issues including data breaches and hacking attacks. They have also been criticized by users and authorities for over-collection of data. JD Finance apologized last week for saving screenshots of other apps on its users’ smartphones without authorization.

E-commerce giant Pinduoduo earlier this year was attacked by hackers, who allegedly stole online discount vouchers worth millions. The company involved the police and vowed to recover all the money that had been spent by its users. The case is currently under investigation by Shanghai police.

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Briefing: Bytedance reportedly aims for RMB 100 billion revenue in 2019 https://technode.com/2019/02/21/briefing-bytedance-reportedly-aims-for-rmb-100-billion-revenue-in-2019/ https://technode.com/2019/02/21/briefing-bytedance-reportedly-aims-for-rmb-100-billion-revenue-in-2019/#respond Thu, 21 Feb 2019 03:22:20 +0000 https://technode-live.newspackstaging.com/?p=96020 bytedance jinri toutiao tiktok topbuzzThe media giant aims to double its yearly revenue with expansions in overseas markets.]]> bytedance jinri toutiao tiktok topbuzz

字节跳动2019年收入目标至少1000亿 – Jiemian

What happened: Bytedance, the parent company of content aggregator Jinri Toutiao and short video app Douyin is looking to increase its revenue in 2019 to RMB 100 billion (about $15 billion), media outlet Jiemian reports, quoting several Bytedance employees with knowledge of the matter. The target is a big jump from the RMB 50 billion the company aimed for last year. Also increased are the targets of some employees in the sales department, which doubled near the end of 2018, a Bytedance employee told Jiemian. When reached by TechNode, Bytedance declined to comment.

Why it’s important: Bytedance has been making considerable efforts to extend its reach in overseas markets with the international version of Douyin, TikTok. The company has increased its channel sales team from four to 10 in the second half of last year, focusing mainly on markets in Asia, Europe, and the US. With TikTok going neck and neck with rivals like Instagram in some Asian markets and showing signs of overtaking them, it is not impossible for the company to reach its revenue goal this year.

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Briefing: Tencent invests in Douban FM to shore up its music streaming business https://technode.com/2019/02/20/briefing-tencent-invests-in-douban-fm/ https://technode.com/2019/02/20/briefing-tencent-invests-in-douban-fm/#respond Wed, 20 Feb 2019 11:44:22 +0000 https://technode-live.newspackstaging.com/?p=95997 Tencent Music reportedly postponed IPO amid turmoil earlier this month, and the investment marks Tencent’s expansion with more stakes in China’s crowded music streaming market. ]]>

豆瓣FM获腾讯音乐战略投资 将重大改版上线 — Sina Tech

What happened: China’s music streaming platform Douban FM received strategic investment from Tencent Music and Shanghai-based equity firm Trustbridge Partners. Douban FM parent company DNV Music Group will set up a new firm with investors to ensure an overhauled platform will come online soon. Tencent will provide “significant support” to Douban FM in terms of product design and copyright authorization rather than spending real money, according to local media Sina Tech.

Why it’s important: Launched in 2009 as one of the first music streaming services in China, Douban FM lost its popularity following local giants accelerating their forays into the market. Its monthly active users halved to 4 million over the past eight years, compared to that of Tencent’s QQ Music (290 million). Still, the Pandora-style service is powered by algorithms and let’s users to make their own playlists or even channels. Tencent Music went public after reportedly delaying the IPO amid turmoil earlier this month. The investment in Douban FM marks Tencent’s expansion in its product lines with more stakes in China’s crowded music streaming market.

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Briefing: Meitu goes into gaming with purchase of 31% of Dreamscape Horizons, parent of Warframe developer https://technode.com/2019/02/20/meitu-acquires-31-warframe/ https://technode.com/2019/02/20/meitu-acquires-31-warframe/#respond Wed, 20 Feb 2019 04:12:30 +0000 https://technode-live.newspackstaging.com/?p=95856 The company known for its image technology is trying to win back lost young users with gaming apps.]]>

美图通过发股形式收购乐游一家子公司31%股权–腾讯科技

What happened: In accordance with a prior agreement, photo-editing app Meitu announced that it would trade shares to purchase 31% of Dreamscape Horizon, an indirect wholly-owned subsidiary of Leyou Technology, a gaming company. The sale will cost HKD 2.69 billion (about $343 million), with Leyou gaining around 19% of Meitu in exchange. Dreamscape Horizon indirectly owns 97% of North American developer Digital Extremes, maker of PC and console games. Its successes include Warframe, a bestselling game on Steam in 2018. The tradeoff is intended to bolster Meitu’s revenue and user base by adding games into the mix.

Why it’s important: After going public on Hong Kong’s stock exchange in late 2016, Meitu’s share price has plummeted from an original price of HKD 8.50. Not only did monthly active users drop 15% from 2017 to 2018, but the company also reported losses of RMB 127 million in the first half of 2018, according to National Business Daily. In an attempt to ameliorate its losses, last November Meitu signed an agreement with smartphone giant Xiaomi to hand over control of its struggling line of phones. At the time, Meitu said this move would allow them to focus on their image processing software. Adding games to its repertoire could win back its young user base. However, it might prove to be a stretch for a company best known for photo-editing and ‘beautifying’ effects.

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Briefing: China gaming regulator tells local authorities to stop filing applications as it deals with nine-month backlog https://technode.com/2019/02/20/pause-new-game-applications/ https://technode.com/2019/02/20/pause-new-game-applications/#respond Wed, 20 Feb 2019 03:32:57 +0000 https://technode-live.newspackstaging.com/?p=95877 The game approval notice comes less than three months after the SAPP restarted the process.]]>

China content regulator requests pause in new game application – Reuters

What happened: China’s top content regulator, the State Administration of Press, Publication, Radio, Film, and Television (SAPPRFT) issued a notice to local authorities this week, asking them to stop submitting applications to monetize new video games, Reuters reported, quoting three people with knowledge of the matter. The pause is intended to enable the regulator to process the applications that built up during a nine-month freeze on new game licenses last year. Game companies can still submit applications to local authorities, but they won’t be passed on to the top regulator.

Why it’s important: The pause comes less than three months after SAPPRFT resumed its approval of new video games. Without SAPPRFT approval, companies can distribute but not monetize games as has been the case for two of the hit games that gaming giant Tencent’s distribute in China, PlayerUnknown’s Battlegrounds and Fortnite. The content regulator approved 528 games since it restarted the approval process, but industry insiders estimate that there are at least 5,000 games in the pipeline. The notice from SAPPRFT indicates that it could still take even longer time for game companies to profit from new titles.

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New stand-up AI TV news anchor will cover China’s Two Sessions https://technode.com/2019/02/19/ai-tv-news-anchor-stands/ https://technode.com/2019/02/19/ai-tv-news-anchor-stands/#respond Tue, 19 Feb 2019 11:07:35 +0000 https://technode-live.newspackstaging.com/?p=95815 A new 'AI composite anchor' adds body language and arm movements to news narration.]]>

Will the real news anchor please stand up? Wait, actually, there’s no need. On Tuesday, Chinese search engine company Sogou and official news agency Xinhua unveiled an “AI composite anchor” that can stand and talk at the same time, multiple Chinese outlets reported.

Previously, the companies worked together to create two sit-down AI television anchors released last November. Based on two real hosts from state media channel China Central Television, they were advertised as the “world’s first” anchors with synthesized voices and appearances. Since that announcement, the AI anchors–one speaking Chinese and the other English–have hosted over 3,400 news reports, clocking in more than 10,000 minutes of screen time, Tencent News reported (in Chinese).

Sogou and Xinhua’s first batch of AI news anchors were released last November. (Image credit: Tencent Video/Xinhua News Agency)

However, clips of those two anchors only showed the upper halves of their “bodies,” omitting hand movements and other gestures. Sogou and Xinhua’s new anchor represents an improvement, adding in more body language for more natural expression. In addition, according to reports, it’ll feature more realistic facial expressions, lip movement, and speech synthesis using Sogou technology.

The new anchor will be featured in reports on the Two Sessions, an abbreviation for the critical annual meeting of the Chinese People’s Political Consultative Congress and the National People’s Congress. This year’s Two Sessions will begin in early March. The AI anchor will also appear on Sogou’s search site and text input software. Sogou could not immediately be reached for comment.

Xinhua and Sogou also announced they would cooperate in the long-term to create more virtual news anchors in the future, to be featured across various Xinhua media platforms.

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More gaming companies to bring anti-addiction systems to mobile https://technode.com/2019/02/19/more-gaming-companies-to-bring-anti-addiction-systems-to-mobile/ https://technode.com/2019/02/19/more-gaming-companies-to-bring-anti-addiction-systems-to-mobile/#respond Tue, 19 Feb 2019 07:00:52 +0000 https://technode-live.newspackstaging.com/?p=95500 A new regulator's attention is pushing the industry to bring the technology from PC to mobile.]]>
(Image credit: IC)

This post was originally published by the Asian games market intelligence firm Niko Partners.

Chinese game publishers are taking additional steps to combat gaming addiction among minors after regulators noted that gaming addiction is an area for games companies to focus on this year. Gaming addiction among minors has been a topic of discussion within the Chinese games industry for over a decade.

A policy introduced in 2007 required PC online game operators to regulate the amount of time that minors could play online, as well as introduce a real name registration system to confirm the identity of each user and apply the restrictions if required.

Tencent and NetEase were some of the first companies to introduce anti addiction systems in their PC games, but as the mobile game market started to take off, none of these restrictions were present in the company’s mobile titles. In fact, the gaming regulator at the time stated in 2014 that an anti-addiction system was not a requirement for mobile games. In August 2018 the Ministry of Education issued a notice that recommended strengthening of anti-addiction systems for both PC online and mobile games.

Since the MoE’s notice in August 2018, both Tencent and NetEase have taken additional steps to strengthen their anti-addiction systems and introduce them to mobile games. In September 2018, Tencent introduced an upgraded version of its real name registration system known as a real name identification system.

This new system will require users to register with their real name and ID details which will then be checked in real time against a national citizen database provided by the Ministry of Police Security. The system will then check if the player is under 18 and, if they are, apply the anti-addiction system to that account. The system originally applied only to Honor of Kings but is now being rolled out to all of its games in 2019, including WeChat games. As of the end of January there are 31 Tencent mobile games that have an anti-addiction system.

NetEase has followed suit and also introduced its own anti addiction system for mobile games this month. The system will be present in 15 of its top mobile games including Fantasy Westward Journey, Knives Out, and Onmyoji. Similar to Tencent’s system, the anti-addiction system from NetEase is based on a real name identification system that identifies players under 18 and limits the amount of time that they can spend in game each day. Players under 12 are limited to one hour of gameplay each day, while players between the age of 13 and 18 are limited to two hours of gameplay each day. The anti-addiction system also has a curfew function that bans minors from playing between the hours of 9:30pm and 8:30am. Parents can also access an app that allows them to monitor and track their child’s playtime.

Other Chinese publishers such as Shanda, Perfect World, and 37 Interactive have already stated that they are working on anti addiction systems that will be introduced in the future. We believe that anti addiction systems in mobile games to combat gaming addiction among minors will became an important part of the Chinese games industry, just as it is for PC Online games right now.

The introduction of a new games regulator last year, under the direct control of the Publicity Department of the Central Committee of the Communist Party of China, is one of the main reasons behind the introduction of anti-addiction systems in mobile games. While this limits the amount of time and spend among players under 18, we note that minors account for a small percentage of total revenue and therefore do not expect this to significantly impact the revenues of game publishers in China.

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Douyin launches its first in-app mini game https://technode.com/2019/02/19/douyin-launches-its-first-in-app-mini-game/ https://technode.com/2019/02/19/douyin-launches-its-first-in-app-mini-game/#respond Tue, 19 Feb 2019 06:46:38 +0000 https://technode-live.newspackstaging.com/?p=95709 bytedance Douyin tiktokBytedance-owned Douyin is following Jinri Toutiao's footsteps into the casual in-app game market.]]> bytedance Douyin tiktok
A screenshot of Douyin’s in-app mini game “jumping ball of music” (Image credit: Tony Xu / TechNode)

The short video app Douyin on Monday launched a mini game in its official game account, marking the Bytedance-owned platform’s entrance into the market of casual in-app games, Chinese media outlet Jiemian reported.

The mini game, dubbed yinyue qiuqiu, or “jumping ball of music” in English, can be accessed through the mini-program tab in the sidebar on a user’s profile page. It is currently the only mini program listed in the tab. Users can also find the link to the game in a video in Douyin’s official game account with the thumbnail (our translation): “Have you ever imagined that you could play games in Douyin?”

In the game, players control a headphone-wearing ball that’s jumping from building to building by tapping the screen according to the rhythm of the song that’s playing. The goal is to help the ball land on the center of each building.

As of early afternoon Tuesday, the game had more than 645,000 likes, 8,300 comments, and 8,400 reposts, figures on the official account show.

A Bytedance spokesperson said the service is still in testing and declined to provide further information to TechNode.

This is not the first time that Bytedance has played with the idea of mini games. The media giant’s content aggregator, Jinri Toutiao, rolled out its mini programs feature last November, attracting a number of mini game developers.

Douyin has also made forays into game-related services before. A link on the profile page of Douyin’s official game account directs users to another page of called “game center,” where a number of popular mobile games are listed. While several of the recommended games are from gaming giant Netease, none is from gaming behemoth and Bytedance rival Tencent.

According to a document for developers of Douyin mini games from Bytedance, the short video platform will offer mini games that choose to launch first on Douyin, and to those with unique features—what the platform refers to as “first launch games”—heftier cuts when dividing ad and in-game purchase revenues.

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Briefing: Tencent is reportedly trying to bring hit game Apex Legends to China https://technode.com/2019/02/18/briefing-tencent-is-reportedly-trying-to-bring-hit-game-apex-legends-to-china/ https://technode.com/2019/02/18/briefing-tencent-is-reportedly-trying-to-bring-hit-game-apex-legends-to-china/#respond Mon, 18 Feb 2019 10:21:32 +0000 https://technode-live.newspackstaging.com/?p=95601 Tencent could add the new battle royale title to the two big hits that it is already distributing in China.]]>

Tencent allegedly in talks with Electronic Arts to bring Apex Legends to China – SCMP

What happened: Tencent is negotiating with Electronic Arts (EA) to bring its new hit game title Apex Legends to China, South China Morning Post reported, quoting a person with direct knowledge of the matter. The game, which is the latest release in the battle royale genre where many players fight in a battlefield until there is only one player or team left standing, passed 25 million registered players just one week after launch, according to the game’s developer, Respawn Entertainment.

Why it’s important: The speed at which Apex Legends gains new players has prompted speculation that it could rival two other highly popular battle royale games, Fortnite and PlayerUnknown’s Battlegrounds (PUBG), or even become the most popular game in the genre. Once brought to China, Apex Legends could prove to be a powerful addition to Tencent’s already impressive line of products, which includes Fornite and PUBG, enabling the giant to dominate battle royale games in China. However, the issue of cheating, which has been plaguing both of Apex Legends’ rivals, still lingers.

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Court prohibits Bytedance-owned video app streaming Tencent’s Honour of Kings https://technode.com/2019/02/18/tencent-court-bytedance-video-app/ https://technode.com/2019/02/18/tencent-court-bytedance-video-app/#respond Mon, 18 Feb 2019 10:03:17 +0000 https://technode-live.newspackstaging.com/?p=95564 Bytedance-owned Watermelon Video gets China's first video game live-streaming injunction. ]]>
(Screenshot of Tencent Games’ Honour of Kings)

Guangzhou’s Intellectual Property Court has issued an injunction to stop Bytedance-owned video app Watermelon Video from streaming shows that involve Tencent’s wildly popular mobile game, Honour of Kings, according to media outlet Legal Daily (in Chinese).

The injunction, which came out on Jan. 31, ruled that the three companies related to Watermelon Video—Yuncheng Sunlight Media, Bytedance-owned aggregator Jinri Toutiao, and Bytedance—infringed upon Tencent’s Honour of King’s copyright by broadcasting for-profit live video streams of the game. It ordered them to immediately stop any streams related to the game. This is the first injunction related to video game livestreaming in China.

A Tencent spokesperson declined to provide further information. Bytedance was not immediately available for comment.

As of publication, Honour of Kings could not be found on Watermelon Video. However, the mobile game’s international version, Arena of Valor, is still listed on the front page of the app. Also on the front page are several other games operated by Tencent in China, including League of Legends, PlayerUnknown’s Battlegrounds (PUBG), and PUBG mobile.

In addition, two announcements in the app tell players of the rewards League of Legends streamers can collect by being at the top of the leaderboard and having their in-game IDs start with “Jinri Toutiao” or “Watermelon.”

Tencent’s user agreement for all of its games states that users are not allowed to record, stream or spread Tencent games-related content without its authorization.

After Watermelon Video started to recruit video game livestreamers, including Honour of Kings content, Tencent took the matter to court, Legal Daily reported. The live-streaming app also listed prizes that streamers could receive for joining, as well as how revenue would be divided between streamers and the platform. Tencent accused the three companies behind Watermelon Video of copyright infringement and unfair competition.

According to records from Guangzhou Intellectual Property Court, the evidence Tencent submitted proves that the Honour of Kings livestreams on Watermelon Video are not livesteamers’ individual actions but part of Watermelon Video’s coordinated live-streaming campaign.

Since the three companies did not invest in the development and operation of the game, nor did they acquire authorization from Tencent and pay related fees, they have damaged Tencent’s legitimate interests by organizing for-profit live-streaming shows, the court said in the ruling.

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China’s love-hate relationship with gaming won’t stop it from dominating the industry https://technode.com/2019/02/15/chinas-love-hate-relationship-with-gaming-wont-stop-it-from-dominating-the-industry/ https://technode.com/2019/02/15/chinas-love-hate-relationship-with-gaming-wont-stop-it-from-dominating-the-industry/#respond Fri, 15 Feb 2019 10:42:59 +0000 https://technode-live.newspackstaging.com/?p=95446 The basic stance of China’s guardians of culture has remained consistent: fostering the 'healthy' development of gaming.]]>

China has long been ambivalent about technological change, attempting to reap the rewards of innovation while also protecting existing traditional structures. In the 15th century, the treasure fleet commanded by the eunuch admiral Zheng He that brought riches and territorial expansion to the Yongle Emperor was destroyed, some historians theorize, after it threatened the Confucian hierarchy by allowing merchants to become very rich, very quickly. The first railroad in China, just outside Shanghai, was dismantled in 1877 because it threatened Confucian social order, not to mention the steamships used to navigate the canals surrounding Shanghai.

Nowadays, this ambivalence manifests itself as a strained relationship between the market forces of entertainment and an older generation wary of things they don’t understand. However, unlike in the past, China not only recognizes the importance of embracing change, but also the capability to shape how it impacts the broader culture, putting it on the path to become a gaming powerhouse.

In 2018, the country had an estimated 463 million mobile game players, according to a report by China’s Game Publishing Committee and Gamma Data. That’s almost 60% of all mobile phone users in China and 44% of all mobile game players worldwide, according to Statista data; around 33% of all Steam users come from China, based on calculations via publicly available figures about the platform’s user base. In 2019, data from Statista shows that the country is projected to lead the world in mobile game revenue, and just recently, the central government recognized gaming as an official profession.

However, since PC and console games first became popular, governments, teachers, and parents have warned that video games will not only cause nearsightedness but also may lead to antisocial behavior and even addiction.

Just as Honour of Kings—aka Arena of Valor—was taking off in 2017, the People’s Daily—a publication referred to by some as the “mouthpiece of the Chinese Communist Party” and frequent host to moralistic opinions—ran an opinion piece comparing the top-grossing game to poison.

After the July 3, 2017 piece, titled “Honour of Kings: Is it entertainment for the masses or a lifetime trap?”, asserted that the game was a carrier of “negative energy,” Tencent lost $17.5 billion in market value. Even before the scathing piece sent shockwaves through the market, the content and entertainment company had already been responding to negative feedback by introducing methods to limit minors from playing its most popular game.

Intoxication

Much as the US and most of the Western world have grappled with the implications of violence in games, China finds itself continually debating the place in society of one of the most entrancing uses of technology. That intoxicating sense of reward, accomplishment, and achievement—gained by earning badges, acquiring virtual items, and actually completing something—keeps people coming back for “just one more level,” the holy grail of game design.

While the attention economy incentivizes ease of player reward, it wasn’t always that way. Dwarf Fortress, Rogue, Ghosts ’n Goblins, Battletoads, and the many point-and-click adventure puzzle games were all designed to be extremely hard. As the entire games industry expanded, developers and publishers toned down the difficulty to attract more “casual” players, culminating in the mobile game revolution with infinitely playable hits like Candy Crush, Clash of Clans, and Honour of Kings.

The basic stance of China’s guardians of culture, however, has remained consistent: fostering the “healthy” development of gaming in China.

“The Chinese government has had youth gaming protection policies for as long as there has been digital gaming in China, or at least for as long as Niko Partners has covered the market, which is now 17 years,” Daniel Ahmad, an analyst at Niko, a research firm that focuses on gaming in China and Southeast Asia, told TechNode.

Anti-addiction policies for PC games have been in place since 2007, when online game operators were required to implement timers for minors. However, when mobile games were taking off in 2014, regulators specifically stated that anti-addiction systems were not needed. It wasn’t until after gaming regulation was put under the remit of the Publicity Department of the Central Committee of the Communist Party of China (aka the Propaganda Department or zhongxuanbu in Chinese) in 2018 that Tencent and Netease began to seriously implement anti-addiction measures for minors.

And yet, while Tencent’s cash-cow may be “poison,” these protections actually have limited impact on margins, according to Ahmad. Jiguang, a Chinese internet research firm, says that 3.5% of Honour of Kings’ user base is 14 or younger, while 22% are between 15 and 19 years old.

Moreover, it’s not just the games themselves, but a whole new industry around games that is proving extremely lucrative. In 2017, Niko Partners predicted the professional e-sports market in China would grow that year to $1.26 billion, not including revenue from regular gamers playing the games themselves.

Another report in 2017, by Chinese research firm iResearch, estimated that the overall e-sports market was worth $13 billion. That same year, Tencent announced an agreement with the government of Wuhu in East China’s Anhui province to build an e-sports “village.” In 2018, the company said they would invest $150 million a year in e-sports. On top of that, the only live-streaming model to grow after the sector cooled off was e-sports and gaming.

Douyu, backed by Tencent and leading the live-streaming industry, is rumored to go public in the US to raise $500 to $600 million. The company is currently valued by CBInsights at around $1.51 billion.

Economic goldmines

Realizing that gaming and e-sports are not only economic goldmines but also vehicles to achieve other goals, including greater prominence on the global stage, the Chinese government has spearheaded initiatives to capitalize on the rapidly growing industry.

In November, Hangzhou unveiled its own e-sports town, built at a cost of RMB 2 billion ($280 million). It is expected to attract more than 10,000 e-sports professionals and RMB 1 billion in tax revenues. The city also plans to invest RMB 15.45 billion ($2.2 billion) in 14 additional e-sports facilities.

In December, Xi’an held a “summit” dedicated to e-sports and signed partnership agreements with prominent teams and event organizers, all of whom will move part of their operations to the city. At the conference, the Xi’an government also announced they would support individual companies up to RMB 100 million (around $14.52 million).

Given that many boom-bust cycles in China are fueled—at least in part—by government support, “smart money” tends to follow where government money flows. If the improving performance of Chinese teams is any indication, including the stunning wins at the 2018 Asia Games (the first Olympic Council inclusion of e-sports), China’s dominance of gaming will soon stretch beyond Asia.

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Briefing: TikTok found to be testing new ad product https://technode.com/2019/02/15/briefing-tiktok-tests-new-ad-product/ https://technode.com/2019/02/15/briefing-tiktok-tests-new-ad-product/#respond Fri, 15 Feb 2019 10:38:08 +0000 https://technode-live.newspackstaging.com/?p=95458 tiktok douyin bytedanceThe Bytedance-owned app is upping its monetization game in markets outside of China. ]]> tiktok douyin bytedance

A new ad product test was spotted on TikTok – TechCrunch

What happened: The US app of short video platform TikTok was found to be testing a native video advertisement that links users to the advertiser’s website. A “Learn More” button in the ad video enables users to open the profile page of an advertiser named “Specialized Bikes.” The blue check mark next to the advertiser’s username, which is different from the yellowish-orange ones that appear on popular creators’ and official accounts’, suggests that advertisers have a different kind of account. Several glitches indicate that the video ad is still being tested.

Why it’s important: This is the latest advertising-related experiment by the Bytedance-owned app. Prior to this video ad, the only public test in the US or UK was an app launch pre-roll ad, according to TechCrunch. While advertiser accounts have been present in Douyin—TikTok’s sister app in China—for almost a year, they’ve only just appeared in TikTok. The appearance of an advertiser’s account, together with video ads that direct users to it, could mean that Bytedance is ready to up its monetization game in markets outside of China.

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Tencent releases new rules regulating live-streams containing its games https://technode.com/2019/02/15/tencent-regulates-live-streams-with-its-games/ https://technode.com/2019/02/15/tencent-regulates-live-streams-with-its-games/#respond Fri, 15 Feb 2019 10:28:33 +0000 https://technode-live.newspackstaging.com/?p=95438 Tencent tightens control over live-streaming of its games to comply with regulations.]]>

Tencent on Thursday released on its official gaming WeChat account a list of 12 rules for live-streaming platforms and streamers, forbidding a number of behaviors in all live-stream shows that involve its games.

The new rules come just two weeks after the release of China’s first official standards for live-streaming organizations, issued by authorities in the central Chinese city of Wuhan, which cracked down on underage streamers and stipulated how female streamers should dress. Those standards followed a set of guidelines by the China Netcasting Services Association (CNSA) also released last month, which listed a total of 100 categories of non-compliant types of content.

While the 12 Tencent rules included broad articles pertaining to speech or behavior that go against national policies, social stability, and personal privacy, most of them relate specifically to the gaming side of live-streaming.

According to one of the Tencent rules, any action that damages user experience and the brand of Tencent’s games is forbidden. The official press release from the company did not elaborate.

Another article in the rules prohibits individual streamers from posing as representatives of live-streaming platforms or Tencent Games in order to spread false information.

Also forbidden is the dissemination of information related to the use of illegal private servers, viruses, cheats, and boosting. Boosting is where a skilled player uses other accounts in order to increase their ranking, or where a player tries to get opponents to work with them instead of against them.

Whether exploits—the use of bugs or game designs in ways not intended by a game’s designers—is covered by the list is unclear.

The 12 rules also touched upon the issue of video streamers unilaterally ending their contracts with live-streaming platforms, which has been a long-standing issue in China’s booming game live-streaming industry. Live-streaming platform Douyu TV, for example, has sued several of its star streamers for prematurely ending their contracts and leaving for Huya, the platform’s US-listed rival. According to Tencent’s press release, such behavior will not be allowed after the implementation of its new rules. The announcement didn’t specify when the rules come in to force.

Tencent says it will “resolutely call to account and punish” platforms and streamers that violate the rules. When asked about the specific punishments, a Tencent spokesperson told TechNode that depending on the severity of the violation, Tencent would ban a streamer from streaming any Tencent game for periods ranging from a limited amount of time to indefinitely, and stop all forms of official cooperation with that streamer. He added that subsequent offences that occur during the ban could lead to further penalties. Tencent did not specify whether it would work with live-streaming platforms to enforce the punishments.

The gaming behemoth currently runs some of the world’s most popular games in China, including League of Legends, its mobile equivalent Honour of Kings, PlayerUnknown’s Battlegrounds (PUBG), and the mobile version of PUBG.

These games currently are the top four games on both Douyu and Huya. The popularity of these games, together with the severity of Tencent’s punishments, suggests the new rules could have a far-reaching influence.

The 12 rules represent the latest in a series of efforts by Tencent to make its games and game-related content more palatable to regulators. The company has been rolling out a real-name registration system on all of its games as well as a facial recognition system in an attempt to limit the gaming hours of minors.

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Briefing: Sex ed game made by Chinese teens garners positive reviews on Steam https://technode.com/2019/02/15/sex-ed-game-steam/ https://technode.com/2019/02/15/sex-ed-game-steam/#respond Fri, 15 Feb 2019 02:48:08 +0000 https://technode-live.newspackstaging.com/?p=95359 'Self-Reliance' lets players take on scenarios such as potential unprotected sex and sexual assault.]]>

Chinese high school students create daring sex education game, earning positive reviews on Steam – South China Morning Post

What happened: Seven teenagers from Shanghai released an indie game on US platform Steam that tackles sticky sex-related issues. Without showcasing explicit content, Self-Reliance lets players take on scenarios such as potential unprotected sex and sexual assault. Despite being an amateur effort, the game has garnered “very positive” feedback from a large majority of reviewers thanks to its content and plot.

Why it’s important: The game fills a gap in official education; for years, many public schools lacked formal sex education curriculum, although that may be changing. Besides offering a fun alternative, Self-Reliance’s appearance on Steam reflects the platform’s popularity in China. Given the recent limits on game approvals, which are aimed at protecting young players’ eyesight, the entertainment hub has become an outlet for independent creators who want to test out new ideas.

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Users said social app Love Bank led them on with RMB 1,000 promo https://technode.com/2019/02/14/users-said-social-app-love-bank-led-them-on-with-rmb-1000-promo/ https://technode.com/2019/02/14/users-said-social-app-love-bank-led-them-on-with-rmb-1000-promo/#respond Thu, 14 Feb 2019 11:07:27 +0000 https://technode-live.newspackstaging.com/?p=95314 Ads for the app, intended for couples, stated that they could win RMB 1,000 after checking in every day for a year.]]>

Just in time for Valentine’s Day, users of a Chinese social app called Love Bank are complaining that false advertising left them hanging.

Promotion for the app, which allows couples to chat and play games in addition to other social features, stated that they could win RMB 1,000 (about $150) after checking in every day for a year. However, users said that an update in late January resulted in technical issues, making the check-in process more difficult and forcing some to give up on claiming a cash reward.

The app was released early last year by Shanghai Liaoliao Technology. The timing of its technical difficulties meant some users were on the verge of achieving their goal before failing, public WeChat account Ran Media reported (in Chinese).

A call from TechNode to the app’s customer hotline on Feb. 14 went unanswered.

One male user told Ran Media that he and his girlfriend failed to check in after trying for two hours on day number 330. After the January update, he claimed, check-in time increased from about one second to one minute. Three days afterward, it took between eight and nine minutes for the couple to check in together. A few days later, the system stalled for a couple of hours and he finally gave up.

Recent reviews on the Mi Store accused the app of “cheating” users. (Image credit: Mi Store/Love Bank)

Another user said he looked online for methods to keep checking in, including splitting his screen, using floating windows, and careful timing. “Because I know that if I want to get money from an app, I need to abide by its rules,” he told Ran Media. But he acknowledged that the sudden change, after months of promising a cash reward, has hurt user trust in the platform.

The discontent has spread to social media as well as app stores. In addition to complaints on Weibo, a recent series of one-star reviews in Xiaomi’s Mi Store accuse Love Bank of false advertising and cheating users. “It wasted over 200 days for me,” one commenter wrote.

Meanwhile, Love Bank’s official Weibo account has stayed quiet on the subject of netizen complaints. Instead, multiple posts on Feb. 13 to 14 feature photos of couples who apparently succeeded in winning RMB 1,000 from the app.

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Profit, not politics, is what matters in Tencent’s Reddit stake https://technode.com/2019/02/14/profit-not-politics-is-what-matters-in-tencents-reddit-stake/ https://technode.com/2019/02/14/profit-not-politics-is-what-matters-in-tencents-reddit-stake/#respond Thu, 14 Feb 2019 10:22:09 +0000 https://technode-live.newspackstaging.com/?p=95292 Reddit is a relic of an older internet—and China isn't the biggest force for change.]]>

As initially reported last week on Feb. 11, Reddit confirmed a Series D funding round led by $150 million from Tencent, placing the company at a $3 billion post-money valuation.

The influx of cash will likely allow the online discussion platform, long billed as the “front page of the internet,” to further scale up and compete for ad dollars with the likes of Facebook and Twitter.

What would be, under other circumstances, a fairly standard deal has quickly become a hot-button issue. Fears of Chinese-style censorship are overblown—but business needs may push Reddit away from its legacy “anything goes” content model nonetheless.

Tencent’s investment empire

Tencent has morphed from one of China’s top gaming and social media companies to one of the most powerful investors in the country’s thriving startup ecosystem. The Shenzhen-based tech titan has set its sights on a piece of the internet pie outside of China as well.

By most accounts, Tencent has built a good name for itself in how it has managed its VC investments. In contrast to rival Alibaba’s more heavy-handed approach of acquiring firms outright and taking direct control, Tencent is known for a hands-off style that often leaves control in the hands of the firms’ founding teams.

By investing in Reddit, Tencent broadens its exposure in the social media and online advertising space outside of China. Chinese players have begun to enter spaces dominated by Facebook, Google, and Twitter—the most successful of these is Beijing-based Bytedance, which has attempted to replicate its domestic success with internationally focused apps like short-video platform Tiktok, news aggregators such as TopBuzz, and Indian local-language app Helo.

Reddit will be the second major US-based social media platform in Tencent’s portfolio. In late 2017, it became the single largest shareholder in Snap—a move that has thus far not turned out well, with Snap losing approximately 40% of its value in the past year.

The big question is whether these investments will draw the attention of the US Committee on Foreign Investment. CFIUS has been far stricter with regards to Chinese investment in recent years, blocking not only deals that would put sensitive technology in the hands of Chinese companies, but also those involving personal user data. An early-2018 attempt by Alibaba-affiliated Ant Financial to acquire MoneyGram was rejected over these concerns.

‘Wrath of the Redditors’

While the Reddit investment may make good business sense for Tencent, it’s hard to imagine how two brands could be any more different. Reddit, one of the most loosely moderated forums on the mainstream internet, covers the spectrum from cutting-edge reporting and in-depth discussions to trolling, profanity, and conspiracy theory rabbit holes. Tencent, in contrast, is the firm behind WeChat, the uber-popular Chinese platform that is a central hub in the Chinese Communist Party’s heavy-handed censorship and surveillance regime. Unsurprisingly, Reddit is blocked in mainland China.

This contrast was not lost on Reddit’s user base. While many “Redditors” expressed concern and outrage, warning that Tencent could threaten the platform’s ideal of free speech, the overwhelming response came in the form most characteristic of the Reddit community: snarky memes.

Redditors jokingly began producing and sharing memes that they speculated would soon be banned on the Tencent-backed iteration of the platform. The bulk of the most upvoted posts featured comparisons of Chinese President Xi Jinping to Winnie the Pooh, famously censored on the Chinese internet.

However, it is highly unlikely that Tencent’s investment will lead to greater censorship of the Reddit platform, as TechCrunch’s Jon Russell explained in a recent piece. Tencent’s investment equals just 5% of Reddit’s total valuation, making them hardly the only voices in the room.

A relic of an older internet

If Reddit is going to change, it will be for financial, not political, reasons. The world of social media is changing, and the typical Redditor is no longer the typical internet user. Redditors are mostly young (roughly 60 percent are under 34), predominantly male (as high as 75%), and largely hail from Western, English-speaking countries.

In other words, the Reddit community looks a lot like the internet of the early 2000s. Its message board-style layout reminds me of the online communities I hung out in during my high school years 15 years ago. The norms of behavior on the platform are typical of the internet subculture of that time, filled with inside jokes and memes, as well as language that ranges from edgy and “politically incorrect” to bigoted, offensive harassment.

While the demographics and norms of Reddit’s community may not have changed much over the years, the internet as a whole has broadened to include a wider range of age groups, nationalities, languages, education levels, and worldviews. The average internet user now looks much more like the average human being.

Many of the internet’s newer users do not agree with the norms established by the more culturally homogenous cohort of the web’s early years. The content of today’s internet also has more destructive potential than it did in the past. Adherents to conspiracy theories or radical religious ideologies were once relegated to small message boards with a few hundred members, but on today’s internet, those people have the tools to reach millions of people and to do serious damage to society, both online and offline. A global consensus has emerged that online platforms and the content they contain need to be managed in one way or another. Reddit is more likely to be changed by regulation in its core Western markets than in China.

Change from shareholders, not China

Not only does Reddit have the user demographics, norms, and look and feel of yesteryear’s internet platforms, but it retains their business model as well.

Even as the internet, including social media, has become big business, Reddit has in large part chosen not to cash in. While Twitter and Facebook boast annual revenues per user (ARPU) of $9.48 and $7.37 respectively, Reddit’s annual revenue of roughly $100 million and 330 million monthly active users (MAU) make the platform’s ARPU a relatively miniscule $0.30.

Tencent is an investor. We can assume that they would like to make a return on that investment. This will probably mean a stronger emphasis on user monetization, and that will almost surely mean some changes to the user experience.

The response to Tencent’s investment is a reminder for Chinese companies to be sensitive to areas of political and cultural sensitivity in their overseas investments. Tencent will likely change Reddit, but those changes will have less to do with Winnie the Pooh—and more to do with money.

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Briefing: E-sports video streaming platform Douyu reportedly files for US IPO https://technode.com/2019/02/14/briefing-e-sports-video-streaming-platform-douyu-reportedly-files-us-ipo/ https://technode.com/2019/02/14/briefing-e-sports-video-streaming-platform-douyu-reportedly-files-us-ipo/#respond Thu, 14 Feb 2019 08:54:37 +0000 https://technode-live.newspackstaging.com/?p=95297 DouyuOnce listed, Douyu will be the second Chinese e-sports video streaming platform to go public in the US.]]> Douyu

斗鱼直播确定赴美IPO 此前融资额已达70亿元 – The Beijing News

What happened: E-sports video-streaming platform Douyu has confirmed its plan to go public in the US, according to a person close to the company’s executives. The news came a day after a report from IFR Asia claimed that the Tencent-backed platform has filed confidentially for a $500 million US IPO, quoting people close to the deal. If the platform is listed, it will be the second Chinese e-sports video-streaming platform to have its IPO in the US, following Huya, which went public in May last year.

Why it’s important: This is the latest of a series of confirmations from different sources about Douyu’s US IPO plan. Financial Times reported in 2018 that the company scrapped its plan to go public in Hong Kong and started planning a $600 million to $700 million US IPO. Douyu streams primarily videos of people playing video games and is valued by analysts at CBInsights at around $1.51 billion. The US IPO could help the company further its footing in China’s booming and highly competitive e-sports market.

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Briefing: Indian state lawmaker seeks Tiktok ban over harmful and vulgar content https://technode.com/2019/02/14/india-tiktok-ban/ https://technode.com/2019/02/14/india-tiktok-ban/#respond Thu, 14 Feb 2019 04:27:48 +0000 https://technode-live.newspackstaging.com/?p=95232 tiktok douyin bytedanceThe Bytedance app has been accused before of disseminating racist content and hate speech.]]> tiktok douyin bytedance

Tamil Nadu government wants statewide ban on short video app TikTok – Economic Times

What happened: The government of the southern Indian state of Tamil Nadu will start a dialogue with the Central Legislative Assembly, the lower house of India’s legislature, to ban Bytedance-owned short video app Tiktok in Tamil Nadu for spreading harmful and sexually explicit content. The lawmaker who initiated the debate told The Economic Times that Tiktok acted as a platform for discussions that threaten social security.  Tiktok said in a response that it was hiring someone to better cooperate with law enforcement agencies. According to a Bytedance job posting on Linkedin two weeks ago, the position will be located in Gurugram, a city near New Delhi.

Why it’s important: This is the first time that Tiktok is faced with the prospect of a ban in India, where it had close to 25 million active users as of January, according to analytics from SimilarWeb. The Bytedance app has been accused before of disseminating racist content and hate speech, and of having little oversight of vulgar content. The recent development could be a reminder for the viral short video app to step up its in-app regulations, without which it may face backlash on a greater scale.

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Bytedance ups ante in Spring Festival hongbao battle, giving away RMB 1.6 billion https://technode.com/2019/02/13/bytedance-hongbao-rmb-1-6-billion/ https://technode.com/2019/02/13/bytedance-hongbao-rmb-1-6-billion/#respond Wed, 13 Feb 2019 09:48:43 +0000 https://technode-live.newspackstaging.com/?p=95145 Douyin and Duoshan offered Spring Festival hongbao worth a combined RMB 600 million.]]>

Bytedance increased the total value of red packets offered on three of its apps to RMB 1.6 billion (almost $237 million) this recent Chinese New Year, up from RMB 1 billion last year, to become the biggest player in the Chinese hongbao battle in terms of prize money offered, according to a report from Jiemian.

The RMB 1.6 billion was distributed between content aggregator Jinri Toutiao, short video app Douyin, and social networking app Duoshan. The three apps received RMB 1 billion, RMB 500 million, and RMB 100 million respectively, according to the Jiemian report. They used the money for different Spring Festival promotional activities: users either collect tokens to qualify for a prize money raffle in the form of hongbao issued by the platform or are directly rewarded for participation.

Douyin’s event probably drew inspiration from its Ant Financial-owned Alipay equivalent, which has been held every Spring Festival since 2016. While Alipay’s event asks users for tokens that can be obtained by paying with the app, event tokens in Douyin can be acquired by inviting friends to the app or installing Duoshan.

While this is the second year that Jinri Toutiao has held its Spring Festival red packet event, it is the first for Douyin and Doushan.

More than 61 million people qualified for the draw in Douyin, according to a report from Bytedance (in Chinese). The exact number of participants of Duoshan’s Spring Festival promotional activity is still not available, according to a Bytedance spokesperson.

Chinese people give each other red packets for good luck during Chinese New Year, but in recent years platforms like Alipay, Taobao, and Wechat have been offering users electronic red packets, taking advantage of this tradition to promote their services.

Bytedance is not the only contender in the Spring Festival hongbao battle. Search giant Baidu partnered with China Central Television (CCTV) to distribute RMB 1 billion worth of red packets during the state media’s Spring Festival Gala (chunwan). Alipay offered RMB 500 million worth of hongbao in its collect-token-to-qualify-for-red-packet event and attracted more than 450 million participants. The short video app Kuaishou also recorded more than 100 million users joining in its hongbao event, which saw the app give away RMB 700 million worth of red packets.

Steam, the international games-distribution platform, also had a tokens-for-red packets promotion event that lead to greater discounts on games. Data, however, on how much they “gave away” was not readily available, but there was with much speculation and complaints by users.

Bytedance’s doubling down on its promotional efforts amid fierce competition is reminiscent of the hongbao battles between Alipay and Wechat a few years ago when the two platforms sought to establish themselves the default payment method. Wechat and Alipay rolled back their promotions two and three years into the battle, respectively.

Correction: This story has been amended to clarify that Douyin received RMB 500 million from parent company Bytedance to spend on red packet giveaways, not RMB 600 million as previously reported. The dollar equivalent of RMB 1.6 billion was also corrected from $23 million to $237 million.

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Briefing: Popular WeChat ‘self-media’ account under pressure for fake news https://technode.com/2019/02/13/wechat-self-media-fake-news/ https://technode.com/2019/02/13/wechat-self-media-fake-news/#respond Wed, 13 Feb 2019 06:29:29 +0000 https://technode-live.newspackstaging.com/?p=95086 Netizens called BS on the tragic story of a man from a poor family who died young.]]>

Mimeng and ‘Self-Media’ under Attack for Promoting Fake News Stories to Chinese Readers–What’s on Weibo

What happened: The group behind popular public WeChat account Mimeng, known for articles on relationships and love—as well as clickbait titles—came under fire earlier this month. Netizens called BS on a post from a separate public WeChat account run by the same group. In the article, the writer supposedly tells the story of a high-performing classmate from a poor family who died young. After readers cast doubt over aspects of the article, the account deleted the story and was in turn banned from posting for 60 days. The Mimeng group also announced it would place its flagship WeChat account on hiatus for two months, and close down its Weibo account indefinitely.

Why it’s important: Although not run by a formal media organization, Mimeng’s main WeChat account had racked up 13 million followers. Allegedly, it charged advertisers as much as RMB 750,000 ($113,000) to be mentioned in a post. While the veracity of its content may be dubious, it was a prominent example of how independently-run “self-media” groups–also known as “we-media”–can rake in major earnings. Its downfall also calls into the question the methods self-media organizations use to create and popularize content. Critics have called Mimeng’s style “poisoned chicken soup,” implying that moneymaking aims overtook any attempts to create quality content of the “chicken soup for the soul” variety.

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Briefing: Chinese audio giant Ximalaya FM leads $100 million investment in Himalaya Media https://technode.com/2019/02/13/briefing-chinese-audio-giant-ximalaya-fm-leads-100-million-investment-in-himalaya-media/ https://technode.com/2019/02/13/briefing-chinese-audio-giant-ximalaya-fm-leads-100-million-investment-in-himalaya-media/#respond Wed, 13 Feb 2019 03:44:28 +0000 https://technode-live.newspackstaging.com/?p=95064 Audio giant Ximalaya FM makes its first investment outside China.]]>

Ximalaya FM leads investment in Himalaya Media – Variety

What happened: China’s largest audio service platform Ximalaya FM has led a round of investment worth $100 million into San Francisco-based podcasting startup Himalaya Media. The startup will continue to operate independently but will have access to Ximalaya FM’s technology and resources, Himalaya Media told the Variety. However, from conversations TechNode had with Himalaya Media and Ximalaya staff in 2018, the actual relationship between the two companies is unclear. Among the resources that Himalaya wants to integrate is a tipping feature that allows users to support shows with cash gifts, something that has long existed in Ximalaya FM’s app.

Why it’s important: This is Ximalaya FM’s first investment outside of China and one of its largest investments. The audio giant reports that it has 400 million app downloads and was valued at RMB 24 billion (around $3.4 billion) in August 2018, according to KrAsia. The investment in the San Francisco-based startup marks an increased push from the audio platform to extend its reach beyond China, where it wants to bring a Chinese-business model into the well-developed podcasting industry in the US and perhaps trial its in-app features.

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Briefing: Netizens accuse Douban of manipulating ratings of sci-fi hit Wandering Earth https://technode.com/2019/02/13/douban-denies-rating-manipulation-wandering-earth/ https://technode.com/2019/02/13/douban-denies-rating-manipulation-wandering-earth/#respond Wed, 13 Feb 2019 03:24:16 +0000 https://technode-live.newspackstaging.com/?p=95066 Concerned netizens claimed reviewers were bribed to change their positive reviews.]]>

被指用户“用高赞好评被收买改为差评” 豆瓣回应称不实–环球网

What happened: In recent days, netizens raised concerns that users on rating and discussion platform Douban are being bribed to change their positive reviews of sci-fi blockbuster The Wandering Earth into negative ones. Douban has denied the claims, saying that of 500 top-rated reviews for the movie, only four users have chosen to add or subtract more than one star from their rating. In addition, the platform said that if a rating undergoes a major change, it’s no longer reflected in the average score for a movie.

Why it’s important: Users have accused Douban movie reviewers of being similarly influenced before, with at least one netizen claiming to have lost faith in their online ratings system. In the case of The Wandering Earth, hailed for being China’s first homegrown sci-fi hit, scrutiny may be even higher: negative ratings on the influential site could detract from its currently booming popularity. As of Feb. 13, though, the movie still holds a relatively high Douban score of 7.9.

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Briefing: Chinese online video platforms may get over 300 million paid subscribers in 2019 https://technode.com/2019/02/12/briefing-chinese-online-video-platforms-may-have-over-300-million-paid-subscribers-in-2019/ https://technode.com/2019/02/12/briefing-chinese-online-video-platforms-may-have-over-300-million-paid-subscribers-in-2019/#respond Tue, 12 Feb 2019 06:03:06 +0000 https://technode-live.newspackstaging.com/?p=94947 iqiyi fraud user number luckin short seller muddy watersThis year could see the emergence of a Chinese online video platform that has over 100 million paid subscribers. ]]> iqiyi fraud user number luckin short seller muddy waters

Chinese Online Video Platforms could have over 300 million subscribers in 2019 – PR Newswire

What happened: Chinese online video platforms may see the number of their paid subscribers surpass 300 million in 2019, according to a report by consulting firm Entgroup. The report, which came out last month, also predicts the appearance of a single platform with more than 100 million subscribing members sometime during the year, citing top-tier platform iQiyi’s 89% year-on-year subscribing member growth in the third quarter of 2018.

Why it’s important: Paid online video is a large and rapidly growing market in China. In 2015, Chinese online video platforms only had 22 million paid subscribers, which skyrocketed to 230 million by the end of 2018. The growth is supposedly the result of high budget, high-rating series such as The Story of Yanxi Palace, that are exclusive or first available to paid members. That series, which ran on iQiyi over the summer, has a 7.9 rating on IMDB and reportedly had a budget of RMB 300 million (around $60 million). Top contenders for the more-than-100-million-subscriber-club could include Tencent Video, iQiyi, and Alibaba owned Youku. However, despite their fast growth in the past few years, Chinese online video platforms still trail behind Netflix in terms of subscriber numbers. As of the third quarter of 2018, iQiyi has around 80 million subscribers, while Netflix has around 130 million, according to Entgroup.

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Briefing: Apple pulls networking platform Maimai and other social apps from China App Store https://technode.com/2019/02/12/apple-pulls-maimai-app/ https://technode.com/2019/02/12/apple-pulls-maimai-app/#respond Tue, 12 Feb 2019 04:02:56 +0000 https://technode-live.newspackstaging.com/?p=94922 An investor told 36kr that as many as 700 apps may have been removed from the App Store.]]>

脉脉、音遇等大批社交软件iOS版下架,或因违反苹果支付规范 – 36kr

What happened: Work networking platform Maimai, karaoke app Yinyu, voice-messaging and entertainment platform Hello, as well as other social apps were recently taken down from Apple’s China App Store, 36kr reported. A Maimai representative said that the iOS version of its app is currently being updated to fulfill the App Store’s technical requirements. A Yinyu spokesperson said that its platform previously had a bug, while Hello representatives said the company is in talks with Apple. An unnamed investor told 36kr that as many as 700 apps may have been removed from the App Store this time, and that past takedowns have usually involved hidden in-app purchases—for which Apple requires a 30% cut.

Why it’s important: Although the incident brings to mind Apple’s high-profile disagreement with WeChat over its tipping feature last April, it appears to be unrelated, according to app representatives at least. While the takedown will certainly affect the targeted social platforms, some are already in the process of re-applying for App Store listings: Yuyin has submitted a new version which is currently undergoing review. The app Hello may have face a tougher route to regaining consumer confidence; just last month, it was among five voice-streaming platforms taken down by authorities for vulgar or pornographic content as well as other issues, Southern Metropolis Daily reported (in Chinese).

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Tencent invests in Reddit as global battle with Bytedance escalates https://technode.com/2019/02/11/tencent-reddit-bytedance/ https://technode.com/2019/02/11/tencent-reddit-bytedance/#respond Mon, 11 Feb 2019 09:31:16 +0000 https://technode-live.newspackstaging.com/?p=94853 tencentInvesting in Reddit is a savvy move for Tencent to consolidate its foothold globally. ]]> tencent

Chinese tech giant Tencent is rumored to have contributed $150 million to US social news and discussion platform Reddit’s $300 million Series D, leading to heated discussions over the possibility of future censorship on the platform.

Although still unconfirmed, the news has sparked a backlash from Redditors who have expressed concerns that the site, which is famously known as a home for free speech and many niche communities, could face a purge after receiving investment from Tencent. Users responded to the rumors by reposting content that would be censored in mainland China, including photos of Tank Man.

But some are less worried as the $150 million investment would give Tencent a minor stake. “Someone with a 5% stake in a company isn’t ‘switching people out’. They have ZERO control,” a Reddit user posted.

Tencent declined to comment on the investment when contacted by TechNode.

Others argue that the Chinese government has no incentive to censor Reddit as it is blocked in China. Users claimed that the platform wasn’t popular in the country before the ban given that most of its content is in English.

The rumored investment comes as Tencent faces mounting challenges from its rival Bytedance, both at home and abroad. Bytedance has seen booming growth thanks to its news aggregation app Toutiao and short video app TikTok—known as Douyin in China—over the past few years. The company has quickly become a thorn in the side of the WeChat operator in China.

Fierce, cross-vertical competition in the Chinese market is pushing tech companies to seek opportunities abroad. Investing in Reddit could be a savvy move for Tencent to consolidate its foothold globally, especially since its core business is social networking and media services. The popular American news board platform is much-coveted among Chinese tech giants. Bytedance’s content aggregator Toutiao reportedly tried to buy Reddit last year in line with its goal to become a global media juggernaut.

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Online movie piracy rampant over Spring Festival holiday https://technode.com/2019/02/11/movie-piracy-rampant-china/ https://technode.com/2019/02/11/movie-piracy-rampant-china/#respond Mon, 11 Feb 2019 05:57:25 +0000 https://technode-live.newspackstaging.com/?p=94829 China’s National Copyright Administration has called on netizens to “fight against movie piracy.”]]>

China’s copyright watchdog has vowed to take serious measures against lawbreakers following rampant piracy of Spring Festival blockbusters and the availability of illegal download resources on Chinese social media.

China’s National Copyright Administration (NCAC) called on netizens to “fight against movie piracy” after finding that full-HD movies had been up for sale on messaging app WeChat and microblogging platform Weibo over the holiday season, priced at RMB 1 ($0.15) for each movie, according to The Paper (in Chinese).

China’s box office totaled more than RMB 5.8 billion in the first week of the Chinese New Year (starting Feb. 5), a new record compared to the RMB 5.7 billion during the same period last year, figures from online ticketing platform Maoyan show.

In a Weibo post on Sunday (in Chinese), the NCAC asked netizens to blow the whistle on movie pirates by reporting illegal download links. It said it would report offenders to the police and that multiple government departments had stepped up their attempts to curb online piracy over the holiday season.

Gong Geer, producer of Chinese sci-fi blockbuster “The Wandering Earth,” shared the Weibo post, asking his followers for tip-offs to help crack down on movie pirates. In an interview with state-owned media Beijing Youth Daily on Friday, Gong estimated that more than 20 million viewers have seen pirated movies on illegal streaming services over the holiday period.

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Briefing: Snap lists Bytedance among major Asia competitors https://technode.com/2019/02/11/snap-bytedance-asia-competitor/ https://technode.com/2019/02/11/snap-bytedance-asia-competitor/#respond Mon, 11 Feb 2019 02:40:48 +0000 https://technode-live.newspackstaging.com/?p=94804 Snap also cited Tencent, Japan's Line, and South Korea's Naver and Kakao.]]>

Snap Lists ByteDance and TikTok as Its Major Competitor in Asia – Caixin Global

What happened: In its financial report for 2018, US social media player Snap mentioned Bytedance, including streaming app TikTok, among its competitors. Globally, the list is topped by Apple, Facebook—including Instagram and WhatsApp—Google, and Twitter. For the Asia region, Snap also cited Chinese gaming giant Tencent, as well as Japan’s Line and South Korea’s Naver and Kakao. Snap also announced that its daily active user count was 186 million, one million shy of 2017’s final figure.

Why it’s important: Bytedance’s mention among Snap’s Asia competitors reflects a relatively recent addition to the ranks of social media titans. In the first three quarters of 2018, TikTok was the fourth most downloaded app across Google and Apple app stores. Last November, Facebook also released the app Lasso, which was seen as an attempt to wrangle some of TikTok’s audience. In the same month, TikTok surpassed Facebook, Instagram, YouTube, and Snapchat in monthly installs in the US. Snap, too, has been feeling the heat. In addition to issues with app design and performance on Android devices, it cited competition as a reason for the year-on-year drop in daily active user count.

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Why does WeChat block competitors, while Facebook doesn’t? https://technode.com/2019/02/06/wechat-facebook-block/ https://technode.com/2019/02/06/wechat-facebook-block/#respond Wed, 06 Feb 2019 08:00:49 +0000 https://technode-live.newspackstaging.com/?p=94472 Western tech companies protect their castles; Chinese firms play guerrilla warfare. ]]>

Editor’s note: A version of this post by Thomas Graziani first appeared on WalktheChat, which specializes in helping foreign organizations access the Chinese market through WeChat, the largest social network on the mainland.

On Tuesday 15th of January, WeChat blocked 3 competing Apps on their launch day: Liantianbao (聊天宝) – formerly called Bullet Messenger, Duoshan (多闪) – launched by Tencent’s archenemy ByteDance, and Matong MT (马桶MT) – launched by Ringo.AI.

Is this approach to competition specific to WeChat? To the Chinese market? And how do Chinese and Western companies differ in their growth strategies?

Building companies versus building ecosystems

Chinese and Western companies tend to have a dramatically different approach to expansion. In a few words: Western companies build products, while Chinese companies build ecosystems.

Nowhere is this trend more obvious than in the investment pattern of Chinese and Western companies. Chinese companies tend to be much more active early-stage investors into booming companies.

The purpose of these investments is to build a system of allegiance to the group. After receiving investment, the company will have to integrate with the ecosystem of the group and reject the competing ecosystem.

As a consequence, Pinduoduo heavily integrates with WeChat and offers WeChat Pay as a recommended payment method, while JD.com doesn’t support Alipay at all. Both companies, of course, received investment from Tencent.

Western companies have a very different expansion pattern: they tend to rely on acquisitions instead of investments.

These acquisitions can be major operations aimed at overtaking superstar products (such as Facebook acquisition of WhatsApp, Instagram and Oculus Rift or Apple acquisition of Shazam last September).

But more often than not, these acquisitions are technology or acqui-hiring operations aimed at developing existing products, such as the acquisition of Redkix by Facebook in July 2018 (which was merged with Workplace by Facebook) or the purchase of Senosis by Google in September 2018 (which was merged with Nest Lab).

Guerrillas and castles

The approach of Western tech companies to competitive warfare is akin to protecting a castle: they have a defined territory and will relentlessly protect it if the adversary gets close enough. Their acquisition strategy is meant to build stronger defenses against their enemies. But they will likely stick to this territory and make limited foray outside of their core domain of expertise.

The Chinese tech approach to competition is more similar to guerrilla warfare: fights happen everywhere, all the time, between a large number of stakeholders both big and small.

As such, foreign companies tend to be much more permissive toward other tech players leveraging their tools. For instance, there is no problem for a Facebook post to link toward an Amazon link, and Google will direct you to a relevant Facebook profile.

How WeChat and Alibaba approach competition

WeChat famously blocks any link to Taobao (and the other way around), while also preventing sharing from Douyin (which belongs to the competing Bytedance/Toutiao ecosystem).

Weibo (which received investment from Alibaba and is part of its ecosystem) is more subtle about blocking WeChat: posts mentioning WeChat or featuring WeChat QR codes will just receive no engagement from users as they won’t be picked by the Weibo algorithm.

The case this week of WeChat blocking the social media apps Duoshan, Duoliaotian and MatongMT is just another example of this very defensive approach to competition.

Did Facebook block competitors?

Of course Chinese tech giants are not the only companies with a history of blocking competition. A prominent example would be the case of Facebook blocking short-video platform Vine in 2013.

This is however quite a different story than WeChat blocking Douyin: Facebook merely blocked the friend-finding feature from Vine (denying it access to users’ contact lists). Vine users were still able to share their short videos on Facebook (which is clearly not possible between WeChat and Douyin–Douyin had to offer a workaround suggesting users to download the video and re-upload it to WeChat with a Douyin watermark).

Another prominent case of Facebook blocking another competing App was the block of Tsu in 2015: a social network which was directly rewarding users for views on their content and for inviting new users.

However, the case of Tsu is also entirely different: because it was giving money in exchange for views, Tsu was used mostly by e-marketers and spammers in order to make a quick buck. The network closed soon after, in 2016, as it failed to raise another funding round to support its apparently unsustainable business model.

A more direct case of “block” of competition happened in 2015 when Amazon decided to stop distributing Apple TV and Google Chromecast, which did not offer Amazon Prime Video streaming services. Amazon however chose to deescalate the fight last year, in December 2017, and announced that it would offer both devices again for sell on its platform.

Overall, although Western companies also can block competitors, they seem less likely to do so, and appear to do it with more focus on user experience than extinguishing their competition.

But which strategy works best?

There is little doubt that Facebook acquisition strategy has been incredibly successful. The poster child of this success is Instagram.

Facebook was widely criticized for overpaying for Instagram, acquired at a $1 billion price tag in 2012. The App is now expected to generate between $8 to 9 billion of revenues in 2018 alone. A pretty good return of investment, and this doesn’t take into account the strategic edge that Instagram provided against rival Snapchat.

According to Recode, Instagram could make up to 30% of Facebook total revenue by Q4 2020.

Because Chinese tech companies have a much more complex strategy of multiple, disparate investments, it is much harder to assess success. Tencent listed investees amounting to $36 billion in value as of Q2 2018, but the value of these investments goes well beyond this listing price.

As we discussed, many of such investments played into a sophisticated fight against arch-rival Alibaba and new rival ByteDance. It is likely that they contributed significantly to the rise of Tenpay / WeChat Pay, which rose from a 10% market share to around 40% in 2018 according to various estimates.

Stuck in a prisoner’s dilemma?

The habit of Chinese tech companies is reminiscent of the prisoner’s dilemma, a foundational concept of Game Theory first described by John Nash (and brought to popular culture in the movie “A Beautiful Mind”)

The prisoner’s dilemma imagines two prisoners kept in a jail. Each prisoner is given the opportunity either to betray the other by testifying that the other committed the crime, or to cooperate with the other by remaining silent. The offer is:

  • If A and B each betray the other, each of them serves two years in prison
  • If A betrays B but B remains silent, A will be set free and B will serve three years in prison (and vice versa)
  • If A and B both remain silent, both of them will only serve one year in prison (on the lesser charge)

This is exactly the situation in which Chinese tech companies have ended up: they can choose to cooperate and avoid damage to each other (and make a better experience for all end users). But they are so afraid of being betrayed that they end up resorting to hostile behaviors.

Of course, the math also says that, in a repeated game with reputation involved, betraying is not the only solution. At the end of the day, it is a choice that Tencent, Alibaba and ByteDance keep making every day.

Conclusion

Western and Chinese Tech companies approach competition in very different ways. As of today, it is hard to tell which way works best: Tencent, Google, Alibaba and Facebook are all incredibly successful companies with skyrocketing valuations.

One thing seems clear: these differences will likely become clearer and clearer in the future, as Chinese tech companies get entrenched in a guerrilla spreading over many industries and hundreds of invested companies.

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What social media says about China’s war on air pollution https://technode.com/2019/02/04/social-media-china-air-pollution/ https://technode.com/2019/02/04/social-media-china-air-pollution/#respond Mon, 04 Feb 2019 08:00:34 +0000 https://technode-live.newspackstaging.com/?p=94157 Netizens’ feelings have actively shaped official response to air pollution.]]>

How does the average Chinese person feel about air quality today? It’s a question that seems even more pressing nowadays considering that in 2018, China appeared to slow down in its aggressive, government-led “war against air pollution.”

Previously, online popular opinion had kicked off a years-long struggle to control one of the most visible environmental issues spawned by China’s rapid industrialization. Air pollution has been an area where prominent netizens’ feelings have actively shaped official response; as environmental progress flags due to various factors, social media may once again come into play.

Winning the war

Despite a temporary setback, China has made significant progress in cutting down on smog. In March 2018, the University of Chicago’s Energy Policy Institute released a report titled, “Is China winning the war against air pollution?”

The title reflected tentative hope among environmental analysts. After four years of battle, 2017 brought improvements of between 21-42% in the air quality of China’s biggest cities—the US, by contrast, had taken 12 years to achieve similar results. The figures measured the concentration of harmful PM2.5 particles (airborne particulate matter measuring 2.5 micrometers or less in diameter), and mostly met or surpassed goals set in a 2013 National Air Quality Action Plan. While still falling short of the World Health Organization’s recommendations, the improved air added an average 2.4 years to the life expectancy of citizens.

In the process of hitting ambitious 2017 targets, however, some people were literally left out in the cold. That winter, when factories shut down, various residents, businesses, and schools were cut off from coal-fueled heating.

On the Chinese microblogging platform Weibo, the hashtag “countryside children without heating” received around 8 million views in the winter of 2017. Accompanied by a photo of bundled-up kids studying outdoors, the story prompted an outpouring of sympathy, as well as pressure on local officials from the national government to remedy the situation.

Media reports of schoolchildren in northern China going without heating attracted netizen sympathy. (Image credit: Weibo/Sina Breaking News)

When it reconvened in March 2018, the National People’s Congress created what appeared to be a less stringent plan for improving air quality. There would be no new binding targets for PM2.5 reduction; moreover, instead of a blanket ban on coal-powered manufacturing, local governments would decide whether to close factories down during the winter. As of last November, China Dialogue reports, pollution levels had increased 10% from the previous year.

During a press conference last October, Liu Youbin, a spokesman for China’s Ministry of Ecology and Environment, denied that the less ambitious targets meant the country was loosening its pollution restrictions. Instead, Liu said, cooler temperatures and rain had accounted for one-third of 2017’s improvement in air quality. To maintain similar progress amid less favorable weather in 2018, the government still aimed to reduce pollution levels by “at least 11%” (in Chinese).

Visible progress

Whether the lag is due to weather or other reasons, more visible progress may be needed to keep urban residents happy. Recent studies show that airborne pollution not only harms residents’ health, but also dampens their mood. And as history proves, the Chinese government’s fight against smog has tended to dovetail with online surges in public concern.

In 2011, influential Weibo bloggers voiced alarm when measurements of the especially harmful type of pollutant known as PM2.5 soared, according to the Twitter feed of the US Embassy in Beijing. At that time, China’s Environmental Protection Bureau did not collect or release such figures for the nation’s capital, much less across the country.

By early next year, however, the Bureau had started reporting PM2.5 levels in Beijing, and in March, the measure was incorporated into nationwide air quality standards. At that time, the government announced it would begin monitoring levels of the pollutant in provincial capitals and dense urban hubs, expanding to cities across China by 2015.

In 2013, Beijing’s poor air quality once again made headlines, with foreign media dubbing the crisis an “airpocalypse.” Netizen concern ballooned accordingly: From December 2012 to 2013, researchers found, Baidu searches for “haze” soared from 212 times per day to 11,193. The same year, China set its ambitious National Air Quality Action Plan into motion.

Since December 2012, Baidu searches for “haze” have typically surged during winter in China. (Image caption: Baidu Search Index)

Concern over dips in air quality can also take more subtle forms. In a recently published study, a team of MIT professors discovered a correlation between air pollution levels and the expressed emotions of Weibo users.

The group used AI algorithms to analyze the happiness levels of 210 million geotagged posts from March to November 2014. Even after eliminating microblogs that explicitly mentioned pollution, they found that netizens in 144 cities tended to feel down on smog-heavy days.

Zheng Siqi, who led the study, told TechNode that urban air pollution can be an inadvertent mood-killer. Although netizens may not have constantly monitored PM2.5 counts, Zheng said, “They saw the air, they saw the smog. Unconsciously, they feel sad.”

Their survey of Weibo blog posts does not represent all segments of China’s population, Zheng admits. Not only do bloggers tend to be based in cities, but the data also leaves out some people—the elderly and the very young, for instance—who are particularly vulnerable to pollution.

Lower-income workers may also be underrepresented on Weibo, which skews towards users with higher levels of education. Due to the cost of face masks and air filters, Zheng said, “It’s hard for the very low-income people to protect themselves.” On smoggy days, it can be a luxury to stay indoors, where the air quality is typically better. Blue-collar workers, Zheng pointed out, often spend the majority of their workday outside.

Despite its downsides, however, social media provides researchers with a “high-frequency big data set” with real-time information. It also relays the voices most likely to be heard by top government officials, who then pressure local government to make improvements.

“Those who speak on social media have an impact on public policy,” Zheng said. In other words, as China’s war against air pollution continues, Weibo users and other prominent netizens will continue to help shape the battle lines.

Update: This post was updated to reflect that levels of air pollution, not carbon emissions, have dropped in China in recent years.

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Tencent Games expands anti-addiction system to 16 additional titles https://technode.com/2019/02/01/tencent-anti-addiction/ https://technode.com/2019/02/01/tencent-anti-addiction/#respond Fri, 01 Feb 2019 05:54:36 +0000 https://technode-live.newspackstaging.com/?p=94622 The company's anti-addiction system now covers more than 30 video games, including PUBG and Honour of Kings.]]>

Tencent Games is expanding its anti-addiction system to 16 more mobile games, following concerns that China’s youth spends too much time gaming.

The company on Thursday said in a WeChat post (in Chinese) that its Healthy Gaming system now covers 31 titles, including “PlayerUnknown’s Battlegrounds” (PUBG) Mobile and “Honour of Kings.” It vowed to implement the system in all of its games over the course of the year.

The increased control comes after Chinese gaming companies face blame for contributing to childhood gaming addiction. Last year, the state-run People’s Daily referred to Tencent’s online multiplayer “Honour of Kings” as “poison,” adding that social games need more stringent regulation.

Tencent began introducing restrictions on young players in July 2017. The anti-addiction system limits children aged 12 and younger to one hour of gaming a day between 8 a.m. and 9 p.m. Teens older than 12 years old can play for two hours every day.

The company has also implemented features to curb in-game overspending, which notifies guardians when their child reaches a spending threshold of RMB 500 (around $75) a month.

The anti-addiction system is underpinned by real-name verification, which requires users to confirm their identity against police databases, a move the company claims strengthens its protections. Last October, Tencent went even further by trialing facial recognition for verification purposes in Honour of Kings.

Earlier this month, Tencent’s rival NetEase followed suit by implementing similar time restrictions and curfews for underage players.

Tencent has suffered financially as a result of the unfavorable regulatory climate for game publishers. The Chinese government placed a moratorium on approving game licenses in early 2018, leading to massive losses for the industry as a whole.

However, things may be looking up for the gaming giant. Authorities resumed the game approval process in December after the nine-month freeze. The company has so far only received approval for two educational games, which are unlikely to have a significant effect on the company’s revenue.

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Briefing: Apple blames revenue decline on China’s video game ban https://technode.com/2019/01/30/apple-game-approvals-accountable/ https://technode.com/2019/01/30/apple-game-approvals-accountable/#respond Wed, 30 Jan 2019 10:47:34 +0000 https://technode-live.newspackstaging.com/?p=94451 Apple has also witnessed declines in sales of all three major product lines in China, namely iPhones, Macs, and iPads.]]>

Apple blames revenue loss on China censoring video games – The Verge

What happened: Apple said Chinas temporary ban on approving new video game titles last year was one of the reasons for the companys revenue decline over the fourth calendar quarter of 2018. Apple CFO Luca Maestri made that comment about the companys $4.8 billion revenue decline in Greater China during an earnings call on Tuesday. He said the issue around approval was clearly affecting Apple, as the App Store in China is a large business, with iOS mobile games affected in the ban.

Why its important: Although still relatively small compared to its hardware sales, Apples services business has been a steady source of revenue growth since 2016. However, the Chinese government stopped approving new games for nine months in March last year, which curbed Apple’s services revenue in China, the largest gaming market in the world. Apple has also witnessed declines in sales of all three major product lines in China, namely iPhones, Macs, and iPads.

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US-developed virtual AI host stars in CCTV’s Spring Festival Web Gala show https://technode.com/2019/01/29/virtual-host-chinese-new-year/ https://technode.com/2019/01/29/virtual-host-chinese-new-year/#respond Tue, 29 Jan 2019 08:55:17 +0000 https://technode-live.newspackstaging.com/?p=94261 While his appearance and gestures were lifelike, he talked in a noticeably robotic timbre.]]>

Chinese state broadcaster China Central Television (CCTV) featured a virtual host in its Spring Festival Web Gala show, published online on Monday, turning to an American artificial intelligence company to provide its technical capabilities.

The Web Gala introduced a virtual doppelgänger of CCTV’s Sa Beining, nicknamed “Xiao Sa,” to co-host the event. While his appearance and gestures were impressively lifelike, he talked in a noticeably robotic timbre.

The two-hour Web Gala is not to be confused with the trademark New Year’s Gala, which CCTV broadcasts live every lunar new year’s eve. However, they share similar themes: this year, the Web Gala’s slogan was “bring love back home,” tying in with the other event’s theme of homecoming.

Xiao Sa was developed by US-based artificial intelligence startup ObEN, which also created 3D models of three other CCTV hosts, according to ChinaNews.com (in Chinese). Company co-founder Zheng Yi, also known as Adam Zheng, said that modeling software like 3DS Max and Maya was used to analyze and construct the models’ faces and bodies.

Hosts were required to record around a dozen sounds in order to create a voice model, while AI and motion capture technology was used to record and replicate gestures and expressions. The process of creating virtual TV hosts for the show took 20 days.

CCTV’s Spring Festival Web Gala was first introduced in 2011, presumably in an attempt to win over younger audience members. Despite its prominence, the higher-profile New Year’s Gala has attracted criticism in recent years for a blackface skit, ugly mascots, and a basic format that hasn’t changed in decades.

Hundreds of millions of viewers will doubtless tune in again this Chinese New Year’s eve, not least because CCTV is partnering with Baidu to give away over RMB 1 billion (around $150 million) in “red packets” in the next week.

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New live-streaming rules crack down on women’s clothing, minors https://technode.com/2019/01/29/live-streaming-rules-wuhan/ https://technode.com/2019/01/29/live-streaming-rules-wuhan/#respond Tue, 29 Jan 2019 05:37:09 +0000 https://technode-live.newspackstaging.com/?p=94221 The statement did not define what is deemed to be revealing or inappropriate.]]>

Wuhan, capital of central China’s Hubei province, has released the country’s first official standards for live-streaming organizations, forbidding women from wearing provocative clothing and imposing stricter rules on underage streamers.

The standards were released on Monday by the Hubei provincial government and Wuhan’s Software Industry Association. Female live-streamers are forbidden from wearing sexy uniforms as well as clothing deemed overly revealing, transparent, or flesh-colored and figure-hugging. The official press release did not define what is deemed to be revealing or inappropriate, nor did it mention clothing restrictions for male live-streamers.

According to the new rules, minors who live-stream by themselves must provide the ID card and residence permit of a guardian, as well as an application form signed by a parent. The rules came into effect on Tuesday according to state media Xinhuanet (in Chinese), a website affiliated with state-owned media outlet Xinhua.

When asked if the company had received notice of the new standards, a representative of live-streaming platform Kuaishou told TechNode that it is “still in the process of understanding the situation.”

While China’s national government hasn’t previously published standards for live-streaming, it did release a broad set of new regulations for short-video platforms earlier this month. They forbid sexual content, violence, and items that threaten social stability, among others.

Due to increased scrutiny, live-streaming platforms have also carried out their own crackdowns. Last summer, for instance, Douyin shut down over 33,000 user accounts in one month for violations including pornographic content, copyright infringement, offensive language, and spreading rumors. More recently, video platform iQiyi blurred out earrings worn by men in its TV show “I Fiori Delle Sorelle.”

For companies, the new rules say that live-streaming platforms should provide 24-hour channels through which viewers can report streamers. Such channels must be convenient as well as eye-catching. Within 90 seconds after receiving a report, platforms should stop live-streamers from posting, close down their account, or take other punitive measures.

The standards were developed by universities in Hubei province and experts from five live-streaming companies, including Wuhan-based Douyu, among others. It’s unclear if the standards would apply nationwide.

As of Tuesday morning, videos of female live-streamers wearing uniforms could still be found on popular streaming app Douyin. The official press release also didn’t specify what punishments, if any, await platforms and individuals who do not comply.

The head of Hubei’s Market Supervision Administration told Xinhuanet that the rules will push forward healthy development and that the province would continue to “develop more standards to promote industry self-discipline.”

Update: This article was updated at 4:17pm on January 29 to reflect that China’s government previously released rules restricting live-streaming. Before yesterday, however, it had not published a set of standards for the industry.

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China to recognize video gaming as official profession https://technode.com/2019/01/28/china-grant-recognition-pro-gamers/ https://technode.com/2019/01/28/china-grant-recognition-pro-gamers/#respond Mon, 28 Jan 2019 13:09:40 +0000 https://technode-live.newspackstaging.com/?p=94194 China’s gaming industry has had its share of financial woes recently, as a slew of companies laid off workers.]]>

The Chinese government is planning to recognize video gaming as an official profession, the latest in a series of moves to reignite the country’s gaming sector following a nine-month freeze on game approvals.

Chinas Occupation Skill Testing Authority (OSTA) on Jan. 25 released a list of new job titles (in Chinese), covering a variety of fields, from artificial intelligence (AI) to internet of things (IoT). Cloud computing engineers, big data analysts, and professional gamers are included as job titles.

The government body created the list following an internal evaluation. It is open for public comment until Thursday.

The Chinese government restarted video game approvals in late December following a nine-month moratorium on the publication of new titles. So far, Chinas broadcasting regulator has issued four batches of video game licenses in the past month, totaling nearly 260 gaming titles. Most were granted to small- and medium-sized gaming companies. However, gaming giants Tencent and its rival NetEase were granted licenses in the latest batch of approvals.

According to OSTA, prospective professional gamers, also known as e-sports players, will participate in gaming competitions, work as training partners, provide data analysis for the industry, and design new games. Another included job title is professional gaming operator, which will involve marketing new and existing game titles.

The OSTA falls under the Ministry of Human Resources and Social Security and provides technical guidance for employment and vocational training. It is also responsible for organizing qualification tests around the country.

Chinas gaming industry has had its share of financial woes over the past year, as a slew of small and medium-sized companies laid off workers. According to Jiemian (in Chinese), employees of the company that runs the Chinese version of popular gaming media Imagine Games Network (IGN) accused it of not paying their wages as a result of “heavy losses exaggerated by the long gaming winter.

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Bytedance executive says WeChat’s monopoly is detrimental for internet users https://technode.com/2019/01/28/bytedance-executive-blame-wechat/ https://technode.com/2019/01/28/bytedance-executive-blame-wechat/#respond Mon, 28 Jan 2019 07:03:03 +0000 https://technode-live.newspackstaging.com/?p=94125 bytedance jinri toutiao tiktok topbuzzThe dispute between Bytedance and Tencent has escalated over the course of a year. ]]> bytedance jinri toutiao tiktok topbuzz

A Bytedance executive has accused popular messaging app WeChat of monopolizing China’s social media landscape to the detriment of internet users. The call comes shortly after the Tencent-owned messaging giant vowed to escalate its restrictions on link sharing within its app.

Li Liang, vice president of Bytedance, said in a post on the company’s content aggregation app Jinri Toutiao (in Chinese) that it is reasonable for WeChat to ban its competitors, but it should not claim to be kind if it is slandering its opponents. Li was referencing a speech by WeChat creator Allen Zhang in which he implied companies can choose to be kind rather than “smart,” and not spoil their users with advanced technologies such as artificial intelligence.

Tencent was not immediately available for comment.

Li’s comments follow a WeChat announcement from Jan. 26 (in Chinese), which censured Jinri Toutiao and Bytedance-owned Watermelon video, among others, for “severely damaging user experience” on WeChat’s News Feed-like feature, Moments. WeChat said the companies attracted users by encouraging them to spread promotional links with their contacts in return for cash rewards.

WeChat said it would take immediate action to block infringing links within its app, and that it would impose stricter punishments on repeat offenders.

The dispute between Bytedance and Tencent has escalated over the course of a year, as the two companies vie for the attention of China’s internet population. Tencent has blocked users from directly sharing Douyin content on its messaging app since March 2018. The ban resulted in a public spat between the founders of Bytedance and Tencent on WeChat Moments.

Speculation that WeChat had blocked the use of its app as a user registration channel for Douyin has circulated on Chinese internet since Jan. 22. According to Chinese reports, the move came as a result of Douyin’s alleged misuse of WeChat user data it had acquired through WeChat registrations on its platform.

The company immediately denied the allegations, saying it isn’t possible for the video platform to access WeChat user data as a third-party application. It then vowed to take legal action against those spreading disinformation in an effort to “fight against rumors and clean up cyberspace.”

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Briefing: China created 97 new unicorns in 2018 https://technode.com/2019/01/28/china-new-unicorns-2018/ https://technode.com/2019/01/28/china-new-unicorns-2018/#respond Mon, 28 Jan 2019 02:38:58 +0000 https://technode-live.newspackstaging.com/?p=94096 Last year, China had 186 unicorns in total, led by Alibaba's Ant Financial and Bytedance's Jinri Toutiao.]]>

China created a unicorn every 3.8 days in 2018 – South China Morning Post

What happened: According to the Hurun Report, which also releases an annual ranking of China’s richest individuals, 97 new unicorns were formed last year. In total, 186 startups were valued at $1 billion or over in China. Tech giants dominated the list: Alibaba’s Ant Financial, worth RMB 1 trillion (about $148 billion) alone, ranked first, followed by Bytedance’s news app Jinri Toutiao at around half of that value. Didi Chuxing, priced at RMB 300 billion, was third. Combined, the three companies made up over one-third of Chinese unicorns’ combined valuation. In addition, the Hurun Report chairman said that “more than 70%” of the 24 unicorns that went public last year beat their pre-IPO valuations.

Why it’s important: Given the sheer number of Chinese enterprises valued at $1 billion or more, the term “unicorn”—meant to indicate such companies’ rarity—no longer seems to apply. But while it may no longer be a measure of exceptional growth, it does show that the trade war and an economic slowdown hasn’t stopped top companies from getting even bigger. In addition, live-streaming platforms like Douyin, known as Tiktok internationally, and Kuaishou, as well as the on-demand service sector as a whole, expanded at above-average rates. Despite the disappointing returns on companies like Meituan and Xiaomi after hot IPOs last year, there may be bright spots yet for China’s tech sector in 2019.

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WeChat blocks Douyin registration as social media app spat escalates https://technode.com/2019/01/25/wechat-blocks-douyin-registration/ https://technode.com/2019/01/25/wechat-blocks-douyin-registration/#respond Fri, 25 Jan 2019 10:27:59 +0000 https://technode-live.newspackstaging.com/?p=94025 bytedance Douyin tiktokDouyin ruled out a technical fault on its platform, and said that WeChat had not communicated reasons for the problem.]]> bytedance Douyin tiktok

As from earlier this week, some Chinese netizens are unable to register to popular short-video app Douyin using WeChat, marking the latest twist in a bitter battle between Douyin parent company Bytedance and WeChat owner Tencent.

According to an announcement by Douyin, known as Tiktok internationally, new users have failed to register for accounts on the short-video platform using their WeChat accounts, a registration method that was available until earlier this week. Old users have so far not been affected and can still log in using WeChat.

Tencent was not immediately available for comment.

The dispute between Bytedance and Tencent has escalated over the past year as they fight for the attention of Chinas netizens. Tencent has blocked users from directly sharing Douyin content on its messaging app since March 2018. The move later resulted in a public spat between the founders of Bytedance and Tencent on WeChat’s News Feed-like feature, Moments.

Douyin said that the latest incident is not a technical fault on its platform, and WeChat had not communicated possible reasons for the problem. It also warned its users to immediately bind their mobile phone numbers to their accounts instead of WeChat as their only login method.

So far Douyin is unsure if the fault can be repaired and if existing WeChat-authorized accounts will be totally blocked,” the company said in the statement. Douyin singled out Tencent as the reason for the problem, saying that there had been “no smooth conversation” with the company.

According to Caixin (in Chinese), WeChat cut off the registration method following alleged misuse of WeChat user data by Douyin.  Earlier this week, dozens of Douyin users who had registered using WeChat reportedly found their WeChat acquaintances in their Douyin video feed and friend recommendations.

Douyin immediately denied the allegations, saying it isn’t possible for the video platform to access WeChat user data as a third-party application. It also appealed for normal competition among players in the market, adding that Tencent should not make excuses for blocking and defaming it. 

Earlier this month, Bytedance launched video messaging app Duoshan as it set its sights on WeChat’s users. WeChat then blocked links to the app, along with two others that were released on the same day. Duoshan has since been downloaded 1 million times and has risen to become one of the top ranking free apps in Apple’s China App Store this week. 

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Briefing: Bytedance’s WeChat rival Duoshan hits 1 million downloads https://technode.com/2019/01/25/bytedance-duoshan-million-downloads/ https://technode.com/2019/01/25/bytedance-duoshan-million-downloads/#respond Fri, 25 Jan 2019 04:04:30 +0000 https://technode-live.newspackstaging.com/?p=93954 Duoshan's rapidly growing following can be attributed not only to its massive Douyin community but also to a cash prize campaign that rewards users for chatting in-app.]]>

多闪下载量超过100万,我们找到了它的增长方法 – 36kr

What happened: Bytedance’s latest product, Duoshan, is a social networking app that builds off the success of hit short-video platform Douyin. Only two days after it officially went live on iOS and Android—a trial version had previously been released for Android and a limited amount of iPhone users—it surpassed one million downloads. It also topped Apple’s China App Store charts in the free app category, although its ranking has since dropped.

Why it’s important: Duoshan’s rapidly growing following can be attributed not only to its massive Douyin community but also to a cash prize campaign that rewards users for chatting in-app. Those who send messages get a daily chance to enter a lucky draw, with the cash pool for prizes expanding by a significant RMB 500,000 (around $73,000) each day until Jan. 27. Despite campaigns and advertising in Chinese phone app stores like Oppo, Meizu, and Xiaomi, however, being blocked by dominant social platform WeChat may be a major barrier to growth. In addition, with a recent update, WeChat added its own short-video feature, showing that the chat app isn’t ready to yield to live-streaming competitors just yet.

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Briefing: Tencent and NetEase finally granted much-needed game licenses https://technode.com/2019/01/25/tencent-netease-gaming-licenses/ https://technode.com/2019/01/25/tencent-netease-gaming-licenses/#respond Fri, 25 Jan 2019 03:51:59 +0000 https://technode-live.newspackstaging.com/?p=93948 Industry experts warn that the approval process is slower than before, as regulators look more closely at game content.]]>

China finally grants a game license to Tencent-TechCrunch

What happened: Tencent and NetEase have finally been issued licenses for new game titles. Two games developed by Tencent and one by NetEase have been included on a list of nearly 200 titles that were assigned licenses in January by China’s State Administration of Press, Publication, Radio, Film, and Television.

Why it’s important: Chinese regulators restarted the approval process in December following a nine month moratorium on granting licenses. Tencent and NetEase, two of China’s most prominent game developers, were excluded from the first three batches of the approvals. The licenses are typically granted on a first-come, first-served basis, and titles are reviewed in order according to their application dates. However, industry experts warn that the approval process is slower than before, as regulators look more closely at game content. Nearly 260 games have been approved this month, much slower than an average monthly approval rate of around 700 in 2017. Overall almost 9,400 games were approved in 2017.

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Briefing: China authorities shut down 9,300 apps in latest internet crackdown https://technode.com/2019/01/24/9300-apps-internet-crackdown/ https://technode.com/2019/01/24/9300-apps-internet-crackdown/#respond Thu, 24 Jan 2019 02:56:34 +0000 https://technode-live.newspackstaging.com/?p=93826 Regulations are setting a new precedent for how much, and how, public organizations can take responsibility for a herculean task—attempting to control the internet.]]>

China Kills 9,300 Mobile Apps, Rips Into Tencent’s News Service – Bloomberg

What happened: Since a new online cleanup campaign launched at the beginning of January, more than 700 websites and 9,300 apps have been shut down, according to internet regulator the Cyber Administration of China. Seven million items have also been deleted. A high-profile target of the crackdown is Tencent’s Tiantian Kuaibao news app, which was accused of spreading “vulgar and lowbrow content.” News services run by Baidu and Sohu have also come under fire.

Why it’s important: The current campaign, which is scheduled to last six months, is notable for the rate at which apps and sites have been singled out and taken down. While China has long monitored its online environment, the recent release of new rules for short videos and the latest takedown of content deemed inappropriate or harmful represent a further tightening of restrictions. The changes are impacting internet companies large and small. They’re also setting a new precedent for how much, and how, public organizations can take responsibility for a herculean task—attempting to control the internet.

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Briefing: Tencent and NetEase excluded from latest video game approvals https://technode.com/2019/01/22/tencent-netease-excluded-approvals/ https://technode.com/2019/01/22/tencent-netease-excluded-approvals/#respond Tue, 22 Jan 2019 09:55:08 +0000 https://technode-live.newspackstaging.com/?p=93671 No new titles were published for nine months, and domestic gaming companies suffered as a result.]]>

China approves third batch of video games; still no Tencent — Reuters

What happened: China’s broadcasting regulator on Tuesday approved the release of a third batch of video games. None of the 93 approved titles on the list were from Tencent, the world’s largest gaming company. Tencent’s domestic rival NetEase was also absent from the list for the third time. So far, the State Administration of Press, Publication, Radio, Film, and Television has approved nearly 260 gaming titles since late December 2018, when the approval process resumed.

Why it’s important: China stopped granting video game licenses between March and December 2018, amid a restructuring of various government departments. No new titles were therefore published for nine months, and domestic gaming companies suffered as a result. Tencent reportedly lost around $160 billion in market value during the period, with a slew of other game producers laying off staff and even closing down. Small and medium gaming companies are seen to benefit most from the lifting of the moratorium, as Tencent and NetEase have been excluded from all the three batches of license approvals.

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Briefing: Ad for fraud-linked medical group causes uproar on Q&A site Zhihu https://technode.com/2019/01/22/ad-putian-hospital-zhihu/ https://technode.com/2019/01/22/ad-putian-hospital-zhihu/#respond Tue, 22 Jan 2019 03:16:31 +0000 https://technode-live.newspackstaging.com/?p=93605 Company founder and CEO Zhou Yuan responded to the uproar, saying Zhihu would drop the ad immediately. ]]>

知乎出现莆田系医疗广告,用户表示难以接受 – ChinaByte

What happened: An ad for Putian Medical Group, now notorious for its involvement in a 2016 Baidu search-linked health scandal, appeared on Quora-like platform Zhihu. Users were especially indignant because before his death, the victim of that incident–Wei Zixi, a young cancer patient who underwent an expensive and ineffective treatment–wrote about his experience on Zhihu. Company founder and CEO Zhou Yuan responded to the uproar, saying Zhihu would drop the ad immediately. He wrote that the advertisement likely came through “automated channels,” and that the company values “everyone’s suggestions a lot.”

Why it’s important: The Baidu search incident shone a spotlight on Putian Medical Group’s various suspect practices. It also resulted in the search engine giant coming under fire by netizens for promoting a major advertiser’s services over those of public health providers. When the ad for Putian appeared on Zhihu, users may have seen a repeat of the previous incident, with the Q&A site’s role reversed this time. It may also reflect Zhihu’s growing pains as it expands and commercializes: After a successful Series E last August, the company grew to a valuation of $2.5 billion. The platform relies on ads and paid content for income.

Correction: This article was updated at 12:35pm, January 22, to reflect the most recently announced valuation of Zhihu. As of August 2018, the company was worth $2.5 billion, not $2.5 million.

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Briefing: Bytedance’s enterprise messaging app Lark announces Chinese name https://technode.com/2019/01/21/lark-chinese-name/ https://technode.com/2019/01/21/lark-chinese-name/#respond Mon, 21 Jan 2019 03:29:47 +0000 https://technode-live.newspackstaging.com/?p=93513 bytedance jinri toutiao tiktok topbuzzThe app also got a makeover, dropping its blue bird logo in exchange for a paper airplane.]]> bytedance jinri toutiao tiktok topbuzz

Lark has a Chinese name – Product Daily

What happened: Bytedance’s enterprise messaging and productivity app, Lark, messaged users on Jan. 18 to announce its new Chinese name, feishu. In the enterprise app’s latest update, Lark will adopt its new name and shed its former logo, a blue Lark, in exchange for a blue paper airplane.

Why it matters: Challengers such as Bytedance are threatening WeChat’s dominance in the Chinese social media space. The Tencent-owned messaging giant also offers enterprise services. Bytedance has been testing a beta version of Lark internally since 2018, and aside from Lark—which has received positive reviews from those who have tested it—Bytedance recently released video-based messenger app Duoshan, which appears to be an attempt to square off with WeChat. WeChat has fired back; Last week, the social media giant blocked Duoshan and two other social media rivals from its platform.

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Bytedance’s Snapchat clone isn’t a WeChat killer. But Tencent should worry https://technode.com/2019/01/18/bytedances-snapchat-clone-isnt-wechat-killer-but-tencent-should-worry/ https://technode.com/2019/01/18/bytedances-snapchat-clone-isnt-wechat-killer-but-tencent-should-worry/#respond Fri, 18 Jan 2019 12:55:41 +0000 https://technode-live.newspackstaging.com/?p=93396 The Chinese internet is hungry, perhaps even starving, as users seek new ways to “play” to keep their attention.]]>

The multitude of messaging announcements this week has raised some interesting questions about the future of social networks in China in general and the fate of WeChat in particular. The WeChat team—and Tencent as a whole—should be worried about Bytedance products taking more and more user attention, but Bytedance’s platform play just isn’t enough to topple the reigning champion.

To say that WeChat is the Chinese internet is certainly an exaggeration, but it’s still pretty darn close. But the Chinese internet is hungry, perhaps even starving, for something new. In the era of rapid heating and cooling consumer tech cycles, China’s young mobile users expect their experience to constantly improve and seek out new forms of “play” that hold their attention.

WeChat has changed dramatically since it was first released in 2011. From simple messaging formats like Kik and WhatsApp at the beginning, to voice and video messages, short videos (aka WeChat’s Sights), QR codes, a Facebook-like feed Moments, to mini programs and now the WeChat version of Stories and UI overhaul in 7.0, which launched two days before Christmas.

While the overall change seems dramatic in hindsight, the development cycles are glacial with major updates coming with more than one year between them—6.0 was released in 2014. WeChat is a mature product with more than 1 billion users. It’s not surprising that the youthful appeal of new arrivals such as Douyin and Bullet Messenger is strong.

WeChat may be reliable, but it’s also ordinary. Douyin, on the other hand, is flashy and seductive. Started in September 2016, the app known as TikTok internationally allows users to record, view, and share short videos. It has already reached 250 million daily active users (DAU) and is playing in the rapidly growing short-video market. WeChat only grew 11% in 2017.

With the launch of its Stories-like Time Capsule in version 7.0, WeChat is certainly trying to carve out its piece of the short-video market, too. But its 24-hour lifespan videos won’t be enough to make a dent.

Duoshan at the door

Enter Duoshan, the messaging app from Bytedance released in Beijing on Jan. 15. Its name translates as “many sparkles” or “very shiny.” It’s perhaps the only product Bytedance has gone out its way to announce. From all accounts it is very close to Snapchat. I have yet to try it as it’s still in testing on iOS. However, members of the TechNode team tell me that it’s very similar to Douyin and that it feels like a video-based messenger app crossed with Vine.

Leveraging brand strength in short video, Duoshan is a messaging app that allows users to upload short videos that disappear in 72 hours, as well as stickers, and text to chats.

Chen Lin, chief executive of Bytedance-owned Jinri Toutiao, said that Duoshan is only for  “… intimate communications, letting people with close relationships communicate with each other without any pressure,” a clear dig at the tendency for WeChat users to mix their personal and professional contacts.

The problem for Douyin is that it’s never been a social network. Sure, you can leave comments and interact with the content creator or other commenters, but that’s a social network of weak ties and less valuable users. Much more valuable is a platform that combines social networking and connects to the offline world, in other words, WeChat.

Bytedance has had its eyes on WeChat for some time. Toutiao launched its mini programs last September, Douyin followed suit in October, and Duoshan already has a wallet feature out of the box. While statements from Bytedance executives play down the competition to WeChat, it’s clear that Duoshan is Bytedance’s platform play.

Bytedance’s core strength is the application of artificial intelligence. AI is great for understanding and recommending content, but doesn’t seem relevant at all in the context of a messaging platform. On top of that it has no track record for social networks, unlike Tencent whose entire business was built understanding how users want to interact and then providing services on top of that.

Tencent should tremble

Bytedance isn’t the only major company to have gone up against WeChat. Alibaba tried and failed once with Laiwang and decided to pivot into enterprise chat with their DingTalk instead of taking on WeChat head on. Smartisan is backing a messaging developer and infamous QVOD founder has launched Matong, an anonymous messaging platform. While none of these has a chance to topple WeChat, Tencent should be worried about these new apps, and not because they compete with WeChat.

QQ, WeChat’s older sibling, is China’s Number 2 social network after WeChat. While its user numbers have declined, QQ has been doing its best to stay relevant, in particular by appealing to a younger demographic. In November, it announced it would be adding in more content channels, including e-sports, live streaming, gaming, and beauty, as well as QQ Lite Games, casual games existing only in QQ. And QQ is where Tencent monetizes its network. Users are incentivized to purchase a wide variety of virtual goods, from gifts to decorations for their profile page. Duoshan is a direct threat to this.

Both Douyin and QQ have a similar demographic profile: under-30s who live in China’s smaller cities and towns. Duoshan most likely will appeal to a similar user base as well. While Douyin was a tangential threat in the sense that it siphoned user time away from other products, Duoshan has the potential to steal much of the QQ user base. While QQ has tried to stay with the times, the UI is still not that modern whereas Bytedance has absolutely killed it when it comes to the design of Douyin and Duoshan.

While Duoshan may not be the platform play Bytedance wants it to be, it will certainly be giving QQ a run for its money. Maybe this threat will force Tencent to rethink its social strategy even as it pivots into the enterprise—with Bytedance hot on its heels in that market too with Lark, its enterprise messaging app.

Tencent has been dominant for too long in this space. I’m glad to see some competition.

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CCTV partners with Baidu for Spring Festival hongbao, excludes Alibaba, Tencent https://technode.com/2019/01/18/cctv-baidu-hongbao-cash/ https://technode.com/2019/01/18/cctv-baidu-hongbao-cash/#respond Fri, 18 Jan 2019 09:30:58 +0000 https://technode-live.newspackstaging.com/?p=93327 CCTV has broadcast the gala on Chinese New Year's Eve every year since 1983. In 2018, more than 1.1 billion viewers watched the show.]]>

Chinese state broadcaster China Central Television (CCTV) has partnered with tech giant Baidu to distribute “red packets” during the world’s most-watched television show of the year—the Spring Festival Gala. The partnership excludes Tencent and Alibaba, which in previous years have been involved in the event.

CCTV has broadcast the gala on Chinese New Year’s Eve every year since 1983. In 2018, more than 1.1 billion viewers watched the show. It has previously partnered with Tencent-owned messaging platform WeChat, mobile payment platform Alipay, and online marketplace Taobao.

Chinese family members give red packets, or hongbao, to one another as a gesture of good fortune during Chinese New Year celebrations. In recent years, these gifts have moved online with the advent of platforms like WeChat and Alipay.

During an eight-day period beginning Jan. 28, users will be able to “grab” the hongbao within a number of apps, including the company’s mobile search and newsfeed platform Baidu App and short-video platform Haokan. This year, more than RMB 1 billion (around $150 million) worth of red packets are expected to be given out, according to Chinese media.

Chinese internet users responded with little enthusiasm. “I would rather give up the free money, and will not download [Baidu’s] apps,” one netizen commented on a Weibo post by The Beijing News.

Search giant Baidu launched its online payment tool Baidu Wallet as early as 2014, after being granted a payment license by Chinas central bank in July 2013.

Tencent developed virtual hongbao as an in-app feature for WeChat in 2014. The gifting system has subsequently exploded, especially during the period surrounding Chinese New Year. According to Tencent, Chinese users sent and received virtual red packets 1 billion times during the 2015 Spring Festival Gala.

Alibabas Taobao, on the other hand, spent nearly RMB 1 billion on hongbao in 2018. Next to Alibaba’s Single’s Day shopping festival, grabbing and sharing digital red packets during the Spring Festival has become one of the most influential national-level group activities on the Chinese internet.

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NetEase to limit the amount of time China’s youth spend gaming https://technode.com/2019/01/18/netease-limits-underage-gaming/ https://technode.com/2019/01/18/netease-limits-underage-gaming/#respond Fri, 18 Jan 2019 06:09:25 +0000 https://technode-live.newspackstaging.com/?p=93319 Gaming companies face greater oversight for their alleged involvement in fostering gaming addiction among children.]]>

Chinese giant NetEase Games has for the first time moved to limit the amount of time China’s youth spend playing its games, highlighting the increased scrutiny of the country’s gaming sector.

Gaming companies have faced greater oversight for their alleged involvement in childhood gaming addiction. Last year, state mouthpiece the People’s Daily called Tencent’s online multiplayer title “Honour of Kings” poison, saying greater regulation of social games is needed.

NetEase will limit users 12-years-old and under to one hour of gameplay a day from Monday to Fridays, and two hours on Saturdays and Sundays, the company said in a statement. Gamers between the ages of 13 and 18 will be permitted to play two hours on weekdays and three hours on weekends.

NetEase will also ban underage players from logging on between 9:30 p.m. to 8:30 a.m every day. The system will initially be applied to 15 of its mobile games including “Fantasy Westward Journey” and “Knives Out,” starting this month.

Any unregistered users who have not undergone real-name verification will be limited to a two-hour game trial, not exceeding three games. The company is planning to confirm its user data against police records for the purpose of verification, a company spokesperson told TechNode.

The company will also give parents greater control over their children’s gaming habits through its NetEase Parenting Care platform. The feature allows caregivers to get information about playing time and in-app purchases, as well as apply for their children to be banned from playing certain games.

The move follows NetEase rival Tencent’s rollout of a series of features including limits on playing times last year. The company implemented features including real-name verification and facial recognition to impose the restrictions. Tencent vowed to expand its real-name verification system to all of its games during 2019, requiring its users to confirm their identities against a police database.

China’s gaming industry was plagued by a nine-month moratorium on issuing new game licenses. Approvals resumed in late December. However, the sector saw its slowest first-half revenue growth in 10 years, with more than 40% of Chinese-listed gaming companies seeing a year-on-year decrease in profit during the first three-quarters of 2018.

Additional reporting by Jill Shen

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Chinese netizens cry-laugh after Japanese hotel ‘lays off’ robot staff https://technode.com/2019/01/17/netizens-japanese-robot-hotel/ https://technode.com/2019/01/17/netizens-japanese-robot-hotel/#respond Thu, 17 Jan 2019 11:03:14 +0000 https://technode-live.newspackstaging.com/?p=93233 The Nagasaki hotel made waves when it opened in 2015, and entered the Guinness Book of World records the next year.]]>

Chinese netizens have reacted with amusement after the world’s “first robot-staffed hotel,” Japan’s Henn na in Nagasaki, announced that it was decommissioning close to half of its 240 non-human staff due to their inefficiency.

Within 24 hours, a satirical Weibo video on the “layoffs” had gained 6.6 million views and close to 2,000 comments.

Some were creeped out or confused by the hotel’s quirky staff as depicted in the video. “Although their faces are smiling, I feel cold,” one netizen wrote on Weibo.

“What the hell are those dinosaurs,” another commenter posted, referring to two small velociraptors manning the front desk. The robots were programmed to check guests in or out using one of four languages–Japanese, English, Chinese, or Korean.

Unfortunately, they were unable to scan guests’ passports, necessitating human intervention. Humanoid bots used to carry luggage and act as front-desk concierges were also decommissioned due to their inefficiency, as were unhelpful robot “assistants” installed in each room.

“Registration procedure failed. Please wait, staff will help you.” A Chinese error message on the hotel’s passport scanner.  (Image credit: Weibo/Pear Video)

Henn na Hotel decided to get rid of half of 243 machine employees rather than replace them, in part because they sometimes made more work for the human staff.

The reversal of the typical AI-replaces-humans narrative tickled some netizens. “Robots can also lose their jobs,” one commenter wrote, followed by a crying laughing emoji.

Another took a more serious tack: “If you want to invest in robots, technical updates are a very important safeguard.”

The Nagasaki hotel made waves when it opened in 2015, and entered the Guinness Book of World records the next year for being the first robot-staffed hotel. In addition to robot staff, as of 2016 it also supported facial recognition for unlocking rooms.

The recent news of “layoffs” may have struck a chord with Chinese viewers as domestic companies charge forward into the field of AI. Advances in a variety of applications, from autonomous driving to logistics, have spurred worries that robots will take over increasing numbers of human jobs.

However, experts say that for some fields, including translation and food delivery, those concerns are premature. It appears that human-level hotel service can be added to the list.

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Former Meituan CTO Luo Daofeng rumored to join Kuaishou https://technode.com/2019/01/17/meituan-cto-joins-kuaishou/ https://technode.com/2019/01/17/meituan-cto-joins-kuaishou/#respond Thu, 17 Jan 2019 08:31:19 +0000 https://technode-live.newspackstaging.com/?p=93218 Luo is expected to be in charge of technical work at Live-streaming and short-video platform Kuaishou. ]]>

The chief technology officer (CTO) of food delivery platform Meituan Dianping, Luo Daofeng, has reportedly left his post for a position at live-streaming company Kuaishou.

Luo began working for the new company on Jan. 14, but won’t become Kuaishou’s CTO, a source told 36kr (in Chinese). An employee said that Luo is currently a part-time consultant, and will direct technical work in the future.

Live-streaming and short-video platform Kuaishou has gained popularity among users in lower-tier cities and rural areas. With the rise of the platform’s e-commerce features, China’s impoverished farming communities have found new ways to expand their income by selling fresh produce or through ecotourism.

A Kuaishou representative declined to comment when contacted by TechNode.

Although Luo’s new job hasn’t been confirmed by Kuaishou, Meituan acknowledged in a statement to TechNode that its former CTO and senior vice president “recently” left the company due to family reasons. Another senior vice president, co-founder Wang Huiwen, will take over his duties and report to CEO Wang Xing. Luo is no longer listed on the management team page on Meituan Dianping’s official website.

According to an internal email sent by Wang Xing in December 2017, Luo was responsible for a platform that provided support for the process of research and development. He was also placed in charge of one of two committees meant to “enhance data system construction and data application ability for the entire group.”

Luo joined the Dianping team as CTO in 2015, having previously held an executive role at Tencent. After the company’s merge with Meituan in 2015, he continued to be in charge of technical aspects of the app.

Meituan-Dianping made a splash last May with its debut on the Hong Kong Stock Exchange, but its fortunes flagged afterward with a RMB 2.5 billion (around $370 million) loss in the third quarter of 2018. Over time, the lifestyle app expanded from food and drink delivery to a variety of other services including, most recently, gaming—a possible attempt to grow its revenue, given the strength of the industry in China.

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Briefing: China accounted for half of all mobile app downloads in 2018 https://technode.com/2019/01/17/china-mobile-app-downloads-2018/ https://technode.com/2019/01/17/china-mobile-app-downloads-2018/#respond Thu, 17 Jan 2019 03:41:45 +0000 https://technode-live.newspackstaging.com/?p=93178 China is not only the world’s top market for smartphones but also for mobile apps. ]]>

App Annie: China drove 40% of mobile app spending and nearly half of all downloads in 2018 – Venture Beat

What happened: In 2018, China accounted for nearly half of all app downloads for mobile devices and nearly 40% of worldwide consumer spending on apps, according to the latest State of Mobile report by research firm App Annie. Global app downloads reached a record 194 billion last year with consumers spending a total of $101 billion on them.

Why it’s important: China is not only the world’s top market for smartphones but also for mobile apps. Despite its decelerating economy and weakening demand for mobile devices, China is still driving growth in the global app business and will likely remain the largest contributor to the growth of consumer spending. The government’s freeze on game licenses crippled the revenue of the gaming industry, but consumer spending on mobile games in China soared last year.

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WeChat blocks three social networking challengers within one day https://technode.com/2019/01/16/wechat-blocked-three-challengers/ https://technode.com/2019/01/16/wechat-blocked-three-challengers/#respond Wed, 16 Jan 2019 07:07:04 +0000 https://technode-live.newspackstaging.com/?p=93071 China’s social media world has long been dominated by Tencent, with over 1 billion monthly active users mounting on WeChat. ]]>

Tencent-backed WeChat banned three social networking rivals within one day on its platform—including Bytedance’s just-launched video-based messaging app Duoshan—taking China’s social media war up another notch in 2019.

Other apps affected by the WeChat ban included: Kuairu Technology-owned, Smartisan-backed Liaotianbao, which is an updated version of the once-popular messaging service Bullet Messenger; and Matong, an anonymous social media app developed by Shenzhen-based Ringo.AI. All three apps were rolled out on Tuesday.

WeChat blocked the download address of Bytedance’s Duoshan for “hazardous content complaints from users.” The blocking of Duoshan came as the app was being announced by its product manager during its launch event in Beijing.

A spokesperson for WeChat declined to comment when contacted by TechNode on Wednesday morning.

Duoshan allows users to share disappearing videos with their contacts and encourage interactions among close friends. Bytedance is seen as a challenger to Tencent’s social media business by offering a fresher take on WeChat’s social patterns. Some WeChat users also have complained about pressures that comes with chasing affirmation from online acquaintances.

Liaotianbao updates Bullet Messenger, the once touted “WeChat killer.” The app hit more than 4 million active users in the nine days following its August 2018 launch, becoming the most downloaded social app in the Chinese Apple App Store during the same month. Its downfall culminated with it being temporarily removed from the App Store and accusations of lax security.

Matong, which launched in the southern Chinese city of Shenzhen, is backed by Ringo.AI. The newly-formed AI startup was founded by Wang Xin, who was considered China’s video-streaming king before he was sentenced to three and a half years in prison in 2013. He has since been released.

China’s social media world has long been dominated by Tencent, with over 1 billion monthly active users mounting on WeChat. In May 2018, Zhang Yiming, Bytedance’s founder and CEO, accused WeChat of making excuses to block Douyin videos from being shared on the platform.

In May, WeChat announced a series of management rules targeting third-party services, claiming for the protection of “users’ privacy and content compliance.” The rules aroused great controversy among Chinese media outlets and netizens, and led to accusations by Bytedance CEO Zhang Yiming that Tencent was looking for excuses to block competing apps. Tencent backed down on the rule, though a number of apps remained banned.

At Liaotianbao’s launch event in Beijing, Luo Yonghao, founder of Chinese smartphone maker and backer of Kuairu Technology, confirmed the app had been blocked by WeChat.

“We found [that our products] had already been blocked on WeChat just before the event was open, and we are uncomfortable with that,” Luo said, “We wanted to say hello to WeChat, but obviously they don’t want that.”

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California-based startup Lino fights social-platform power with blockchain https://technode.com/2019/01/16/meet-lino-the-chinese-company-bringing-decentralized-content-to-the-world/ https://technode.com/2019/01/16/meet-lino-the-chinese-company-bringing-decentralized-content-to-the-world/#respond Wed, 16 Jan 2019 03:16:06 +0000 https://technode-live.newspackstaging.com/?p=92468 Company's model is based on token economics, a popular concept adopted by many blockchain projects.]]>

With their promise to empower, decentralized platforms have quickly become havens for content creators. One group of Chinese entrepreneurs want in on that action, building a startup in California from where they are bringing their tech to the world—and possibly back to China one day. 

The company, Lino, was established in mid-2017. Lino—the name comes from “livestream now”—uses blockchain technology to create a decentralized autonomous content economy. This means, every creator or user in the community becomes part owner.

A decentralized approach to content sharing has empowerment as a basic tenet, putting individuals, not corporations or monopolistic organizations, at the center, its proponents say. Decentralized platforms have also become a haven for those content creators whose work is vulnerable to censorship, or who are being financially exploited by giant centralized platforms.

Prior to Lino, CEO and Co-founder Wei Jiequan was an avid investor in crypto projects with a keen interest in the potential of blockchain technology. The idea for the company came to and co-founder, Chen Qifeng, during an Uber ride to a blockchain event at Stanford University. Prompted by the idea of using blockchain to build a content ecosystem, the two immediately started brainstorming.

“Content creators put in that much work and they create the most value for platforms,” Wei said. But oftentimes, centralized systems compensate content creators unfairly for their work, he noted.

“Looking at YouTube, Twitch and all the other content platforms, the current problem is that they are the monopolies in the market, and they are constantly raising their cuts and increasing their profit margins,” said Wei.

For example, the live video game streaming industry, though replete with tech companies, is dominated by only a few. In the US market, there is the reigning duopoly of Amazon’s Twitch and YouTube. In China, there’s a handful of dominant players, including YY’s Huya and Tencent-backed Douyu, as well as Panda TV, Penguin eSports, and Longzhu.com.

In early 2018, Lino raised $20 million in an investment led by ZhenFund. The company went on and launched its testnet in August and it released its first app, a game-streaming platform called DLive, shortly after in September.

Prior to migrating to the Lino network, DLive was one of the top decentralized applications (dapps) to run on Steem, a major content-focused blockchain that powers popular applications including Steemit.

The team set out to build a blockchain of their own because they didn’t find other public chains suitable for livestream content, the company said it wants to build a platform that is sustainable and robust enough.

Based on data from market analytics site SimilarWeb, DLive accumulated over 1.59 million visits in the 4 months after launch. According to figures provided by the company, as of January, DLive has garnered over 740,000 Monthly Active Users (MAUs) and the Lino testnet has more than 196,000 registered wallet addresses.

(Image Credit: Lino)

Not easy being a streamer

These powerful livestreaming services take hefty cuts off streamers’ main source of income from tipping, the term used to describe donations to streamers by audiences, as well as advertisements, which makes it increasingly difficult for creators to make money on livestreaming platforms.

On Twitch, it’s a 50-50 split between platform and streamers. On YY and Huya, the streamers get around 30% (in Chinese) of what they earn from streaming. A survey (in Chinese) by Tencent shows that in China, only the top 5% streamers earn more than RMB 10,000 ($1,500), while 70% earn less than RMB 100 ($15).

On top of this, streamers often need to pay additional fees to multi-channel networks (MCN) or agents.

Platforms are paying big bucks to the lucky few who make it to the top, but not without conditions. Many star hosts get looped into exclusive streaming deals to stream only a specific platform.

It has become an issue in the US. Last year, YouTube reportedly terminated streamers’ accounts without previous warning following the uploading of videos teasing upcoming Twitch stream. In China, there have been cases where content creators were sued by platforms for an unreasonable penalty for jumping ship. Most recently, a streamer on Douyu was sued for a RMB 150 million ($22 million) for streaming on other platforms.

Demonetization is also a big issue in the industry, said Wei. Contributors that don’t adhere to mega platforms’ guidelines—written and unwritten—could be “demonetized”, in other words, deemed unfriendly for advertisers. Some streamers were demonetized by YouTube for streaming on DLive, said Wei. DLive has streamers that also stream Twitch, Mixer, and YouTube.

The company said DLive is looking to take on Twitch but not by burning cash to grab top streamers like others are doing. Lino wants to change this profit-driven relationship, which it said is driving a wedge between content creators and streaming platforms providers.

New era, new business model

Unlike major platforms such as YouTube or Twitch, DLive does not take any revenue or fees from creators and all users can interact with each other directly without going through a middleman.

Though blockchain, the incentive and voting system is managed in a more transparent way. Users can track detailed information such as how much the tipping was, from whom, and how the transfer was done. The members of the community, streamers and audiences alike, have voting power and get to participate in governance.

Wei explains that the company’s model is based on token economics, a popular concept adopted by many blockchain projects where tokens are used to motivate members to contribute and behave to the benefit of the community.

For Lino, the system is designed to incentivize its contributors—not only those who create content, but also those who help curate it and develop the infrastructure. The whole mechanism is non-profit that does not serve for any single corporation’s interest, Wei added.

Wei said given the potential of the market in his native China, the company is very open to the idea of exploring opportunities there.

According to a report by Deloitte Global, livestreaming industry was expected to generate over $545 billion in revenue globally in 2018. With projected revenue of $4.4 billion, China’s is likely to remain the largest market for live streaming. Gaming is one of the most popular live streaming categories in China. iiMedia analyst Liu Jiehao told TechNode that nearly 90% of top-tier hosts stream gaming type content.

But as a young startup Wei said Lino has limited capital and resources it chose to tackle markets in the US and Europe, Middle East and parts of Asia first. The company said Turkey is one of the countries where DLive is thriving and seeing tremendous growth. Turkey not only has a predominantly young and tech-savvy population it is also a blockchain-friendly market.

There is also the issues of intense competition and closer scrutiny of blockchain and entertainment content by authorities back home. Over the past year, the government carried out periodic cleanup campaigns on livestreaming and gaming content, which have dented the revenues of even the largest companies like Tencent Games. The country’s increasingly stringent blockchain regulatory environment is creating even more barriers for young blockchain startups.

Global tech giants like search giant Google and game publisher Tencent Games have both invested heavily into the Chinese live video game streaming platforms.

Blockchain companies are likely to face more barriers in China than in other countries. Liu the analyst said, in reality, the decentralized model might create more difficulties for the government to regulate online content, thus its development still faces a certain level of risk in China.

For Wei, the monopolistic practices in the live video game streaming world are more prevalent in Western countries, at least when compared to China. And that is where he and the Lino team see the greatest opportunity.

“We’re taking on the monopolies in the market, obviously it’s going to be very challenging,” said Wei. “I think something as revolutionary as this has a good shot.”

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Meituan hires game developers, downplays foray into gamification https://technode.com/2019/01/15/meituan-hires-game-developers/ https://technode.com/2019/01/15/meituan-hires-game-developers/#respond Tue, 15 Jan 2019 10:39:10 +0000 https://technode-live.newspackstaging.com/?p=92951 Gamification of online experiences could increase the user stickiness of Meituan's services.]]>

Chinese O2O giant Meituan-Dianping has begun posting job listings for game developers, prompting speculation that it is looking to integrate gaming into its existing services.

The food-delivery titan posted the ads on China’s top online recruitment platforms. It seeks to employ Beijing-based personnel for a variety of positions including game engineers, game planners, visual designers, and test engineers, according to listings on recruitment platform Lagou.

Differing from its high-profile entry into the ride-hailing market, Meituan has attempted to downplay its foray into gaming. Wang Huiwen, senior vice president of Meituan, responded to queries from a Chinese tech reporter on WeChat’s News Feed-like feature, Moments, saying he just wants to give the gaming industry a try. “Don’t overthink it,” he added.

Meituan declined TechNode’s request for comment.

Development and maintenance of game servers for Meituan app are listed as a major responsibility for several positions. The firm is building a team that includes both senior and junior positions, with salaries ranging from RMB 15, 000 (around $2,200) to RMB 60,000 per month.

Listings on recruitment platform Lagou showing the available positions. (Image credit: Lagou)

Meituan’s recruiting plan, which bucks the on-going lay-off trend in China’s tech circles, has raised questions about how the company will use gaming to enhance its products and services.

Gamification of online experiences could increase the user stickiness of Meituan’s services. More importantly, however, integration of gaming elements could increase the revenue of the Hong Kong-listed firm, which reported a net loss of around RMB 2.5 billion in the third quarter of 2018. China’s gaming revenue jumped 5% year-on-year to RMB 214 billion in 2018, accounting for nearly 35% of the global market, according to data from the 2018 China Gaming Industry Report.

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Bytedance takes on WeChat with new video messaging app https://technode.com/2019/01/15/bytedance-takes-on-wechat-with-new-video-messaging-app/ https://technode.com/2019/01/15/bytedance-takes-on-wechat-with-new-video-messaging-app/#respond Tue, 15 Jan 2019 09:11:40 +0000 https://technode-live.newspackstaging.com/?p=92900 The app, dubbed Duoshan, allows users to share disappearing videos with their contacts.]]>

Chinese tech giant Bytedance on Tuesday launched a video-based messaging app focused on sharing content with friends and family, as it moves to take on WeChat’s newly launched short-video features.

The app, dubbed Duoshan, allows users to share disappearing videos with their contacts. The company has also removed the public “like” and “comment” buttons on videos, in what appears to be a move to ease the stress that comes with chasing affirmation online, instead only including them in private messages.

“As Douyin’s user base has grown, we noticed that users not only share their videos on the platform but share them with close friends and families,” Zhang Nan, CEO of Bytedance-owned short video platform Douyin, known as Tiktok internationally, said at the launch event in Beijing.

Several Chinese tech companies have attempted to create WeChat-like platforms. After Bullet Messenger’s downfall, Smartisan-backed Kuairu Technology has been beta testing its new messaging app, Liaotianbao. Kuaibo founder Wang Xin’s new artificial intelligence company Ringle.ai also has plans to launch own social app.

Senior industry analyst Jin Di said she believes many other apps and tech companies will want to shape themselves to try and refresh WeChat’s social patterns.

Duoshan’s app interface is designed to encourage users to share their experiences with a close circle of friends, unlike its short video app Douyin which allows users to share videos with a broad follower base.

Bytedance—the world’s most valuable startup—already operates a host of video platforms including Douyin, Volcano Video, and Watermelon Video. According to the company’s latest figures, short video app Douyin has over 250 million daily active users in China as of January 2019.

One of the main features, called “Suipai” (“random filming” in Chinese), allows users to post photos or videos that automatically disappear after 72 hours—similar to WeChat’s new Time Capsule feature. WeChat implemented the feature as part of an update in December.

Duoshan users can send red envelopes, text messages, stickers, and emojis to each other via the built-in messaging function.

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Documentary featuring Ofo CEO Dai Wei flops at the box office https://technode.com/2019/01/15/startup-ofo-smartisan-moive-flop/ https://technode.com/2019/01/15/startup-ofo-smartisan-moive-flop/#respond Tue, 15 Jan 2019 05:31:27 +0000 https://technode-live.newspackstaging.com/?p=92901 The disappointing results coincide with the recent downfall of two leads in the film. ]]>

A film documenting the experiences of Chinese tech founders including Ofo’s Dai Wei and Smartisan’s Luo Yonghao has turned out to be a box office flop.

Titled “Startups” in English and “Ignition Point” in Chinese (our translation), the movie premiered on Jan. 11, making just RMB 530,000 (around $80,000) on its first day. The film recorded RMB 2.8 million in ticket sales as of Tuesday afternoon. Male moviegoers made up more than 60% of the audience, while around 30% of all views were between the ages of 20 and 24 years old.

“White Snake,” an animated film also released on Jan. 11, made in excess of RMB 57 million by 1 p.m. on Tuesday.

Box office revenue as of Jan. 15. “Ignition Point” is at 7th place. (Image credit: CBO)

The disappointing results coincide with the recent fall from grace of two leads in the film. Both Ofo’s Dai and Smartisan’s Luo were in the prime of their entrepreneurial journeys when the documentary was filmed in 2017. However, their situations changed dramatically last year.

With the bike-rental at its peak, Ofo was an investment darling in 2017. The company received huge amounts of funding, raking in more than $700 million in its Series E led by Alibaba in July 2017. Since then, Ofo has experienced a dramatic turn due to a cash crunch.

The company retreated from international markets last year and received millions of deposit refund requests as reports of its cash crunch intensify. Dai was put on a government blacklist in December for not fulfilling his payment obligations, banning him from the purchase of higher-end goods and services.

Smartphone manufacturer Smartisan suffered a similar fate. In November, the company confirmed it was having cash flow issues, leading to layoffs and trouble paying employees’ salaries. Last month, the company stripped 10 top executives of their directorships and had its bank account frozen by Beijing court.

The documentary also features other prominent figures, including Fu Sheng, founder of mobile internet giant Cheetah Mobile; Xu Xiaoping, founder of Zhen Fund; Papi, a Chinese viral video blogger; and Tang Yan, founder of social dating app Momo.

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Haidilao patron arrested for hacking Wi-Fi, broadcasting porn https://technode.com/2019/01/14/man-play-porn-chinese-restaurant/ https://technode.com/2019/01/14/man-play-porn-chinese-restaurant/#respond Mon, 14 Jan 2019 07:24:36 +0000 https://technode-live.newspackstaging.com/?p=92776 Some like it too hot at hotpot giant's Wuhan branch.]]>

Chinese police have arrested a man suspected of hacking the Wi-Fi at a branch of popular food chain Haidilao to broadcast pornographic videos to the company’s customers, our sister site TechNode Chinese reports.

Law enforcement in Wuhan, capital of the central Chinese province of Hubei, announced on Jan. 11 the arrest of a 28-year-old man surnamed Liang, saying he used his smartphone to hack the hotpot restaurant’s Wi-Fi.

Haidilao is famous in China for its hospitable service. Due to its popularity, customers are often required to line up for hours to get a table at one of its restaurants.

On Jan. 5, a television at a Haidilao branch in Wuhan unexpectedly switched from ads to pornographic videos, according to customers who were dining at the restaurant. Waiters turned off the device and later reported the case to the police. Posts about the incident went viral on Chinese microblogging platform Weibo, garnering almost 14 million views as of 3 p.m. on Monday.

Haidilao was not immediately available for comment.

The suspect also allegedly broadcasted similar videos at a karaoke bar after connecting to the institution’s network using Wi-Fi sharing app Guanjia, according to Wuhan Evening News.

In a letter of apology published on Weibo, Haidilao vowed to enhance its cybersecurity standards and conduct a company-wide check of its internet-connected television systems.

As a mobile-first market, Wi-Fi sharing services have become popular in China. With the boom of mobile content services, including live-streaming and short-video platforms, Chinese netizens have become dependant on free Wi-Fi hotspots available at restaurants, shops, airports, and railway stations.

Apart from Wi-Fi Guanjia, free service Wi-Fi Master Key is also popular. According to its website, developer LinkSure Network gives more than over 900 million users access to the internet in 200 countries and regions, with 520 million monthly active users.

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China Tech Investor 11: Obnoxiously addictive short video apps with Masha Borak https://technode.com/2019/01/14/china-tech-investor-11/ https://technode.com/2019/01/14/china-tech-investor-11/#respond Mon, 14 Jan 2019 07:07:27 +0000 https://technode-live.newspackstaging.com/?p=92771 Elliott Zaagman and James Hull discuss Xiaomi's stock slump, problems in the smartphone market, the wave of layoffs in China tech, and short video apps.]]>

China Tech Investor is a weekly look at China’s tech companies through the lens of investment. Each week, hosts Elliott Zaagman and James Hull go through their watch list of publicly listed tech companies and also interview experts on issues affecting the macroeconomy and the stock prices of China’s tech companies.

Make sure you don’t miss anything. Check out our lineup of China tech podcasts.

In this episode of the China Tech Investor Podcast powered by TechNode, hosts Elliott Zaagman and James Hull discuss Xiaomi’s stock slump, problems in the smartphone market, and the wave of layoffs in China tech.

They are also joined by Masha Borak, a reporter for Abacus News and former reporter at TechNode. She recently spent a week immersed in content on 19 different Chinese short video apps, and lived to write about it! All joking aside, Masha shares her observations from her time on the apps and helps the guys understand their draw in China and abroad, as well as how they might be impacted by new regulations.

Please note, the hosts may have interest in some of the stocks discussed. The discussion should not be construed as investment advice or a solicitation of services.

Watchlist:

  • Tencent
  • Alibaba
  • Baidu
  • iQiyi
  • Xiaomi
  • com
  • Pinduoduo

Guest:

Hosts:

Podcast information:

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WeChat pins future on Chinese users’ growing penchant for video, photo https://technode.com/2019/01/11/wechat-founder-1-billion-users/ https://technode.com/2019/01/11/wechat-founder-1-billion-users/#respond Fri, 11 Jan 2019 11:37:58 +0000 https://technode-live.newspackstaging.com/?p=92483 The move comes amid flagging popularity of the app's News Feed-like Moments feature. ]]>

Earlier this week, WeChat released its annual statistics report, proving again how closely China’s biggest social networking app is entwined with users’ daily lives. On the same day, Zhang Xiaolong, WeChat founder and president of Weixin Group, the unit that runs the messaging platform, gave a four-hour speech, defending the app’s features and projecting further growth.

Over the past eight years WeChat, known as Weixin in Chinese, has become one of the most widely adopted messaging platforms in the world. As of September 2018, it had reached 1.08 billion monthly active users. But with mass use has come misunderstandings and criticism, Zhang said.

“I think that in China, every day there are 500 million people saying we haven’t done well, and also 100 million people who want to teach us how to make a product,” he said.

Nevertheless, the latest figures show that WeChat’s growth remains steady. Neither concerns over privacy nor AI-enabled domestic censorship appeared to have deterred users of the ubiquitous app. While Tencent’s core gaming business suffered under increased government scrutiny last year, WeChat has continued to make inroads among users of all ages—roughly 6% of its users were aged 55 or above.

The social networking platform also still dominates areas from communication to payment services. In 2018, users sent 45 billion messages daily, an increase of 18% over the same period last year. The number of daily voice and video calls saw even more significant growth, doubling to 410 million per day in 2018, while consumers using WeChat Pay rose 50% over 2017.

Reflecting the increasing adoption of the app by public transportation networks, figures for users who used WeChat to ride buses and subways, as well as travel on highways, increased by 370% and 530%, respectively.

Another set of figures reinforced how essential WeChat has become in users’ lives. The recent report profiled user behavior according to their decade of birth, revealing each age group’s favorite emojis, reading materials, and even sleeping habits based on app usage.

Teen and tween users born in the 2000s, for instance, were found to be most active between 10 p.m. and 12:30 a.m., while those born in the 70s preferred to go to sleep around 11:30 p.m. The latter group, as well as those 55 and up, enjoyed using WeChat’s News Feed-like Moments feature; users born between 1980-1989, by contrast, mostly used WeChat for work in the daytime.

The analysis even showed each age group’s reading material of choice, ranging from “emotional life” for post-90s millennials to national affairs for those born in the 80s.

The post-00’s generation (left) logged the shortest sleep time, while the post-90’s (right) used WeChat on public transportation 25 times a month. (Image credit: WeChat)
Post-80’s users (left) spent most of their daily WeChat hours doing work, while post-70’s users (right) preferred to check Moments in their spare time. (Image credit: WeChat)

Big plans for mini-programs

WeChat’s innovative mini-programs, first announced in January 2017, have since been mimicked by fellow tech giants Baidu, Alibaba, and Bytedance. The feature allows developers to create small, in-app programs, which now number in the hundreds of thousands.

According to Zhang, the strength of mini-programs lies in its decentralized ecosystem. “Our team from now on will invest more manpower and resources in this area, so we can treat all companies equally, including the ones we’ve invested in.”

Matthew Brennan, co-founder of China Channel said that the concept of decentralization was “a bit counterintuitive” compared to Apple’s carefully-curated App Store. But mini-programs have proved a “great way to acquire users that wasn’t there before.”

The feature banks on WeChat’s widespread adoption to draw in older or less tech-savvy folks who don’t usually download many apps, Brennan said. It’s spawned successes like a popular mini-program for public dancing—a popular pastime among middle-aged people, particularly women—that otherwise wouldn’t exist. Their small size also lowers the barrier to entry for developers, saving them time and money.

In 2019, according to Zhang, priorities for growth include improving the search function for mini-programs to better connect them with users. Two other potential developments would make programs more app-like: enabling users to leave “social reviews” of mini-programs that can be viewed by their circle of contacts, and allowing the app replacements to send push notifications.

Growing pains

Zhang addressed criticism of the long-running Moments and official account features, as well as some of WeChat’s latest add-ons.

As users’ number of contacts has continually increased, so has social pressure. “Many people are saying they want to escape Moments, or say they don’t really use it anymore.” However, Zhang said that the feature has grown steadily to 750 million users per day. The average user still accesses Moments over 10 times daily, making for roughly 10 billion hits every 24 hours.

To make the social media experience more spontaneous, the latest update allows users to create temporary three-day posts on Moments or display short videos—a la Instagram’s Stories feature—on their profile pages.

The change comes in part because Zhang foresees Chinese users, too, turning towards videos over photos to communicate. He also says users won’t have to worry about their posts being visible for long periods of time.

Improving the experience for official accounts, WeChat’s in-app media ecosystem may be harder. “It looks like, over the last few years, official accounts’ traffic disappeared.” Average reads per article fell 24% from 2016 to 2017, one report shows, with average open rate ending up at under 5% two years ago.

Zhang attributed the decline to growth in the sheer quantity of content, as well as the difficulty of ensuring its quality. WeChat’s attempts to battle plagiarism have proven ineffective, according to Zhang. “So how to encourage the production of more quality content is the next step the official account platform will face,” he said.

Briefing: Tencent bets on AI assistant to boost WeChat growth

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Briefing: Quirky mobile game becomes Chinese hit after going viral on Douyin https://technode.com/2019/01/11/party-io-viral-douyin/ https://technode.com/2019/01/11/party-io-viral-douyin/#respond Fri, 11 Jan 2019 02:21:39 +0000 https://technode-live.newspackstaging.com/?p=92552 The rapid rise of Party.io has mainly been attributed to its popularity on China's hottest live-streaming app. ]]>

A wacky video game about throwing people off the roof is a hit in China thanks to viral videos on Douyin–South China Morning Post

What happened: Indie mobile game Party.io became the most-downloaded free game by Chinese Apple App Store users after videos of gameplay went viral on Douyin, known as TikTok overseas. Somewhat like Nintendo’s Super Smash Bros., the English-only app features cartoonish figures attempting to pick up and throw each other out of a combat arena. After videos of play battles caught the attention of Douyin viewers, Party.io surged past PlayerUnknown’s Battlegrounds in popularity. The app is also a hit in over 20 other countries, not including the US.

Why it’s important: The rapid rise of Party.io has mainly been attributed to its popularity on China’s hottest live-streaming app. Chinese news articles refer to Party.io as the “Douyin throwing people game,” and a Baidu search for the app name alone also brings up references to Douyin. The English-language game’s massive surge in popularity thanks to Douyin is perhaps unprecedented, and speaks to the influence of the short-video app, which has 500 million active users. Whether the game can keep up its momentum among users eager for novelty remains to be seen, however.

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China instructs short-video apps to vet all content, adopt ‘strong political sense’ https://technode.com/2019/01/10/chinas-strict-short-video-policy/ https://technode.com/2019/01/10/chinas-strict-short-video-policy/#respond Thu, 10 Jan 2019 06:46:32 +0000 https://technode-live.newspackstaging.com/?p=92447 Chinese video platforms are locked in an intense battle for users' attention amid increased government scrutiny.]]>

Chinese authorities have published a list of rules for short-video creators and platforms, requiring apps to set up review teams with a “strong political sense” and vet all videos before they are published.

The China Netcasting Services Association (CNSA) released the detailed guidelines on Wednesday. The national industry association is governed by the country’s National Radio and Television Administration (NRTA) and oversees member organizations including national broadcaster CCTV and state-run press agency Xinhua Net.

The rules detail a total of 100 categories of non-compliant content, including that related to rallying against national policies and threatening social stability. Videos of a sexual or violent nature are also be forbidden.

Platforms are also expected to adopt new technologies such as facial recognition to promote real-name verification of their users. Video creators who disobey the rules should be banned from uploading for periods of one year, three years, and in worst the case, a lifetime, the rules said.

The review process doesn’t only apply to the videos themselves, but all related content within the apps, including comments and video titles.

The NRTA will provide training to all reviewers. It added that the number of reviewers hired should always “meet demand” as short videos proliferate.

A Tencent spokesperson told TechNode that the rules will boost the “healthy and orderly long-term development” of the short-video industry. The company said it will comply with rules and regulations as it always had.

The Chinese internet giant launched short-video app Weishi in 2013. It led a $350 million investment in video-sharing platform Kuaishou in March last year, followed by another $400 million investment in April, Chinese media reported. Tencent has released more than 10 video apps, targeting Bytedance’s short video business.

Bytedance was not immediately available to comment on the rules.

Chinese video platforms are locked in an intense battle for users’ attention amid increased government scrutiny. In July 2018, Bytedance-owned short-video app Douyin removed nearly 28,000 videos and permanently blocked more than 33,000 user accounts. The clean-up campaign targeted pornography, rumors, and copyright infringements.

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Weibo moves to battle fake interactions as government scrutiny persists https://technode.com/2019/01/09/weibo-kill-data-fraud/ https://technode.com/2019/01/09/weibo-kill-data-fraud/#respond Wed, 09 Jan 2019 10:22:55 +0000 https://technode-live.newspackstaging.com/?p=92351 Following a series of nationwide “clean-up” campaigns, the microblogging platform is working to combat fake news and data fraud.]]>

Chinese microblogging service Weibo aims to discourage fake comments and reposts on its platform by limiting its count of the total number of interactions such as shares to 1 million.

The platform will show a maximum figure of “1 million+” when reposts and comments exceed that amount, the company wrote in a report. The social media platform said the effort aims to “build a virtuous ecosystem for content and connections,” and applies to all accounts except those owned by government bodies and media outlets. The system will come online at the end of January.

The move takes aim at the country’s “water army,” shuijun in Chinese, referring to paid posters who flood social media platforms with reposts, biased comments, rumors, and gossip. It also targets click farms, which feature thousands of smartphones that inflate interaction metrics.

Last year, Chinese singer Cai Xukun received more than 100 million shares for a single post, prompting China’s Communist Youth League (CYL), the youth wing of the country’s ruling party, to accuse the celebrity of purchasing fans. Beijing even issued a warning in late December prohibiting government bodies from “purchasing fans” for their social media accounts.

Weibo said it had been identifying and clamping down on this kind of behavior with police using upgraded algorithms and data analysis.

State-owned Xinhua News Agency also censured online platforms for using fake accounts to boost traffic for their advertisers. “A number of industries including online retail and the entertainment business are being negatively affected,” it said (in Chinese).

Following a series of nationwide “clean-up” campaigns, the microblogging platform is working to combat fake news and data fraud alongside numerous other online service providers. It announced that it had processed more than 6,000 pieces of fake information in September. Still, China’s cyber watchdog censured over 10 social networking and online media websites including WeChat and Weibo in November for disseminating vulgar content and spreading rumors.

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Briefing: China clamps down on two education apps for ‘inappropriate’ content https://technode.com/2019/01/09/china-takes-down-education-app/ https://technode.com/2019/01/09/china-takes-down-education-app/#respond Wed, 09 Jan 2019 07:25:13 +0000 https://technode-live.newspackstaging.com/?p=92342 GSX TALThe stricter monitoring comes as new technologies play a more significant role in China’s education system.]]> GSX TAL

Chinese authorities shut education app and issue fines as part of ongoing ‘clean up’ of vulgar and pornographic content – SCMP

What happened: Chinese authorities have clamped down on two education apps that contain “inappropriate” content. The Office of Combating Pornography and Illegal Publications ordered HDzuoye, an afterschool tutoring platform, to close its mobile app and pay a fine of RMB 50,000 (around $7,300) for redirecting student users to online games. Similarly, Namibox has received a RMB 80,000 fine and was ordered to remove problematic parts of its app, which allegedly contains “immoral” and “unethical” content.

Why it’s important: In line with a national cyberspace cleanup campaign initiated by the central government, Chinese authorities at various levels are pushing to remove what they consider to be inappropriate from the internet, including some mobile games and “vulgar” or immoral content. Last week, the Chinese Ministry of Education banned 28 “harmful” educational apps in schools. The tighter monitoring of online education services comes as new technologies such as live-streaming and online classes are playing a more significant role in China’s education system.

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Bullet Messenger creators developing new messaging app https://technode.com/2019/01/09/bullet-messenger-testing-new-app/ https://technode.com/2019/01/09/bullet-messenger-testing-new-app/#respond Wed, 09 Jan 2019 07:02:35 +0000 https://technode-live.newspackstaging.com/?p=92314 The app is currently available to Bullet Messenger users and is also accessible through Chinese app download sites. ]]>

Smartisan-backed Kuairu Technology is looking to revive itself by launching a new messaging service following the rapid decline in popularity of Bullet Messenger, our sister site TechNode Chinese reports.

The company announced on Tuesday that the founding team and Smartisan CEO Luo Yonghao are preparing for a launch event dubbed “Let’s have a chat” in Beijing on Jan. 15. The event will be closed to the public, though it will be livestreamed on Smartisan’s official website.

Kuairu Technology created Bullet Messenger last year. The app reached 4 million active users in the nine days following its launch, becoming the most downloaded social app in the Apple App Store. The Beijing-based startup also announced RMB 150 million (around $22 million) in financing after its first week of operation, leading observers to believe that it could be a rival to the Chinese super app WeChat.

The company began beta testing the new messaging app, named Liaotianbao, roughly meaning a good tool for chatting, on a small scale in December. It reportedly included features like messaging and a news feed, rewarding users who engage on the platform with virtual currency. The platform also requires users to bind their Alipay accounts when first logging in, but it is unclear whether the digital coins can be exchanged for cash.

The app is currently available in beta to Bullet Messenger users and is also accessible through Chinese app download sites.

Bullet Messenger’s popularity faded quickly after its launch, dropping to just 6,000 daily downloads in September after its initial boom. It then faced criticism from authorities for allowing vulgar content and not including adequate safety and privacy protections. Bullet Messenger was temporarily removed from the Apple App Store in October. The company said the app was undergoing a “review process” before being reinstated.

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Briefing: China clamps down on Twitter users https://technode.com/2019/01/07/china-twitter-users-clamp-down/ https://technode.com/2019/01/07/china-twitter-users-clamp-down/#respond Mon, 07 Jan 2019 10:35:57 +0000 https://technode-live.newspackstaging.com/?p=92049 Twitter has a minuscule 10 million users in China, compared to hundreds of millions on microblogging platform Weibo. ]]>

Chinese censors go old school to clamp down on Twitter: A knock on the door – The Washington Post

What happened: Chinese authorities have begun clamping down on prominent Twitter users in the country, ordering them to remove Tweets relating to China-US relations, among others. Some users who didn’t comply with the order found that their accounts were hacked and offending Tweets deleted. According to The Washington Post, more than 40 people have been ordered to remove content from their accounts.

Why it’s important: Access to Twitter in China requires the use of software to bypass state-imposed firewalls. While most foreign social media platforms are blocked, authorities rarely take direct action against citizens for using them. Twitter has a minuscule 10 million users in China, compared to hundreds of millions on microblogging platform Weibo, making the move surprising. Domestically, regulators have cracked down on short-video platforms, content aggregators, and social media services, holding them accountable for the content users create on their platforms.

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Amid intensified scrutiny, Baidu removes 50 billion pieces of ‘harmful’ content https://technode.com/2019/01/07/baidu-content-removal-50-billion/ https://technode.com/2019/01/07/baidu-content-removal-50-billion/#respond Mon, 07 Jan 2019 07:24:55 +0000 https://technode-live.newspackstaging.com/?p=92044 China’s cyber watchdog has been targeting online service providers since 2016. ]]>

Chinese technology giant Baidu processed more than 50 billion “harmful” pieces of information in 2018, up from the around 45 billion reported the previous year, as state control over the internet and cultural content increases.

The purge included content that relates to pornography, drug use, gambling, and fraud. On average, the company intercepted 1,500 pieces of information per second, Baidu said in an annual content management report, according to our sister site TechNode Chinese.

Since 2016, the Cyberspace Administration of China, China’s cyber watchdog, has targeted online service providers, including app creators, livestreamers, and chat room moderators. This has also been extended to include firms operating app stores, social networks, and cloud computing services. Companies have been held accountable for content created on their platforms.

Last year saw an intensification in content crackdowns targeting online platforms. As a result, internet companies were forced to hire legions of moderators as they struggled to adhere to increasingly strict regulations.

Tencent-backed short-video platform Kuaishou added 3,000 content checkers to its workforce in the first half of 2018. ByteDance-owned Jinri Toutiao had more than 6,000 moderators in 2018, with the expectation that figure would reach 10,000. The purge affected the country’s content aggregators, social networks, messaging apps, live-streaming platforms, and news sites.

Baidu said it had identified the content with its “self-surveillance” technology, using natural language processing, big data analytics, and artificial intelligence to identify information that could be considered problematic.

Local governments and scholars were also involved in a manual review process targeting pornography and fake news. Baidu said it received reports of nearly 18 million allegedly harmful pieces of information from the third-party sources in 2018. The company added that it hopes to include more than 2,000 institutions and experts to help in the reporting process in the future.

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Tencent bans 270,000 cheaters from online game ‘League of Legends’ https://technode.com/2019/01/04/tencent-league-of-legends-ban-players/ https://technode.com/2019/01/04/tencent-league-of-legends-ban-players/#respond Fri, 04 Jan 2019 10:58:39 +0000 https://technode-live.newspackstaging.com/?p=91913 Cheating is common with popular online video games worldwide, but it is even more prevalent in China.]]>

Tencent Games, the world’s largest gaming company, has banned nearly 270,000 “League of Legends” (LOL) players in the past two months, the company announced on its Weibo official account this week.

Nearly half of the accounts banned from the popular multiplayer online video game were found to be “boosting,” a process in which a skillful user plays on other accounts to improve their rankings. Others were penalized for trolling and using illegal plugins to gain an unfair advantage.

Tencent aims to deter cheaters and the use of plugins that allows unfair gameplay. The company has been working with local law enforcement to crack down on criminal organizations involved in the development and distribution of cheating plugins for its hit game “PlayerUnknown’s Battlegrounds” (PUBG). The investigation resulted in the arrests of some 30 suspects in November in the eastern province of Zhejiang.

Last April, the game publisher rolled out a credit rating system in its popular games—including League of Legends, Honour of Kings, and PUBG—to evaluate each player based on various criteria including their behavior on the platform. Negative behavior like cheating and trolling could negatively affect players’ scores.

To send a clear message to those engaging in illegal activities in its video games, the company has also named and shamed offenders on its website.

Cheating is common with popular online video games like LOL, which has over 100 million monthly players worldwide, but it is an even more prominent problem in China.

According to Tencent-owned Riot Games, the creator of LOL, in the last three years more than 7 million accounts worldwide were banned for scripting, a common way to cheat that involves using external programs to execute inputs or counter abilities on the player’s behalf. Of those, 5 million were from China.

In Jan. 2018, the company helped Chinese police find 120 suspects that were allegedly responsible for developing similar programs. Tencent has also implemented anti-cheating measures via software like BattlEye in its popular titles.

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iQiyi takes a stand against Bytedance, Tencent with new vertical video channel https://technode.com/2019/01/04/iqiyi-bytedance-vertical-videos/ https://technode.com/2019/01/04/iqiyi-bytedance-vertical-videos/#respond Fri, 04 Jan 2019 07:41:23 +0000 https://technode-live.newspackstaging.com/?p=91884 The video streaming giant is planning to release 20 new vertical video shows this year.]]>

Chinese video streaming platform iQiyi has launched a new channel in its mobile app dedicated to portrait mode viewing, as it moves to take on short-video platforms that helped popularize the format.

In a statement, iQiyi Chief Content Officer Wang Xiaohui said the company believes portrait videos are becoming one of the most important forms in online entertainment.

The company looks to grab a larger share of China’s burgeoning short-video market, moving into territory dominated by platforms including Bytedance’s Douyin, known as TikTok internationally, and Xigua Video, as well as Tencent-backed Kuaishou.

iQiyi’s latest move into short-form and vertical videos comes amid a noticeable shift in video consumption behavior among Chinese viewers. According to a report from consulting firm iiMedia, the rising popularity of short-form videos—which popularized vertical style—is in line with increasing mobile-first consumption among Chinese internet users.

“As technology changes the way people view content, entertainment platforms must respond to these changes by reassessing the way content is presented,” Wang said.

iQiyi founder and CEO Gong Yu acknowledged the importance of the format at a conference in Shanghai last November, saying that around 70% of users view content on their phone in portrait mode. He added that the vertical video trend would not only include user-generated videos but also expand to professionally-produced content.

The new channel, dubbed Vertical Zone, is divided into four categories, including youth-focused content, talk shows and variety shows, comedy, and lifestyle-focused videos. Unlike other platforms that include vertical content, it does not include user-made videos.

Vertical zone features a selection of 25 online TV series including the company’s self-produced comedy show “Ugh! Life!” which is comprised of 2- to 3-minute videos. The show premiered in November and was the company’s first series shot in portrait mode. The new channel also features clips of interviews and behind the scenes footage from original shows including “The Rap of China.”

The company said it had converted massive quantities of horizontal video into the vertical format.

According to a report from consulting firm iResearch shows that China’s short-video market is projected to reach more than RMB 30 billion (around $4.5 billion) by 2020.iQiyi said it is committed to producing vertical video content in the coming years and is planning to release 20 new series across multiple genres.

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Briefing: Baidu and Sohu services suspended for ‘vulgar’ content https://technode.com/2019/01/04/baidu-sohu-suspended-vulgar/ https://technode.com/2019/01/04/baidu-sohu-suspended-vulgar/#respond Fri, 04 Jan 2019 03:26:59 +0000 https://technode-live.newspackstaging.com/?p=91869 The Cyberspace Administration of China's latest campaign has a broad scope including online services from messaging to livestreaming.]]>

Baidu, Sohu Get Caught in Latest Chinese Internet Clampdown–Bloomberg

What happened: In the first part of an announced six-month internet cleanup effort, the Cyberspace Administration of China (CAC) suspended updates for some of Baidu and Sohu’s content and news services due to “vulgar” content. The weeklong ban will last from January 3rd to the 10th. While the specifics of the offense were left unclear, shares for both companies have dropped. Baidu and Sohu have said they will comply with official efforts to “rectify” their services.

Why it’s important: The CAC’s latest campaign has a broad scope including online services from messaging to livestreaming. In addition, areas covered include not just vulgar content and pornography but also gambling and promotion of “unhealthy lifestyles.” Although the effects, for now, are temporary, similar cleanups in the past have led to moves like Toutiao hiring 2,000 new content review editors or Pinduoduo banning or suspending e-commerce stores. Even more tech giants will likely be forced to clean up their acts as China’s latest internet crackdown continues.

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China’s education ministry bans harmful apps from school campuses https://technode.com/2019/01/03/chinese-poisonous-apps-excluded/ https://technode.com/2019/01/03/chinese-poisonous-apps-excluded/#comments Thu, 03 Jan 2019 09:36:34 +0000 https://technode-live.newspackstaging.com/?p=91816 Teachers are also forbidden to recommend apps to students without approval. ]]>

Chinese education authorities and schools will ban apps that they deem to be harmful to student development from campuses around the country, highlighting the central government’s tightening control over mobile platforms.

China’s Ministry of Education issued the order on Dec. 28 calling for “immediate action” countrywide. The notice was made public yesterday.

“From now on, uncensored educational apps will be banned in schools,” the ministry said. Apps or WeChat Official Accounts that feature pornographic and violent content, online gaming, and advertising will be defined as harmful and should be immediately deleted from mobile devices.

Since the Cyberspace Administration of China (CAC) appointed Zhuang Rongwen as its new head in August last year, Beijing has been cracking down on mobile platforms it perceives to be “poisonous” to the country’s youth. This follows calls by China’s President Xi Jinping to create a “clean and righteous cyberspace.”

The education ministry has instructed staff from middle and primary schools to conduct a series of internal investigations to identify WeChat accounts and apps that could have a negative impact on students. Internet police will join the investigation targeting “illegal” apps.

A new filing and inspection procedure will also be implemented in the nationwide cleanup. School administrators will report selected apps to local authorities for approval before using them in teaching activities.

Teachers are also forbidden to recommend apps to students without approval, while taking more time to inform parents “to be cautious about downloading apps for their children.”

Chinese mobile service providers have faced increased scrutiny over the past year. Apart from the state’s education ministry, the CAC has also taken measures to crack down on apps it deems to be harmful, recently shutting down nearly 3,500 mobile apps related to pornographic, gambling, and gaming content.

In November, the national cyber watchdog censured more than 10 social networking and online media websites including Wechat, Weibo, Baidu and ByteDance’s Jinri Toutiao for creating online disorder by disseminating vulgar content and spreading rumors.

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Briefing: Nearly half of India’s top-100 Android apps come from China https://technode.com/2019/01/03/china-app-india-top-100-android/ https://technode.com/2019/01/03/china-app-india-top-100-android/#respond Thu, 03 Jan 2019 03:35:15 +0000 https://technode-live.newspackstaging.com/?p=91750 Home to an online population of  500 million people, India is becoming a new battleground for Chinese tech firms.]]>

中国应用席卷印度:前100大安卓应用占44款 – ITHome

What happened: Forty-four Chinese apps made it onto a list of India’s top-100 Android apps in 2018, up from last year’s figure of 18, according to data from research institute Sensor Tower. ByteDance’s video app TikTok, Alibaba’s UC Browser, and language service Helo are some of the top-ranking apps. Five apps on the top-10 list come from China.

Why it’s important: The combined effects of a highly competitive market and an aging society at home are pushing Chinese tech giants overseas in search of new markets. India, home to an online population of  500 million people, is becoming a new battleground for Chinese tech firms. Chinese smartphone manufacturers like Xiaomi, Oppo, and OnePlus have established a foothold in the country. However, China’s software developers are still catching up as they look to leverage the country’s booming app market. India’s total downloads on iOS and Android app stores surpassed those in the US in the first half of 2018.

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Year in search 2018: Here’s what China was ‘Baidu-ing’ this year https://technode.com/2018/12/31/2018-china-search/ https://technode.com/2018/12/31/2018-china-search/#respond Mon, 31 Dec 2018 08:09:51 +0000 https://technode-live.newspackstaging.com/?p=91374 In China, the nation’s biggest search engine Baidu has been shadowing the popular “Year in Search” extravaganza. ]]>

Editor’s note: A version of this originally appeared on Radii, a new media platform covering culture, innovation, and life in today’s China.

In the US, the list of what we were all Googling over the previous 12 months has become almost as much a part of year-end tradition as the Times Square ball drop. In China, the nation’s biggest search engine Baidu has been shadowing the “Year in Search” extravaganza with a data drop of its own for a few years now—and they just released the 2018 version.

The top term: ‘World Cup’

Matching Google’s most searched term this year, top of Baidu’s list of searches in 2018 was “World Cup“. Despite China’s men’s team failing yet again to even get close to qualifying, the country was glued to coverage of this massive sports event—and Baidu wasn’t the only one paying attention, with a host of Chinese brands slapping their logos all over the tournament.

Who are the Chinese Brands You Keep Seeing at the World Cup 2018?

Here’s hoping the women’s World Cup (for which China was the first team to qualify) gets a similar level of attention in 2019.

What else? ‘Trade war,’ ‘Yanxi Palace,’ and … ‘skr’

Beyond the number one spot, there were a host of interestingly high volume terms. “Gaming” came in second, perhaps due to its prevalence in the news of late as well as to people looking to alleviate boredom. But the third most popular term was unequivocally political in nature: “China-America trade war.”

Intriguingly, this search term was immediately followed in popularity by “Apple release,” demonstrating that despite the trade war and despite the tech company’s well-documented troubles in China of late, the release of its new products still garners plenty of interest in the Chinese market.

“Super Typhoon Mangkhut,” which ravaged the Philippines in September before heading to Hong Kong, was also closely followed by Chinese netizens and was the fifth most-searched term on Baidu this year, while “The Story of Yanxi Palace”—iQiyi’s hit historical TV show—came in at number six. The Forbidden City-set concubine drama was also the most-Googled TV show of the year, according to the global search giant’s rankings.

Sex and the (Forbidden) City: Concubine Drama “Yanxi Palace” Becomes Smash Hit in the #MeToo Era

iQiyi was responsible for the seventh most-searched term in China in 2018 too: “skr.” Popularized by Kris Wu on the platform’s show “The Rap of China,” the word quickly became a term of praise used by new hip hop fans but was soon commandeered by advertisers and was suddenly everywhere. The term also topped Baidu’s list of “popular phrases,” meaning that despite its complete and utter over-saturation, we might not have heard the last of it just yet.

“Skr” and Kris Wu’s use of it even made it to Urban Dictionary

Perhaps it was because no one really knew what Wu was on about when he uttered it, but the number of queries for the term meant it ranked above things such as the Changsheng defective vaccine scandal and the 40th anniversary of China’s “reform and opening” policies in Baidu’s 2018 list.

New Words: “Little dog”, “iron straight guy”, and “C position”

“Skr” may have topped Baidu’s 2018 slang list, but a number of less Kris Wu-y terms joining it in the rankings are worth a look. Some cross over with Yaowenjiaozi‘s list of hot terms for the year, which we explored here:

These Are China’s Top 10 Words of the Year 2018

But there were also terms such as “little dog” (小奶狗), for describing obedient, loyal, constantly compromising boyfriends, and “iron straight guy” (钢铁直男), referring (positively) to a man who will always go along with what his girlfriend (or the girl he likes) says.

Made famous by talent show Produce 101 this year, “C position” (C位) was also everywhere and highly searched in 2018, and means “center position,” i.e., the most important spot.

You might also like:

Infographic: Here’s What Happens in One Minute on the Chinese Internet

Don’t Get Chinese Internet Slang? Now There’s a Book for That

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China’s cyber watchdog shuts down 3,500 apps over ‘pornographic’ content https://technode.com/2018/12/29/chinese-clean-cyber-space/ https://technode.com/2018/12/29/chinese-clean-cyber-space/#respond Sat, 29 Dec 2018 06:51:39 +0000 https://technode-live.newspackstaging.com/?p=91582 Chinese authorities have taken increasingly strict measures to control content they deem to be harmful.]]>

China’s cyber watchdog has shut down nearly 3,500 mobile applications for distributing pornographic material and stealing private information, a move it says is aimed at protecting the country’s youth and increasing its control over China’s internet.

According to an announcement by the Cyberspace Administration of China (CAC), it has removed apps including “Online Dating for Adults” (成人约聊), “Lonely in the Night” (夜色的寂寞), and “Sands Macao” (澳门金沙). App operators violated domestic laws by spreading vulgar content, disseminating information about gambling, stealing private information, or providing other illegal gaming services, the regulator said.

An official said the Chinese government has a “zero tolerance” policy towards illegal apps. The CAC aims to strengthen its law enforcement powers in collaboration with other departments. It said an inclusive management process would be created, where internet service providers, content distribution platforms, and social media enterprises are strictly supervised.

Chinese authorities have taken increasingly strict measures to control content they deem to be harmful. In a news briefing held in May, police from the eastern Chinese city of Hangzhou announced that three live streaming apps had been shut down. Police apprehended 90 suspects, including app creators and operational staff.

College students were also caught up in the broad investigation. Authorities accused livesteamers they thought to be provocative of “making easy money” on the internet. The suspects allegedly made an average income of RMB 10,000 (around $1,500) a month. Police from 20 cities and towns were involved in the investigation.

Since August 2016, China’s cyber watchdog has issued a series for regulations aimed at online service providers, including app creators, livestreamers, and chat room administrators. However, recently, app stores, social networking services, and cloud computing operators have also seen increased scrutiny, being held accountable for content generated on their platforms.

Last month, CAC censured more than 10 social networking and online media sites, calling for a “clean” and “righteous” cyberspace. Tencent’s WeChat, Sina-backed Weibo, Baidu, and ByteDance’s Jinri Toutiao were all put on the government watchlist.

“Internet service platforms must take part of the blame for online disorder,” a government official said.

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Briefing: Ele.me teams up with Bilibili to target China’s indoorsy crowd https://technode.com/2018/12/29/ele-me-bilibili-indoorsy-crowd/ https://technode.com/2018/12/29/ele-me-bilibili-indoorsy-crowd/#respond Sat, 29 Dec 2018 01:43:27 +0000 https://technode-live.newspackstaging.com/?p=91555 Joint membership is an increasingly popular means for Chinese tech giants to tap into a wider or more niche user base. ]]>

Alibaba just gave Chinese youth another reason to never leave their desk-TechCrunch

What happened: Alibaba-backed food delivery giant Ele.me and ACG (anime, comics, and games) video streaming service Bilibili have jointly launched a membership promotion program that targets China’s young anime fans who adopt a sedentary lifestyle. The joint membership is priced at RMB 25 ($3.63), RMB 15 lower than subscribing for the services separately.

Why it’s important: Joint membership is an increasingly popular means for Chinese tech giants to tap into a wider or more niche user base. Similar to Ele.me and Bilibili’s tie-up, Alibaba announced its all-in-one 88VIP paid membership plan to include all of its major platforms—Tmall, Youku, Ele.me, Xiami Music, and ticket service Taopiaopiao. Bilibili has been making headlines in 2018. In addition to its IPO in March, the video streaming announced plans to buy the comic assets of Netease, one of its major rivals in the ACG vertical. A series of partnerships were inked with Tencent, Taobao, and Ele.me to integrate more services in its ecosystem.

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Chinese court freezes Bullet Messenger backer Smartisan’s bank account https://technode.com/2018/12/27/frozen-bank-account-smartisan/ https://technode.com/2018/12/27/frozen-bank-account-smartisan/#respond Thu, 27 Dec 2018 12:09:57 +0000 https://technode-live.newspackstaging.com/?p=91333 Smartisan’s very survival is now at risk, faced with rumors of due debts, office closures, massive layoffs, and unpaid wages over the past months. ]]>

A Beijing court has frozen Chinese smartphone maker and Bullet Messenger backer Smartisan’s bank account, which contained RMB 4.5 million (around $650,000) in assets.

The judgment was made late last month but released to the public on Tuesday.

According to court documents, a company named Sound Solutions International (SSI) filed an application on Nov. 26, requesting the Daxing People’s Court in Beijing freeze Smartisan’s China Merchant Bank account.

Smartisan was not immediately available for comment.

SSI joins other suppliers in claiming Smartisan owes it money. Earlier this month, a company from Tianjin said the smartphone manufacturer was in arrears of up to RMB 20 million. Chinese media reported that hundreds of employees from Smartisan’s suppliers repeatedly gathered outside its office in Beijing asking for payment.

The company has faced reports of mounting debt, office closures, massive layoffs, and unpaid wages over the past few months. It was reportedly unable to pay its employees’ November salaries.

“In situations where companies run out of cash, the company can’t magically create cash out of thin air to pay them,” James Hull, a private investor, previously told TechNode.

The company has recently undergone a leadership shakeup, with CEO Luo Yonghao replaced as legal representative and 10 top executives stripped of their directorships.

Reports claimed the company’s office in the southwestern Chinese city of Chengdu was in the process of closing down, with around a hundred employees being laid off. Smartisan denied the news.

Correction: This story has been corrected to reflect that Smartisan backs Bullet Messenger creators Kuairu, not operates the messaging app as originally posted.

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In a series of three firsts, Beijing’s internet court dismisses ByteDance copyright suit against Baidu https://technode.com/2018/12/27/chinas-first-short-video-lawsuit/ https://technode.com/2018/12/27/chinas-first-short-video-lawsuit/#respond Thu, 27 Dec 2018 07:57:43 +0000 https://technode-live.newspackstaging.com/?p=91240 Bytedance short video TikTok viralIt was the first heard by the Beijing Internet Court and the first that accepted blockchain evidence.]]> Bytedance short video TikTok viral

Beijing’s newly established internet court has dismissed ByteDance-backed Douyin’s copyright lawsuit against Baidu, a dispute that marks the first time a Chinese court has recognized short videos under the country’s copyright laws and accepted blockchain evidence.

According to Beijing Evening News, Douyin, known as TikTok internationally, filed the RMB 1 million (around $145,000) lawsuit against Baidu on Sept. 11 in Beijing, saying the company’s short-video app Huopai copied its videos, also allowing Baidu’s users to download them.

Douyin was not immediately available for comment.

The case is a first in China relating to short-video copyright and has subsequently garnered a great deal of attention. It was also the first heard by the Beijing Internet Court and the first that accepted blockchain evidence. Although Douyin’s petition was unsuccessful, the lawsuit sets a precedent for copyright protection in China’s booming short-video industry.

According to Douyin, videos uploaded to Baidu’s app without permission constitute copyright infringement because of the company’s terms and conditions agreement with its users. Douyin says it has exclusive broadcast rights to videos on its platform. The company sought compensation as well as a public apology

However, the court ruled in Baidu’s favor as it deleted the videos after being notified by Douyin. “Still, the defendant should perform its duties more actively and effectively,” presiding judge Zhang Wen said in his ruling.

This is not the first time this year ByteDance has taken Baidu to court over copyright infringements. In May, Bytedance’s news aggregation platform Jinri Toutiao accused Baidu of unauthorized streaming of a talk show called Yihguohui, produced by ByteDance-run Watermelon Video and content aggregator Jinri Toutiao. The company demanded Baidu cease the infringement, pay compensation of RMB 80,000, and apologize.

A month later, Jinri Toutiao filed a RMB 10 million lawsuit against the search giant for unfair competition. Toutiao said that content on a Baidu-owned platform was disparaging and slanderous towards it. The filing claimed that Baidu’s articles accused Bytedance of merely wanting public attention from fights with big tech companies such as Baidu and Tencent.

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Chinese short video app Kuaishou launches AR avatar feature https://technode.com/2018/12/25/kuaishou-ar-avatars/ https://technode.com/2018/12/25/kuaishou-ar-avatars/#respond Tue, 25 Dec 2018 05:42:35 +0000 https://technode-live.newspackstaging.com/?p=90883 Kuashou's Kmoji relies on 2D technology, instead of 3D depth-sensing, to map out facial features of the AR avatar.]]>

Animated cartoon avatars are now making their way into China’s popular bite-sized videos, with Tencent-backed short video app Kuaishou releasing an AR avatar feature dubbed “Kmoji.”

The new addition to the app allows users to create their own avatar by customizing facial features—including skin tone, hairstyle, and eyes—or by simply scanning their face via the camera. It then tracks facial expressions and head movements so that users can record their Kmojis while singing or talking.

The feature works much like iPhone’s Memoji. However, the company said Kmoji doesn’t rely on 3D depth-sensing, instead using 2D technology to map out facial features for the 3D avatar. The company claims it is compatible with any iOS or Android device and that it is less GPU and CPU intensive, even running on a low-end smartphone.

Kuaishou has been developing the technology over the past few months. It launched its own version of iOS’ Animoji “animated emoji” function, in July.

Cartoon avatars have taken the Chinese internet by storm. After South Korean app Zepeto found popularity in China, Meitu, a Chinese selfie-enhancing app, released a similar feature earlier this month.

Comparison of various avatar customization tools. Left: Kmoji, Middle: Memoji, Right: Zepeto. (Image credit: TechNode, Apple App Store, and Google Play Store)

Meitu allows users to snap a picture and create cartoon versions of themselves that can be shared on social networks. The South Korean company behind Zepeto plans to release a localized Chinese version of its app by the end of December.

Kuaishou is one of the most popular short video apps in China. In October, the company was reportedly in talks to raise funds targeting a $25 billion valuation. Last month, Kuaishou founder and CEO Su Hua claimed that it had 130 million daily users.

The market for user-generated content in China is booming, yet retaining users and driving traffic are not without challenges. Facing fierce competition from players like ByteDance-backed Douyin, known as TikTok internationally, Kuaishou focuses on lower-tier cities and has been expanding its in-app features.

The company launched a mini-game feature earlier this month, which allows users to play video games within its app.

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Briefing: Tencent launches website to give greater guidance to young gamers https://technode.com/2018/12/25/tencent-website-guides-youth/ https://technode.com/2018/12/25/tencent-website-guides-youth/#respond Tue, 25 Dec 2018 04:46:03 +0000 https://technode-live.newspackstaging.com/?p=90871 Company is exploring more ways to extract greater "social value” from its online games.]]>

腾讯功能游戏官网正式上线 进一步探索游戏社会价值 – Tencent Tech

What happened: Last week, Chinese internet giant Tencent launched a new web portal to highlight the company’s efforts around online gaming, particularly as they apply to young users. In addition to information and examples of educational games and puzzles, the website also includes academic research pertaining to, for example, the social value of gaming. The newly launched site includes a game titled Nishan Shaman, which recounts a popular fairy tale from northern China in RPG format. So far, the company has released seven puzzle games, most of which are available on a subscription basis only.

Why it’s important: Tencent started to develop games and puzzles focused on young people in February. Shortly after, the Chinese government halted approvals of game titles. The approval process resumed earlier this month, although new titles are required to include elements of traditional Chinese culture and contribute to teenagers’ intellectual development. According to Zhang Wei, vice president of Tencent Games, the company is exploring more ways to extract greater “social value” from its online games.

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WeChat launches Instagram Stories-like ‘Time Capsule’ feature https://technode.com/2018/12/24/wechat-update-time-capsule/ https://technode.com/2018/12/24/wechat-update-time-capsule/#respond Mon, 24 Dec 2018 06:57:29 +0000 https://technode-live.newspackstaging.com/?p=90730 The update comes at a time when Tencent is pushing into the short video market.]]>
The messaging app also got an interface update (Image credit: TechNode Chinese)

China’s “super app” WeChat has undergone its most significant overhaul in four years, making further moves into the short video market.

The most conspicuous change in the new version is the addition of a new video feature called “Time Capsule.” Similar to Instagram, it allows users to post videos of up to 15-seconds to an individual users’ feed instead of WeChat Moments, the app’s equivalent of Facebook’s News Feed. The video will self-destruct 24 hours after its publication.

After uploading either from existing newly recorded videos, users will be able to add descriptions, emojis, music, and locations. It will recommend background music based on the video content. After shooting a video containing buildings, TechNode found that the app suggested a song with the lyrics: “Go up, so high on the sixth floor.”

Image credit: TechNode/Emma Lee

The update comes at a time when Tencent is pushing into the short video market, which puts itself in direct competition with ByteDance, parent company of popular short video app Douyin, known as TikTok internationally.

Tencent has over 10 video apps targeting different user groups, including Weishi, Shanka, DOV, MOKA. Integrating a short video feature to WeChat may boost the company’s efforts by capitalizing on the app’s significant user base.

Despite the efforts, industry experts aren’t so optimistic, especially from a marketing perspective.

“I think anything that makes WeChat a richer experience for key opinion leaders to communicate with their super fans is fabulous,” said Elijah Whaley, CMO of PARKLU, a platform focusing on Chinese influencer marketing.

For him, the way for WeChat users to interact with shot video is “not very convenient.”

“You have to click into people’s accounts and click a little button [to view videos]. Also, you have to go into your account when checking comments from others.”

At the same time, WeChat networks are private, connecting to friends and family, while platforms like Douyin and community e-commerce platform Xiaohongshu are more about the connection with content creators, people sharing information you are interested in, he pointed out.

Apart from the new video function, the app’s interface has been completely overhauled. The previous darker design has been replaced with a lighter palette, while icons within the app have been simplified.

The major redesign of WeChat, which claims over 1.08 billion daily active users, sparked heated discussions in China’s online community. The hashtag  WeChat Upgrade attracted 620 million readers on Weibo as of 3 p.m. on Monday.

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China resumes approvals of video games https://technode.com/2018/12/21/china-resume-game-approvals/ https://technode.com/2018/12/21/china-resume-game-approvals/#respond Fri, 21 Dec 2018 08:44:54 +0000 https://technode-live.newspackstaging.com/?p=90637 A government official stressed the importance that homegrown games uphold social responsibilities. ]]>

The Chinese government has resumed video game approvals following a nine-month moratorium on the publication of new titles.

A number of games have been already been approved and will soon be certified for release, China Securities Journal cites Feng Shixin, a senior official at the Communist Party’s propaganda department, as saying at a government-led trade conference in the southern Chinese city of Haikou on Friday.

“We are accelerating the process of issuing licenses for game titles,” he said. “There are still quite a few games on the waiting list. It takes time and I hope everyone will be patient.”

Feng stressed the importance that homegrown games uphold social responsibilities.

“This is definitely an exciting piece of news for China’s gaming industry,” Tencent, the country’s biggest game distributor, said in reaction to the announcement. The company’s share price soared by as much as 4.51% in Hong Kong at the end of the day’s trading,

Due to the increased regulation in the gaming sector, 42% of Chinese-listed gaming enterprises experienced a year-on-year decrease in profit during the first three-quarters of this year. The central government had not approved the release of any new online games since March.

The moratorium comes after the State Administration of Radio and Television (SART) was formed in March to replace the State Administration of Radio, Film, and Television (SARFT). The restructuring process was expected to be completed by early 2019.

In September, the Communist Party’s propaganda department was given the power to license online games. Earlier this month, Beijing unveiled a new body tasked with identifying ethical risks in games and providing suggestions to decision-making departments. When it was announced, the body had evaluated an initial batch of 20 video game titles, with nine of them being rejected for publication in China, while the remaining 11 titles required modification.

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Briefing: Douyin tests longer videos to diversify portfolio https://technode.com/2018/12/21/douyin-tests-longer-videos/ https://technode.com/2018/12/21/douyin-tests-longer-videos/#respond Fri, 21 Dec 2018 02:33:04 +0000 https://technode-live.newspackstaging.com/?p=90571 bytedance Douyin tiktokThe function is currently only available in the company's latest Android app. ]]> bytedance Douyin tiktok

抖音正在内测长视频,不再拘泥15秒 – 36Kr

What happened: Bytedance backed Douyin, known as TikTok internationally, is testing videos longer than one minute. Chinese users can browse a 2-minute video about acne, uploaded by user Xiaolishuodianying in Douyin’s app. The function is currently only available in the company’s latest Android app.  At the moment, Douyin supports both 15-second and 1-minute videos, the latter only users with more than 1,000 followers can create.

Why it’s important: The online video market is changing. Short video platforms are looking to longer videos to bring diversity to their product offerings and to sustain growth. As part of the trend, Chinese celebrities are adopting vlogging to engage with fans and video platforms such as iQiyi are publishing mini-films for portable devices. The new moves are challenging Douyin and its user stickiness. In August, iXigua, another video recommendation platform under Bytedance, invested RMB 800 million ($116.0 million) to produce online reality shows.

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Bilibili and Taobao partner on e-commerce https://technode.com/2018/12/20/bilibili-collaborates-with-taobao/ https://technode.com/2018/12/20/bilibili-collaborates-with-taobao/#respond Thu, 20 Dec 2018 11:18:03 +0000 https://technode-live.newspackstaging.com/?p=90470 bilibiliBilibili has stumbled financially since listing in the US. ]]> bilibili

Video streaming site Bilibili is trying to sell more Japanese anime-style skirts to its young viewers. The company today announced a partnership with Alibaba’s online marketplace Taobao, seeking to monopolize on content-driven e-commerce.

The platforms will connect content creators and users in a virtual bazaar, with Bilibili creatives registering for Taobao accounts while promoting merchandise through interactive content. The focus will be on products and services related to lifestyle, fashion, as well as anime, comics, and games (ACG) movies and novels.

The deal also seeks to find new ways to commercialize popular shows created by Bilibili users as well as titles the company owns.

“Through this collaboration, we will better incentivize the creativity of our young people and will utilize each other’s strengths and resources to generate more premium content,” said Bilibili CEO Rui Chen.

Alibaba launched an early content program in 2013, allowing internet users to purchase products on Weibo. The Chinese microblogging platform designed a new post format to display products, as opposed only showing links.

In 2015, Taobao rolled out an ACG initiative to encourage bloggers and writers to post on various Taobao channels. More than 1.6 million content creators were involved, according to Fan Jiang president of Taobao.

The e-commerce platform seeks to attract Bilibili’s young users, more than 80% of whom were born after the 1990s.

In addition to Alibaba, Bilibili recently partnered with Tencent to operate and produce more anime and games.

However, Bilibili has stumbled financially since listing in the US. According to its third-quarter results, its net loss increased to RMB 202.7 million ($29.5 million), compared to last year’s RMB 2.9 million.

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8 juicy scandals that broke China’s internet in 2018 https://technode.com/2018/12/20/china-scandals-internet-2018/ https://technode.com/2018/12/20/china-scandals-internet-2018/#respond Thu, 20 Dec 2018 09:54:01 +0000 https://technode-live.newspackstaging.com/?p=90164 There’s something you might have noticed: 2018 was truly the year of the scandal.]]>

Editor’s note: A version of this originally appeared on Radii, a new media platform covering culture, innovation, and life in today’s China.

If you’ve stayed plugged in to RADII this year, and we hope you have, there’s something you might have noticed: 2018 was truly the year of the scandal.

Are scandals a constant, unavoidable part of today’s controversy-driven news cycle? Yes. Yes they are. But China in 2018 was thicc – like, very thicc. The entertainment industry was rocked by scandals, both newcomers and established heavy hitters. The world of e-commerce wasn’t safe, and neither were international luxury brands. Even the uppermost tier of Buddhism in China could not avoid the righteous hammer of scandal, crashing down amidst a fiery din of social media venom.

We were on the edge of our seats for basically the whole year. And now, we’re distilling all of that down into an easy-to-digest highlight reel of controversy and shame. You’re welcome.

Here are the top scandals that dominated the Chinese internet in 2018:

1. The One Where a Rapper was Shunned for Rapping About Things Rappers Rap About

Poor, poor PG One. The Xi’an rapper started out this year at the top of his game, earning the co-champion spot on the smash hit competition reality show “Rap of China”. His future as a dominant force in China’s rapidly growing hip hop scene seemed written in stone.

And then, people started digging into his past. An old track of his resurfaced, with lyrics referencing “white powder”, “shameless bitches”, sex, etc. If you’re a rapper, these subjects are all par for the course. But in China, and especially if you’re currently the country’s most visible rapper, in the midst of a tenuous “hip hop ban”… it’s not a good look. Throw in the fact that a paparazzi caught a married actress staying the night at PG One’s house, and you’ve got a good ol’ fashioned scandal.

Fans and Netizens React to Rapper PG One’s Recent Scandals

PG One was largely scrubbed from mainstream and social media, and the proud champion was forced to retreat into hiding. Apologies were of no use, and he became the poster child for the “hip hop is bad and we’re not allowed to engage with it” movement. Since then, he’s made a couple attempts to climb back into the ring, all of which were largely unsuccessful. Poor, poor PG One.

2. The One Where China’s Most Famous Actress Disappeared Overnight

As a fresh new star, PG One’s fall from grace hit hard. But if there’s one thing that hits harder, it’s the biggest actress in China (!) being exposed for fraud (!!) on social media, and straight up disappearing for months (!!!), Carmen Sandiego-style.

The storm started when infamous straight-talking TV presenter Cui Yongyuan published a photo to Weibo of Fan’s contract for the film Cell Phone 2, showing her payment of 10 million RMB (1.56 million USD) for just four days work. A big payday, but the real bombshell was a photo of a second contract, displaying Fan’s actual payout of 50 million RMB for the exact same job. The lower number was sent to the authorities, allowing Fan’s camp to sidestep a huge sum in taxes.

Fan Bingbing, “Yin-Yang Contracts”, and Alleged Tax Evasion: Will the Scandal Change China’s Film Industry?

The “yin-yang” contract scandal blew up. Fan disappeared from the public eye for months (previously, she’d been absolutely inescapable, probably the only star to hold more product sponsorships than Kris Wu). Rumours circulated that she’d been arrested, or fled to the US. But authorities eventually came forward to charge her with nearly one billion RMB in fines for tax evasion.

Yikes. She issued a suitably grovelly apology via Weibo, but it seems Fan likely won’t be getting sponsorships for yogurt, or vacuum cleaners, or milk biscuits, or handbags, or vitamin supplements, or dish detergent, or air purifiers, anytime soon.

3. The One Where Team Ariana Grande Fired Shots at Kris Wu

Ah! Speaking of Kris Wu.

The K-pop star-turned-rapper had an eventful year, to say the least. Wu’s fame and status were cemented by his position as the lead judge on reality TV juggernaut Rap of China, which marched on into Season 2 in 2018, in spite of alleged hip hop bans. He also had an ear-splittingly bad raw vocal track leak, which thrust him into the center of an all-out “boys vs. girls” debate instigated by a basketball fan forum (still with us?).

Several rappers jumped in with diss tracks, leaving Wu to fight them off with a diss track of his own:

He then followed that up with a hater-bating appearance in the final of Rap of China. Phew. But wait, there’s so much more….

Kris Wu Controversially Pulled from iTunes Top Spot as Twitter Asks, “Kris Who?”

Now, after all that, we get to the real scandal and controversy. When Kris finally dropped his long-awaited debut album Antares, it inexplicably seized seven of the top ten spots on the US iTunes charts. That’s super fishy, considering the artist’s rate of recognition with US audiences is close to zero (or at least was prior to this scandal).

Maybe iTunes would have let that slide, but one person was not having it. And that one person was Ariana Grande. Well, more than one person — ostensibly it would’ve been Ariana’s whole team of lawyers, who were not pleased about Kris’ suspiciously strong performance edging Ariana’s new single thank u, next out of the number one spot.

Several conclusions were drawn, but to summarize: yes, it seems Kris’ mainland China fan base had conspired to artificially boost his US sales data. He was wiped from iTunes’ US charts altogether. The rapper once again became a trending topic on Weibo — but hey, for the first time, US fans started to care who he was, finally asking the question Kris Who?

4. The One Where One of China’s Best-Known CEOs was Arrested in the US

No, not a CFO in Canada — we’ll get to that. 2018 was, among other things, the year of #MeToo in China. Initially deemed too controversial, and thus suppressed by the powers at be, the movement proved in 2018 it was here to stay, with a slew of high-profile figures finding themselves on the receiving end of sexual misconduct allegations.

Near — if not at — the top of the totem pole was Richard Liu, CEO and founder of major e-commerce platform JD.com. While in the US, Liu was accused of rape, and arrested. He was released a day later without charge, but by then his mugshot was already pasted over every news outlet in China.

JD.com Billionaire Richard Liu’s Arrest is Forcing China to Have New Conversations

The case prompted serious discussion, and confusion. Photos of a woman identified as the accuser circulated almost as quickly as the photos of Liu himself. The woman later came forward and denied all connection to the case. But JD.com has continued to find themselves in the headlines since then, and it doesn’t seem like people are ready to forget about Richard Liu anytime soon.

5. The One Where #MeToo Hit the Upper Reaches of Chinese Buddhism

Richard Liu’s charges were unexpected, but not surprising. CEOs and powerful executives have been in the spotlight since the beginning of #MeToo. But elsewhere, the hammer fell further from the usual mark, when China’s most senior Buddhist monk was publicly exposed for a string of sex crimes.

China’s #MeToo Movement Reaches Major Buddhist Temple

The allegations against Master Xuecheng, Senior Abbot of Longquan Temple and President of the Buddhist Association of China, were detailed in a 95-page letter posted to social media. It was quickly removed by authorities — not just because censors have a history of deeming sexual assault allegations unfit for online discussion, but also because (through his position at the top of the Buddhist Association of China) Xuecheng is considered an official government figure.

Both Richard Liu and Xuecheng were wake-up calls for China, proving that sexual assault is not a faraway concept, but an unfortunate reality which far too often goes unseen. The disgraced Xuecheng was forced to resign from his position in the Buddhist Association of China.

6. The One Where One of China’s Best-Known CFOs Was Arrested in Canada

Now here we have a scandal that’s still ongoing.

Meng Wanzhou, CFO of tech giant Huawei (and daughter of the company’s founder), was arrested while transferring flights in Vancouver just over a week ago.

The reason? Meng was sought for extradition by the United States, on suspicion of helping Huawei circumvent US sanctions on Iran. The US alleges that she misled financial institutions by painting a Huawei subsidiary as a separate company.

No matter how you slice it, when a top executive at one of China’s biggest and most important companies faces possible criminal charges in a New York courtroom… that’s a big deal. Meng was released on bail last week, with the condition that she’d undergo 24-hour surveillance. The case is still developing, so grab some popcorn and stay tuned — this might be one for your holiday watchlist.

7. The One Where CCTV’s Spring Festival Gala Featured Blackface in a Skit About Africa

Well, individuals weren’t the only ones to endure widespread social shame this year. CCTV, whose reputation with foreign audiences was quite poor to begin with, reached a new low with the ultimate foot-in-mouth move: using a blackface caricature of African women as a key focal point in their biggest annual TV production.

Four Key Points from CCTV’s Controversial Spring Festival Gala

Really, the mind boggles to understand how they imagined this might work. CCTV’s Spring Gala is a national production on a huge scale — hundreds of millions of viewers tune in each year to watch the variety show for China’s most important national holiday, the Spring Festival (Chinese New Year).

With an event so massive, with so many moving parts, you’d think somebody might look at the pitch to paint a Chinese woman black, affix to her a large fake ass, and have her parade around loudly and foolishly (with a monkey at her side) in the name of Sino-African friendship, and say “hey guys, maybe this isn’t the best idea.”

And yet, it happened. All around the world, international media outlets held the mic up to CCTV, asking “yo, what the f*ck, man?”

It didn’t make China look great. I guess you could argue CCTV’s heart was in the right place: it’s normal for the Spring Gala to highlight key political themes, and CCTV wanted to acknowledge and offer screen time to Africa, whose importance as a partner to China is becoming clearer every day. But the cringeworthy execution showed that China still has a long way to go in understanding their new friends.

8. The One Where Dolce & Gabbana Apparently Decided They Didn’t Want to Make Money in China Any More

Let’s wrap up this list with a more recent scandal; one whose fallout was quick, comprehensive, and could potentially alter the future for one unfortunate, but very deserving, brand: Dolce & Gabbana.

D&G wanted to promote their Shanghai fashion event, “The Great Show”. Inexplicably, they did so by running a promo campaign that was zero parts luxury handbags, all parts navel-gazing Orientalist stereotype. Their three part video series of a Chinese model giggling shyly behind her hand, accompanied by red lanterns and Clip Art-like Chinese festival tunes, while she struggles to use chopsticks to eat Italian food, did nothing but confuse viewers and incite backlash. Nonetheless, the clock continued to tick towards the night of “The Great Show”.

Dolce & Gabbana Sparks Cries of Racism with Controversial Ad Campaign

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That is, until one imbecilic, clueless, and probably drunk designer got his grubby, bottom-feeding hands onto the situation. Stefano Gabbana, in a stupendous display of ignorance, single-handedly knocked thousands and thousands off of D&G’s net worth, when he responded to a criticism of the campaign with statements that China was “the country of ”, “ignorant dirty smelling mafia”, whose people are “racist because [they] eat dogs”.  Yiiiiiiiiikes.

Well, you can probably imagine what happened when those screenshots were captured and released to the world:

View this post on Instagram

As @dolcegabbana prepares to mount their next runway show in Shanghai this coming evening (7:30PM) and the rest of Instagram fawns over what’s sure to be an overly lavish “love letter” to China, we’ll be wondering if we’ll see chopsticks as hair ornaments, take-out boxes as purses, or even kimonos misappropriated as Chinese costume. Time will tell. For now, we’ll let y’all simmer on this DM between Stefano and Dieter @michaelatranova (chronology is reversed in slides). Word has it that they’re still in the process of model casting (over 200 Asian girls scheduled)…wouldn’t let them walk the show if we were their agents lol. Also, curious what the Chinese government will think of their country being called shit basically…especially considering how strict they are on who to allow to enter the country on work visas based on a thorough social media background checks. • #DGTheGreatShow #DGlovesChina #runway #fashionshow #cancelled #racism #dolceandgabbana #altamoda #rtw #dgmillennials #stefanogabbana #shanghai #chinese #china #wtf #dumb #lame #asianmodel #asian #dietprada

A post shared by Diet Prada ™ (@diet_prada) on

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The blowback was swift and merciless. “The Great Show” was cancelled, their products were removed from online retailers, and D&G’s overall brand health score in YouGov’s BrandIndex dropped from 3.3 to -11.4. This writer came across no less than four individual D&G diss tracks by Chinese rappers. Truly some pre-internet thinking, from this old sack of  Stefano Gabbana. And it didn’t help that D&G’s brainless PR team opted to address the situation by claiming the messages were fake, and that Stefano’s Instagram account had been hacked, giving birth to the now infamous “Not Me” meme.

Chinese Retailers Remove Dolce & Gabbana Products as Dairy Queen is Sucked into Backlash

Chinese buyers are an incredibly important group of consumers for international luxury brands. That being said, D&G looks like they’re in store for a long, hard, and probably fruitless road to recovery, whose destination may be a lost cause altogether.

Well, that was juicy. We need to step into the sunlight now, having basked in the shade for so long. But thanks for joining us on this scandalous roundup, and we hope you stay tuned for whatever terrible, shameful things happen in 2019.

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Briefing: Short video app Kuaishou launches mini-game feature https://technode.com/2018/12/19/kuaishou-mini-games/ https://technode.com/2018/12/19/kuaishou-mini-games/#respond Wed, 19 Dec 2018 08:07:59 +0000 https://technode-live.newspackstaging.com/?p=90364 KuaishouChinese tech companies are competing to become all-in-one entertainment platforms. ]]> Kuaishou

Tencent-backed short video app Kuaishou launches mini game similar to WeChat’s offering – SCMP

What happened: Chinese short video platform Kuaishou has launched a feature allowing users to play video games within its app, negating the need to download them to their phones. So far there is only one game available within Kuaishou’s app. The new feature allows users to share their scores with other Kuaishou gamers. The mini-game was reported earlier this week by some users of the platform, though it currently appears to be under testing for selected users.

Why it’s important: Chinese tech companies are competing to become all-in-one entertainment platforms, aiming to keep users within their ecosystems for as long as possible. Kuaishou follows WeChat in launching its mini-game feature, the latter company including the ability to play in-app games last year. However, WeChat’s reach extends much further than just entertainment. It incorporates services including food delivery, bill payments, and travel bookings, among others. Earlier this year, Alibaba also added mini-games to its Taobao marketplace.

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Briefing: Google’s China search project halted after internal complaints https://technode.com/2018/12/18/google-china-project-halted/ https://technode.com/2018/12/18/google-china-project-halted/#respond Tue, 18 Dec 2018 06:35:35 +0000 https://technode-live.newspackstaging.com/?p=90125 Google engineers no longer have access to 265.com’s data, which has ended Project Dragonfly for the time being.]]>

Google’s secret China project “effectively ended” after internal confrontation – The Intercept

What happened: Google has been forced to shut down a data analysis system it was using to develop a search engine for China after members of the company’s privacy team filed internal complaints about being kept in the dark about the project. The company had been using the Beijing-based website 265.com to learn about Chinese internet users and develop blacklists to accommodate China’s stringent rules, which is critical to the development of the search engine, dubbed Project Dragonfly. Google engineers no longer have access to 265.com’s data, which has ended Project Dragonfly for the time being.

Why it’s important: The US search giant has received mounting criticism for its plans to relaunch its search engine in China, with the date initially set for between January and April 2019. In August, more than 1,400 employees signed a petition criticizing the lack of transparency around the project. In November, more than 200 Google employees issued an open letter to the company demanding it halt the project.  Dragonfly has been one of the top priorities for Google’s top executives, including CEO Sundar Pichai, despite resistance from employees. The filtered version of Google search would require real-name verification of users and data would be shared with a Chinese partner.

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Briefing: Zhihu employees deny rumors of massive layoffs https://technode.com/2018/12/17/zhihu-new-cfo-no-ipo/ https://technode.com/2018/12/17/zhihu-new-cfo-no-ipo/#respond Mon, 17 Dec 2018 04:12:34 +0000 https://technode-live.newspackstaging.com/?p=89967 One company insider said that yearend assessments and layoffs are a regular occurrence. ]]>

知乎多名员工否认大规模裁员 任命新CFO或为上市第一步 – Securities Daily

What happened: Quora-like Zhihu has again denied that it has definite plans to go public following the hire of its first-ever chief financial officer (CFO). The addition to the team, along with plans for restructuring, was officially announced by Zhihu founder and CEO Zhou Yuan in a company-wide email on December 14. In response to Chinese media reports that the new CFO wants to cut as much as two-thirds of the platform’s existing workforce (roughly 1,500 strong), multiple employees told Securities Daily that they’d never heard of such plans. One company insider said that yearend assessments and layoffs are a regular occurrence and that Zhihu’s reorganization comes after a year or so of excessively rapid expansion, including the hiring of over 1,000 employees.

Why it’s important: While Zhihu says it has no timeline for an IPO, the company has seen positive growth in areas besides its workforce over the last year. Year-on-year advertising revenue grew well over 300% in the first half of 2018. And in August, after completing Series E funding the platform ended up with a $2.5 billion valuation, placing it firmly ahead of its US-based predecessor Quora. The company insider quoted by Securities Daily says that Zhihu’s restructuring is being misinterpreted as only downsizing, when in fact the company is preparing for new growth. If true, Zhihu will have its work cut out for it realigning and expanding its existing workforce in a sustainable way, let alone preparing for a rumored IPO.

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Briefing: Responsibility was Tencent’s main lesson from 2018: CEO https://technode.com/2018/12/14/pony-ma-tencent-lesson-2018-responsibility/ https://technode.com/2018/12/14/pony-ma-tencent-lesson-2018-responsibility/#respond Fri, 14 Dec 2018 08:45:51 +0000 https://technode-live.newspackstaging.com/?p=89887 It's been a tough year for the gaming and social media giant. ]]>

Tencent CEO Pony Ma tells staff that ‘responsibility’ was the main lesson learned from a tough year – SCMP

What happened: Executives at Chinese tech giant Tencent have told employees that responsibility, respect, and kindness are the main takeaways from 2018. The comments were made at a staff meeting on Wednesday. Tencent CEO Ma Huateng said that the company needs to improve the daily lives of ordinary citizens in order to become the country’s most respected internet company.

Why it’s important: Tencent, China’s biggest social media and gaming company, has had a tough year. The Chinese government has led crackdowns on “cultural content,” including videos and games. Approvals of new game titles were halted in March, which was followed by the company losing more $200 billion in market value. The company has subsequently attempted to appease regulators by imposing features aimed at limiting underage users’ gaming time. Amid the slowdown, Tencent announced a restructuring plan aimed at expanding its consumer focus to include enterprises, in part driven through significant investment in cloud computing.

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Leadership crisis is latest woe for Bullet Messenger backer Smartisan https://technode.com/2018/12/14/leadership-latest-woe-for-smartisan/ https://technode.com/2018/12/14/leadership-latest-woe-for-smartisan/#respond Fri, 14 Dec 2018 05:18:37 +0000 https://technode-live.newspackstaging.com/?p=89539 Smartisan's troubles highlight how smaller brands struggle to survive in the shadow of China's tech giants. ]]>

Bullet Messenger backer Smartisan Technology has undergone a drastic reshuffle. CEO Luo Yonghao is no longer legal representative while the company has stripped 10 top executives of their directorships, TechNode’s Chinese-language sister site reported earlier this week.

That development is just the latest in a long list of troubles for Beijing-headquartered Smartisan. In the past few months, Smartisan has faced rumors of resignations, office closures, massive layoffs, and unpaid wages.

Founded in 2012, the company designs and sells consumer electronics, including phones and PCs. The company announced its first smartphone, the Smartisan T1, in 2014.

In the latest development, Luo will be replaced by Wen Hongxi, a largely mysterious figure. Past reports suggest that Wen was one of Luo’s former colleagues in the early 2000s when he was an English teacher at private education institute New Oriental.

Zhu Xiaomu, one of the company’s first executives, and CTO Qian Chen were stripped of their directorship. Last week, Chinese media reports suggested that Zhu had left the company. He dismissed the rumor in a Weibo post soon after.

“In situations where companies run out of cash, it is particularly difficult because employees deserve to be paid if they are working, but the company can’t magically create cash out of thin air to pay them,” James Hull, a private investor, told TechNode.

“In these situations, the legal representative tends to take on the responsibility of resolving the disputes with staff and other parties,” he added.

Smartisan was not immediately available for comment.

Roller coaster ride

The company made its foray into the messaging app market in August with the release of Bullet Messenger. Smartisan helped launch the app and is a major investor in its developer, Beijing Kuairu Technology.

Bullet Messenger reached 4 million active users in the nine days after its launch, with some seeing it as a potential threat to Tencent’s super app, WeChat. Some analysts described Bullet’s key advantage as being “lighter” than WeChat.

Luo, who is an internet celebrity turned entrepreneur, at one point became the de facto spokesperson for Bullet, proselytizing its impressive achievements on his Weibo account, which has over 16 million followers. With high hopes for Bullet’s success, Luo announced in September that the app was going to spend around RMB 1 billion (around $145 million) on user acquisition over the course of six months.

However, its downloads shrank shortly after its initial boom. In October, the app was removed from the iOS App Store due to a copyright complaint. Although it was reinstated the following day, being taken off the shelf was a blow to the company, which was at one stage more popular than WeChat and Douyin (TikTok).

To make matters worse, the app also faced criticism from authorities for having lax security settings and for failing to curb racy content.

Rumors claiming venture capital firms and Chinese tech companies including Tencent expressed interest in investing flourished—which in a large part was peddled by Luo. However, Tencent later refuted the claims.

While some bought into Luo’s relentless self-promotion, others remained unconvinced. “If [Bullet Messenger] could be like Alibaba’s DingTalk and focus on developing its interface and expanding app features, it could work … But Bullet still relies on SMS (short message service) technology that belongs to the 2G era, with very limited functions…,” one user wrote in a post (in Chinese) on Quora-like platform Zhihu.

Uphill battle

Aside from its new messaging venture, Smartisan’s main business has also been fighting an uphill battle.

In October, multiple reports suggested that Smartisan was dissolving its business operations in Chengdu. Local reporters found that the company laid off around a hundred employees. Smartisan responded by saying the Chengdu office had not been abandoned but had relocated, admitting some workers were laid off in the process. One person familiar with the company’s operations in the city confirmed closure of a Smartisan facility there to TechNode.

Talk of dismissals continued in November when reports suggested the company planned to slash 60% of its workforce amid a financial crisis. Luo denied the claim on Weibo and threaten to sue. However, a company representative told Securities Daily that “the company really is in a crunch, but please give Smartisan time.”

In the same month, a subsidiary of Coolpad filed a lawsuit against Smartisan over unpaid orders. The Coolpad subsidiary claimed that Smartisan failed to settle the remaining balance of RMB 4.5 million after it delivered mobile phone parts worth more than RMB 10 million.

On Wednesday, a screenshot of an email allegedly written by Smartisan’s human resources department made the rounds on social media, showing the company was unable to pay its employees’ November salaries. Chinese netizens also found that all smartphone models on Smartisan’s official website were either removed or “out of stock.”

Despite its recent difficulties, tougher times may lie ahead.

“Smartisan’s downfall should not be looked at separately, but instead should be put context by looking at the Chinese smartphone industry as a whole,” industry expert Liu Yan told TechNode.

“Smaller brands like Smartisan have difficulty getting their hands on the right resources, so they’re unable to produce leading products,” Liu added.

Correction: This story has been corrected to reflect that Smartisan backs Bullet Messenger creators Kuairu, not operates the messaging app as originally posted.

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Briefing: Chinese gaming giant NetEase sells comic assets to rival https://technode.com/2018/12/14/netease-comics-bilibili/ https://technode.com/2018/12/14/netease-comics-bilibili/#respond Fri, 14 Dec 2018 02:35:31 +0000 https://technode-live.newspackstaging.com/?p=89798 The company reached a partnership with Marvel in May to help introduce the first batch of Chinese superheroes. ]]>

China’s second-largest gaming company to sell comics assets to rival – TechCrunch

What happened: China’s second-largest gaming company NetEase has agreed to sell its comics business to anime-streaming site Bilibili, a rival of the company. Bilibili says its acquisition includes NetEase Comics’ mobile app, website, and copyrights for a large number of stories on the platform. The two parties will work together to create original comics in the future.

Why it’s important: The move marks a change of track for NetEase, which has sought to expand beyond its core gaming business to the related animation and comics sector. The company reached a partnership with Marvel in May to help introduce the first batch of Chinese superheroes. Bilibili raised $483 million from a U.S. initial public offering in March. Collectively known as ACG fans, the users of anime, comics, and gaming services form a vibrant community in China’s cyberspace. iResearch estimated that the community includes as many as 219 million people.

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Quora-like Zhihu rumored to lay off hundreds of employees https://technode.com/2018/12/12/zhihu-layoffs-hundreds-employess/ https://technode.com/2018/12/12/zhihu-layoffs-hundreds-employess/#respond Wed, 12 Dec 2018 13:31:41 +0000 https://technode-live.newspackstaging.com/?p=89622 In August, Zhihu raised $270 million in series E funding—the biggest round in the company's history. ]]>

Zhihu, China’s Quora-like knowledge sharing platform is reportedly laying off over 300 staff, around 15% of its workforce.

“This morning I was fixing bugs, then in the afternoon I got the news,” one Zhihu employee said in an anonymous post on Maimai, a Chinese professional networking platform.

A Zhihu spokesperson told TechNode that the information circulating online about job cuts is a rumor, adding that the process is part of a performance evaluation the company uses to make staffing adjustments and structural optimizations.

Headhunters told Chinese media 36Kr that its unlikely the rumored layoffs are purely fiction, though they shouldn’t raise a red flag about Zhihu’s operations. Many Internet companies, including bike-rental firms ofo and Bluegogo, were forced to cut jobs because their operations or funding ran into serious problems.

In August, Zhihu raised $270 million in series E funding—the biggest round in the company’s history. With a valuation of $2.5 billion, the eight-year-old company is the fourth-largest social media platform in China, with around 180 million registered users.

The company has started commercializing its services, and has been focusing on advertisements and paid content. In the first half of 2018, its revenue increased by 340% compared to the same period last year.

On top of the job cuts rumors, there has also been speculation about the company’s leadership shuffle. Multiple reports suggested that Zhihu is bringing a new CFO on board (in Chinese), which—along with “structure optimization”—hint that the company could be preparing for a public listing.

The company told TechNode it hasn’t started an IPO process and does not have a timeline.

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Briefing: Tencent Music raises nearly $1.1 billion in US IPO https://technode.com/2018/12/12/tencent-music-ipo-in-us-by-deal-value/ https://technode.com/2018/12/12/tencent-music-ipo-in-us-by-deal-value/#respond Wed, 12 Dec 2018 05:20:35 +0000 https://technode-live.newspackstaging.com/?p=89540 Its stock performance is worth watching as it could show investor confidence amid China-US tensions.]]>

China’s Tencent Music raises nearly $1.1 billion in U.S. IPO – Reuters

What happened: Tencent Music said it raised around $1.1 billion in its IPO, pricing at $13, the low-end of its targeted range. The IPO values Tencent’s music streaming affiliate at $21.3 billion. The company’s US IPO is the fourth largest among Chinese firms listed in 2018 by deal value. Having more than 800 million monthly active users, Tencent Music is China’s biggest music streaming firm. The company’s shares will start trading today (Dec. 12).

Why it’s important: Tencent Music’s stock performance is worth watching as it could show investor confidence amid China-US tensions. It may also allow domestic firms to evaluate any listing plans, particularly while China is accelerating the launch of a Shanghai-based tech board. It will also be a crucial point for parent company Tencent to optimize and adjust internal business structures for enhancing its profitability amid its shift from consumer-based platforms to those targeting enterprises.

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Briefing: Tencent Music sued by early investor ahead of US IPO https://technode.com/2018/12/11/tencent-music-sued-us-ipo/ https://technode.com/2018/12/11/tencent-music-sued-us-ipo/#respond Tue, 11 Dec 2018 03:21:02 +0000 https://technode-live.newspackstaging.com/?p=89394 Tencent Music TME quarterly earnings revenueThe co-president of TME is accused of forcing an early investor to sell his equity stakes.]]> Tencent Music TME quarterly earnings revenue

Tencent Music sued by investor ahead of $1.2 billion US IPO – TechCrunch

What happened: Co-President of Tencent Music Entertainment (TME) Xie Guomin is facing an accusation of using misinformation, threats, and intimidation to force an early investor to sell his equity stakes in Ocean Music—a company Xie co-founded and eventually merged with Tencent Music. Chinese investor Guo Hanwei filed a motion for discovery last week at a New York district court, demanding Xie return his stake and compensate him for his financial losses.

Why it’s important: The accusations come as the music streaming service operator prepares for its $1.2 billion mega IPO, which is scheduled to debut on the New York Stock Exchange on Wednesday (Dec. 12). Tencent Music is a spin-off of Chinese tech giant Tencent, which owns a number of popular streaming apps in China, including QQ Music and Kugou. Collectively, the music streaming service has over 700 million monthly active users and around 14 to 21 million subscribers. The much-anticipated IPO was put on hold in October due to unfavorable global stock market conditions.

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Briefing: China forms body to review video game ethics https://technode.com/2018/12/10/china-video-game-ethics/ https://technode.com/2018/12/10/china-video-game-ethics/#respond Mon, 10 Dec 2018 05:21:53 +0000 https://technode-live.newspackstaging.com/?p=89215 It will evaluate online games and services, providing decision-making recommendations to the government.]]>

网络游戏道德委员会成立 对20款游戏做出评议 – People.cn

What happened: China has formed a body to evaluate ethical issues in video games. The recent creation of the Online Games Ethics Committee comes amid concerns of gaming addiction and myopia among the country’s youth. So far, it has evaluated an initial batch of 20 video game titles, with nine of them being rejected for publication in China. The body ruled that the remaining 11 titles require modification.

Why it’s important: According to state-owned media, the new committee, which was publicized for the first time, consists of experts and scholars on youth problems and game-related issues, as well as officers from relevant government bodies. No more details were revealed about the committee or recently-reviewed games. Still, it will conduct ethical evaluations of online content, providing decision-making recommendations to government departments. It marks a tightening of control over China’s gaming industry, which has seen increased regulation over the course of the year.

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Briefing: Bytedance to raise funds for AI and media content https://technode.com/2018/12/10/bytedance-funding-ai-content/ https://technode.com/2018/12/10/bytedance-funding-ai-content/#respond Mon, 10 Dec 2018 04:41:47 +0000 https://technode-live.newspackstaging.com/?p=89208 bytedance jinri toutiao tiktok topbuzzThe company is currently the most valuable startup in the world.]]> bytedance jinri toutiao tiktok topbuzz

ByteDance in Talks to Raise $1.45 Billion for Startup Shopping Spree – The Information

What happened: Bytedance is reportedly in talks to secure RMB 10 billion ($1.45 billion) for its first venture fund to invest in AI and media content. Around RMB 2 billion will reportedly come from ByteDance, while the rest will be from outside investors, potentially including major Chinese government-led funds and state-owned investment banks. Bytedance is also reportedly planning to launch a new social media app called Flipchat to compete with Wechat.

Why it’s important: Bytedance is currently the most valuable startup in the world. The company is known for its heavy emphasis on AI to provide personalized content as well as targeted advertisements for its users. The new fund, as one of the largest corporate venture efforts by a private unicorn, could enable Bytedance to gain further access to new technologies and content while facing an increasingly diverse global audience. Coming at a time when venture capital fundraising in China is increasingly difficult, it could be a strategic move for the company to seek investment from state-backed investors. The new social messaging app Flipchat, not officially confirmed, has come off as potentially being a strong competitor to Chinese messaging giant WeChat.

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The People’s Republic of Desire: Inside China’s lucrative livestreaming craze https://technode.com/2018/12/07/peoples-republic-of-desire/ https://technode.com/2018/12/07/peoples-republic-of-desire/#respond Fri, 07 Dec 2018 07:00:05 +0000 https://technode-live.newspackstaging.com/?p=88943 “People’s Republic of Desire” takes the viewer into the lucrative and exploitative world of YY.com.]]>

Editor’s note: A version of this post by Ruonan Zheng first appeared on Jing Daily, the leading digital publication on luxury consumer trends in China.

Last Tuesday, the winner of the prestigious South by South West Film Festival 2018 Grand Jury Award for documentary feature was screened in New York at an event co-hosted by our sister publication China Film Insider and Jing Daily. “People’s Republic of Desire” takes the viewer into the lucrative and exploitative world of YY.com, a NASDAQ-listed Chinese social media site focused on live video streaming.

As many luxury brands increasingly use livestreaming to attract fans and monetize that attention, they need to understand what’s driving the estimated $5-billion livestreaming juggernaut in China. Livestreamers can receive money from viewers—which has sent ordinary people on a quest to instant fame and fortune.

The film has gotten a wave of international attention as it races for the Oscar shortlist. Hollywood Reporter wrote: “Reckoning the cost of fame… a revealing examination of contemporary Chinese internet culture.” The film is also “provocative and unsettling as it brings us on a guided tour through the digital marketplace for something resembling human contact,” commented Variety.

Livestreamer Big Li is excited by the amount of expensive digital goods he has received. Courtesy Photo.

Fan comments. Courtesy Photo.

The film focuses on two main characters, 21-year-old Shen Man and 24-year-old comedian Big Li. Both had relatively humble upbringings and backgrounds—Shen studied nursing, while Li started as a construction worker in Beijing. A few years after stepping into their livestreaming careers, their overnight-riches stories have become idolized by fans.

The livestreamers hold a similar value to luxury brands—creating a sense of aspiration fulfilled that is craved by the people living in smaller cities, where unemployment is high and wealth is lower than the average for China. For example, while livestreamer Shen earns $40,000 a month from live streaming, one of her viewers earns less than $300 a month.

Fans of Big Li are entertained and inspired by his story. Courtesy Photo.

The virtual world reflects the real world situation, where the class and wealth gap continues to widen in China. The rich are called tuhaoused to describe the nouveau riche, overnight rich, who are likely big-brand luxury shoppers—whereas diaosi —the poor —dream about the life that livestreamers have made for themselves.

Director Hao Wu. Courtesy Photo

The director, Hao Wu, a former executive of internet giants like Alibaba and Yahoo!, was interested in the mechanism behind this money-making machine. The totalitarian nature of the livestream platform should serve as a reminder to brands that they are actively participating in the game.

“Livestream has developed a complicated virtual universe that took me years to unpack, a universe encompassing idol worshipping, conspicuous consumption, status seeking, and layers upon layers of profit-making,” said Hao Wu.

A virtual display of the number of fans and their worship of the livestreamer Shen Man. Courtesy Photo.

What’s driving the craze is the China’s current social landscape. The one-child policy and urban migration have shaped a lonely millennial generation, as many have turned to the virtual world for meaningful connection and emotional release; the livestreaming platform keeps them hooked.

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Chinese gaming firm iDreamSky stumbles in its Hong Kong debut https://technode.com/2018/12/06/idreamsky-stumbles-on-debut/ https://technode.com/2018/12/06/idreamsky-stumbles-on-debut/#respond Thu, 06 Dec 2018 12:58:03 +0000 https://technode-live.newspackstaging.com/?p=89003 The company listed on the Nasdaq in 2014, eventually delisting in September 2016.]]>

Chinese gaming company iDreamSky stumbled in its Hong Kong debut after a two-year hiatus from trading publicly and increased government regulation in the gaming sector.

The company’s shares sold at HK$ 5.9 (around $ 0.75) apiece at their lowest point before closing at HK$ 6.03, according to the Hang Seng Index.

Figures from the company’s IPO prospectus reveal that its revenue increased 44% year-on-year, reaching RMB 1.07 billion in the first half of 2018. According to third-party research company CNG, the Chinese mobile game market witnessed just 13% growth in the same period.

The company listed on the Nasdaq in 2014 before filing for privatization in June 2015, eventually delisting in September 2016.

Chinese regulators have halted approvals of new game titles since March, increasing their control over “cultural content,” with state-owned People’s Daily referring to Tencent’s hit game “Honour of Kings” as “poison.” The government claims the moves target myopia and gaming addiction among the country’s youth.

Considering that the date for resuming approvals is still pending, investors may assume that the best days for China’s gaming industry are already behind it.

“We will support the Chinese government regulations,” Jeffrey Lyndon Ko, co-founder and president of iDreamSky, said in a Bloomberg broadcast. “We believe that only with better regulatory standards, the industry can have sustainable growth.”

iDreamSky has attracted the attention of two of the world’s gaming giants—Tencent, holding a 20.65% stake as the largest institutional shareholder, and Sony, a cornerstone investor with a $5 million stake. This is the first time Sony has invested in a Chinese gaming firm and been involved in a Hong Kong listing.

JD.com, through its wholly owned subsidiary Windcreek Limited, is also a cornerstone investor, matching Sony’s holding in the company.

iDreamSky cooperates closely with Tencent in multiple areas, including services provided by Tencent Cloud, exclusive license grants, and IP development.

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Briefing: Tencent Music files for US IPO https://technode.com/2018/12/05/tencent-music-us-ipo-filed/ https://technode.com/2018/12/05/tencent-music-us-ipo-filed/#respond Wed, 05 Dec 2018 11:39:38 +0000 https://technode-live.newspackstaging.com/?p=88864 Tencent Music TME quarterly earnings revenueThe company aims to list this year because of fear over US-China trade tensions.]]> Tencent Music TME quarterly earnings revenue

Tencent Music presses play on $1.2 billion U.S. IPO – Reuters

What happened: Tencent Music submitted its IPO filing to the US Securities and Exchange Commission earlier this week. The company plans to list on the New York Stock Exchange and raise between $1.07 billion and $1.23 billion. It will sell 82 million American Depositary Receipts (ADRs) at between $13 and $15 each.

Why it’s important: The company initially filed for its IPO in October. However, to due unfavorable global stock market conditions, it decided to delay the process. It initially sought to raise $2 billion but has since downgraded its fundraising target. Sources told Reuters that Tencent Music was aiming to get listed this year because of fear over US-China trade tensions, and not because it desperately needed the money. The IPO could be one of the biggest by a Chinese company this year, falling behind iQiyi and Pinduoduo.

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Korean facial recognition avatar app Zepeto takes China’s youth by storm https://technode.com/2018/12/05/zepeto-korean-facial-recognition-china/ https://technode.com/2018/12/05/zepeto-korean-facial-recognition-china/#respond Wed, 05 Dec 2018 11:17:24 +0000 https://technode-live.newspackstaging.com/?p=88859 Growing popularity has led to technical issues, leaving would-be users staring at startup screens.]]>

Despite not being available in Chinese, social networking avatar app Zepeto has made it to the mainland.

Baidu searches for “Zepeto” have grown rapidly over the last week, from just under 4,000 on November 28 to more 150,000 hits on Tuesday (November 4). On Weibo, the hashtag #玩zepeto停不下来# (“can’t stop playing Zepeto”) has been read a hundred million times. Weibo hashtag #zepeto打不开# (“can’t open Zepeto”) has been trending too, with close to 72 million readers.

According to a post on an official Zepeto Weibo account, at least some technical difficulties can be traced to the recent boom in popularity of the app. An influx of new people to the platform has caused servers to stutter, leaving would-be users staring at startup screens.

To address the issue, the Korean company behind the app plans to release a China-specific version by the end of December. Official versions of the app are currently only available on the App Store and Google Play, which is banned in China.

The Korean-developed app previously created a sensation in the US and other parts of Asia before landing in China. It even caused some panic online after unsubstantiated rumors arose that the app was tracking users’ locations. (Zepeta’s privacy policy states that it can share non-identifying personal data with third parties, but doesn’t appear to track location.)

Zepeto’s premise is simple enough. The app is free to download, but rewards users for watching ads or making purchases. Its format–allowing avatars to meet randomly or through chat rooms, and take virtual selfies with friends–is not unique, but it does feature youth-friendly dance moves and wardrobe options.

Zepeto users take can pose with virtual boy band members, or show off their moves. (Image credit: Weibo)

Although the app doesn’t seem particularly tailored towards Chinese users, the company behind it–Snow Corporation–is a subdivision of Korea’s Naver, which created the popular Asian messaging app Line. This past January, Snow also received $50 million in investment from China’s Sequoia Capital as well as Softbank Group.

Snow’s namesake selfie app, a former SnapChat competitor, has also previously partnered with Chinese startup SenseTime to create virtual features like a pair of AR sunglasses.

Zaizai, the Chinese version of Zepeto, will launch by the end of this year as a separate entity from the international app. Existing users will be given the chance to transfer their information. Following its launch, the global app will no longer operate in mainland China.

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Briefing: NetEase to cease live-streaming operation https://technode.com/2018/12/05/netease-shuttering-live-streaming-operation/ https://technode.com/2018/12/05/netease-shuttering-live-streaming-operation/#respond Wed, 05 Dec 2018 04:58:11 +0000 https://technode-live.newspackstaging.com/?p=88794 Tightening regulation is putting pressure on platform operators.]]>

NetEase to Shutter Livestreaming Operation – Caixin Global

What happened: NetEase-backed live-streaming app Bohe (“mint” in English) will cease operations on December 31 after running for a year and a half. From tomorrow (December 6), Bohe will suspend registration for new users and livestreamers, and cease short and live video services. NetEase CC, the company’s live-streaming platform for gaming and entertainment, is operating normally.

Why it’s important: Live-streaming businesses have run into trouble recently. As fierce competition continues, only a few, including Huya and Douyu, survive. Tightening regulation is putting pressure on platform operators. In response to increased oversight, these companies will have to restructure businesses to focus on core projects that can bring a steady stream of revenues. In this case, NetEase has been adjusting its business structure, and the company now has a portfolio of significant revenues generators consisting of online games, e-commerce, and advertising services.

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Google Play removes Cheetah Mobile-backed apps for ad fraud https://technode.com/2018/12/04/google-cheetah-mobile-ad-fraud/ https://technode.com/2018/12/04/google-cheetah-mobile-ad-fraud/#respond Tue, 04 Dec 2018 09:39:32 +0000 https://technode-live.newspackstaging.com/?p=88686 The company has also been called out by Shanghai's Consumer Council for weak user privacy protections.]]>

Google has removed two popular Chinese apps from its Play Store, including one run by Beijing-based internet company Cheetah Mobile.

The firm’s document management app CM File Manager (in Chinese), according to Google’s internal investigation, was removed for allowing click flooding.

Also known as click spamming, the technique allows fraudsters to use an app to steal users and attribute the installation to itself. If a user clicks a link but doesn’t intend to download an app, the click could be redirected to another app or malicious download. Reward fees will then be paid to partners who assisted in generating fake user traffic and downloads. The accusations were first published by Buzzfeed News.

Chinese communication and emoji tech company Kika, which is backed by Cheetah Mobile, had its Kika emoji keyboard removed from Google Play for similar reasons.

Last week, mobile app analytics firm Kochava said that seven of Cheetah Mobile’s apps were involved in ad fraud. The company said it could sue Kochava in light of what it deemed to be false accusations.

Cheetah Mobile has also been called out by Shanghai’s Consumer Council for weak user privacy protections in its CM browser. The app needed permissions that were unrelated to its functions.

The company hasn’t issued a response to the removal of its app.

Established in 2010, New York Stock Exchange-listed Cheetah Mobile reported a 15.6% year-over-year total revenue growth to RMB 1.4 billion ($196.9 million), as of the period ended September 30. The company’s average number of mobile monthly active users for the period was 535 million globally, around 68% of which were users outside China.

In 2015, the company also set up a Global Ad Platform to bridge the gap between digital marketers and consumers.

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Briefing: WeChat cracks down on copycat content with anti-plagiarism panel https://technode.com/2018/12/04/wechat-copycat-content-crackdown/ https://technode.com/2018/12/04/wechat-copycat-content-crackdown/#respond Tue, 04 Dec 2018 05:19:12 +0000 https://technode-live.newspackstaging.com/?p=88649 Writers of original WeChat content will pass judgment on plagiarism accusations.]]>

一线丨为鼓励原创 微信试运行“洗稿”问题投诉合议机制 – Tencent News

What happened: WeChat announced a new measure to help cut down on copycat articles, or “content laundering” (洗稿, our translation). The platform is setting up a special panel comprising writers of original WeChat content who will pass judgment on individual cases. Complaints that meet the legal requirements of plagiarism will automatically be sent to the team for review and punitive measures. Less clear cases require the accusing party to release a public complaint, receive a response from the accused, and be approved by at least 70% of selected panel members in order to be considered copycat content. Once an article has been judged “laundered,” it will be replaced with the original content and the decision made public to all users.

Why it’s important: WeChat has made some efforts to protect content creators within its official account ecosystem. It has enabled creators to label their articles as “original,” for example, which both allows them to receive monetary tips and prevents other accounts from reposting content verbatim. However, due to the relative ease with which official accounts can be created and the fierce competition for page views, “borrowing” content without properly crediting its source is still fairly common. This is the first time that WeChat has set up an independent panel composed of its own users to judge plagiarism, a step forward for the platform. The size and scope of the panel is still unclear, however, as well as their ability to reshape WeChat’s gargantuan media footprint.

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Briefing: Weibo plans expansion to global ‘Chinese-speaking world’ https://technode.com/2018/12/04/weibo-chinese-speaking-world/ https://technode.com/2018/12/04/weibo-chinese-speaking-world/#respond Tue, 04 Dec 2018 02:49:10 +0000 https://technode-live.newspackstaging.com/?p=88636 The company could face scrutiny amid increasing international exposure.]]>

Twitter of China Weibo eyes expansion to overseas ‘Chinese-speaking world’ – SCMP

What happened: Chinese social media platform Weibo is planning to expand beyond China’s borders to target at audiences in the whole Chinese-speaking world, according to Weibo Sports Senior Operations Director Zhang Zhe. In addition, the company is also considering launching new, more niche products in different languages.

Why it’s important: More and more Chinese internet giants are expanding into overseas markets in a bid to maintain long-term sustainable growth. China’s global-trotting consumers are serving as an entry point for mobile payment apps like Alipay and WeChat Pay to tap overseas markets. Similarly, the international “Chinese-speaking world” is the most accessible path for the global expansion of content and social media platforms thanks to the similar needs and habits of customers. However, increased exposure has its disadvantages. Expanding overseas might put Weibo under more scrutiny for its censorship and fake news issues.

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Updated: Thirty million users of Chinese dating app Momo reportedly had their data exposed https://technode.com/2018/12/03/momo-data-lekage/ https://technode.com/2018/12/03/momo-data-lekage/#comments Mon, 03 Dec 2018 12:53:07 +0000 https://technode-live.newspackstaging.com/?p=88584 The fact that the data is from three years ago may be the reason it's so cheap.]]>

Personal data from 30 million users of China’s top dating app Momo is reportedly being sold for as little as RMB 200 (around $30).

Weibo user lxghost posted a series of screenshots from the Chinese dark web entitled “database of 30 million Momo users” today (December 3), with a comment saying: “Momo’s database is quite cheap.”

TechNode was unable to verify the claims made by the Weibo user.

According to the screenshots, data on offer includes phone numbers and passwords. Peddlers claim that the data was obtained on July 17, 2015. They said the data was stolen through a method known as credential stuffing, where stolen account credentials, usually usernames and passwords, are used to gain unauthorized access to user accounts. This is achieved through malicious login requests directed against another platform.

In a statement, Momo said the matching rate for data is “quite low.” Even if the phone number and the password in the package do match, it’s impossible for others to log in with the leaked data because any such attempt on a different device would trigger a verification message via text, the company told TechNode.

Cybersecurity experts told the Southern Metropolis Daily that users who use identical accounts and passwords for every platform are highly vulnerable to such attacks.

The fact that the data is from three years ago may be the reason it’s so cheap. At the same time, the peddler has added a disclaimer, saying that they can’t guarantee the validity of the data and they will not support a refund once the information is sold. The photos show the data package has been purchased three times.

It’s no secret that personal information leaks are rampant in China, with the details of millions of citizens being stolen, shared, and sold online. In August this year, a data leak at Huazhu Hotels Group was thought to affect 130 million customers in what was believed to be the largest data breach in China in five years.

Additionally, a recent report by the China Consumer Association (CCA) found that 85.2% of app users in China have experienced data leaks.  The same organization found that Meitu, along with nearly 100 other apps, had violated user privacy by “excessively collecting recognizable bio data.”

Update: Included a response from Momo detailing its security measures. 

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Briefing: WeChat to remove ‘drift bottle’ feature citing concerns over illicit content https://technode.com/2018/12/03/wechat-drift-bottle-removal/ https://technode.com/2018/12/03/wechat-drift-bottle-removal/#respond Mon, 03 Dec 2018 07:21:43 +0000 https://technode-live.newspackstaging.com/?p=88510 wechat qq momo renren weiboThe company had received user complaints and unwanted media attention.]]> wechat qq momo renren weibo

 WeChat cancels drift bottle citing porn and prostitutes – SCMP

What happened: Tencent will remove its ‘drift bottle’ feature from WeChat, which allowed users to send voice and text messages for strangers to pick up within the app. The tech giant has said the system was used to “disseminate pornography and solicit prostitutes.” The move comes after it received user complaints and media attention for the illicit use of the messaging service.

Why it’s important: The planned removal comes as Chinese companies police their platforms more strictly amid increased pressure from regulators. Authorities have been pushing to clean up “vulgar” content, fake accounts, and rumors on the internet. Short video services have previously been some of the hardest hit, but it has also extended to gaming and news platforms. Recently Baidu was fined RMB 600,000 for circulating ads containing pornography, gambling, and violence. The industry crackdown has led to the closure of 9,800 social media accounts on WeChat, Weibo, Baidu, and Jinri Toutiao.

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Briefing: Apple seeks tune lover to head its China music business https://technode.com/2018/11/29/apple-music-leader-china-local-ambition/ https://technode.com/2018/11/29/apple-music-leader-china-local-ambition/#respond Thu, 29 Nov 2018 04:35:31 +0000 https://technode-live.newspackstaging.com/?p=88260 apple china US data governmentThe ideal candidate is a music lover that has expansion experience in complex business environments.]]> apple china US data government

Apple Music招募中国区负责人,暗示发力中国市场?– 36Kr

What happened: Apple Music posted a recruitment notice to hire a head for its China business, a Chinese music industry information platform reports. According to the job description, the ideal candidate is a music lover that has expansion experience in complex business environments, and is familiar with both the global and Chinese music worlds. The person should be able to cooperate with both musicians and music labels so as to improve Apple Music’s user experience. The recruitment advertisement is no longer available on Apple’s official site.

Why it’s important: The recruitment posting signals Apple’s greater ambition for its music business in China, where Apple Music arrived in the autumn of 2015. With China as Apple’s biggest app download market, the company hopes to expand its music businesses in the country and has formed a partnership with Bytedance’s Douyin (known as “TikTok” outside China). The agreement allows Apple Music users to play music in the Douyin app. Apple Music faces strong competition in China. NetEase Cloud Music now has around 600 million registered users. Meanwhile, QQ Music, which is backed by Tencent, is expected to go public soon.

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Briefing: Weibo acquires top live streaming platform Yizhibo https://technode.com/2018/11/29/weibo-acquires-yizhibo/ https://technode.com/2018/11/29/weibo-acquires-yizhibo/#respond Thu, 29 Nov 2018 03:00:35 +0000 https://technode-live.newspackstaging.com/?p=88262 In-depth integration of Weibo and Yizhibo will occur in the first half of 2019. ]]>

确认收购一直播发力视频业务 微博Q3月活用户达4.46亿-21st Century Business Herald

What happened: Weibo CEO Wang Gaofei disclosed in a conference call that the Chinese Twitter-like platform has acquired its live streaming partner Yizhibo, formerly a unit of China’s leading video app developer Yixia Technology. The company will try to integrate and optimize the two services in the following one to two quarters, he added. In its 2018 Q3 financial report, Weibo claims a monthly active user base of 446 million in September, up 70 million year on year. Of the total, 93% are mobile users.

Why it’s important: Rumors about Weibo’s acquisition of Yizhibo have been circulating for months, but this is the first time the social-networking platform confirmed the news. The acquisition will help create a stronger social-interaction based business model for both parties where Yizhibo could further leverage Weibo’s huge traffic and massive social influence, and Weibo can continue to gain traction with quality video content. The move also comes against the backdrop of a cooling live streaming market where Yizhibo is suffering from sluggish growth.

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Briefing: ByteDance and NBA ink global partnership https://technode.com/2018/11/27/briefing-bytedance-and-nba-ink-global-partnership/ https://technode.com/2018/11/27/briefing-bytedance-and-nba-ink-global-partnership/#respond Tue, 27 Nov 2018 03:24:37 +0000 https://technode-live.newspackstaging.com/?p=88035 ByteDance will deliver customized short-form NBA content to users across the world.]]>

字节跳动与NBA结成长期全球合作伙伴关系 – JRJ.com

What happened: ByteDance and NBA have entered into a multi-year global partnership, through which ByteDance will deliver customized short-form content including game highlights, behind-the-scenes, photos, and news through its content platforms Douyin (aka TikTok), Toutiao and Xigua Video platforms to NBA fans in and outside of China. Through TikTok, short videos and localized content will be available to users in the US, Brazil, India, Indonesia, Japan, and South Korea. The NBA will also leverage ByteDance’s artificial intelligence which recommends targeted content for users.

Why it’s important: The NBA has been trying to make inroads in Asia markets including China and India. ByteDance, now the world’s most valuable startup, has gained a stronger international presence over the past year. Douyin, one of ByteDance’s most popular short-video apps, has over 500 million monthly active users worldwide. ByteDance has been investing heavily in artificial intelligence R&D, specifically for AI-driven recommendation algorithms.

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Briefing: Tencent looks to Southeast Asia to boost gaming revenue https://technode.com/2018/11/26/tencent-gaming-southeast-asia/ https://technode.com/2018/11/26/tencent-gaming-southeast-asia/#respond Mon, 26 Nov 2018 03:24:14 +0000 https://technode-live.newspackstaging.com/?p=87909 tencentTencent looks to expand its footprint in the region amid increased regulation back home.]]> tencent

Tencent turns to Southeast Asia after Beijing clampdown – Nikkei Asian Review 

What happened: Chinese tech giant Tencent has signed a five-year deal to give Singapore-based online game-publisher Sea the right to sell its game titles in Southeast Asia. Sea previously distributed Tencent titles on a game-by-game basis. However, the new deal allows the Singapore-based company to distribute games that have not previously published in the region.

Why it’s important: Tencent’s cash cow has been gaming. However, it has run into trouble with year with increased regulation of the sector. Beijing has been cracking down on game developers and has halted the publication of new games. Earlier this year, Tencent’s profit dipped for the first time in 13 years amid the standstill. The company had previously invested in Sea and looks to expand its footprint in the region through its deal with the company amid increased regulation back home. According to a 2017 report by Niko Partners, gaming revenue in the region is set to surpass $4.4 billion by 2021.

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Updated: Gabbana of D&G claims hack was responsible for racist comments over Shanghai show https://technode.com/2018/11/21/dolce-gabbana-racist-china/ https://technode.com/2018/11/21/dolce-gabbana-racist-china/#respond Wed, 21 Nov 2018 11:57:27 +0000 https://technode-live.newspackstaging.com/?p=87630 D&G's Shanghai show has been postponed to an undisclosed date.]]>

On November 21 in Shanghai’s Expo Center, Dolce & Gabbana was scheduled to hold “The Great Show,” an extravaganza of music, dance, and a new ready-to-wear, Chinese-influenced collection. As of Wednesday afternoon, organizers said the show has been postponed to an unspecified date.

The announcement followed an outpouring of online vitriol over allegedly racist promotional videos. As a result eight of China’s biggest e-commerce platforms, including Alibaba’s Tmall, JD.com, and Suning Yigou, have taken official branded Dolce & Gabbana merchandise offline. As of Thursday morning Amazon China, however, still had D&G goods available.

Three short clips on D&G’s official Instagram account show a giggly Asian model digging into spaghetti, pizza, and a massive cannoli using only a pair of chopsticks. A voiceover purportedly gives instructions on how to eat each food item in Chinese, with the occasional “bravissimo” thrown in.

Part of the ensuing uproar was directed at Stefano Gabbana, who Instagram user @MichaelaTranova claims participated in an ugly personal debate with her after she accused D&G of racism. In screenshots she uploaded online, Gabbana appears to shrug off her criticisms.

Then, in an apparent attempt at a counterexample-slash-racial dig, he brings up some countries’ practice of eating dog meat. (From pictures posted on Instagram, Tranova appears to be of Asian descent.)

Gabbana’s Instagram has since released a denial of Tranova’s claims, claiming that his account was hacked. But judging from a series of insulting comments, angry Chinese netizens aren’t buying it.

Image credit: @StefanoGabbana/Instagram

Instagram account @Diet_Prada also played a large part in fanning the flames. On Tuesday, the Shanghai-based account reposted D&G’s cannoli video with a caption that begins, “#DGlovesChina ? More like #DGdesperateforthatChineseRMB lol.”

It continues in the same vein: “Pandering at it’s finest, but taken up a notch by painting their target demographic as a tired and false stereotype…” As of Wednesday evening, the post had racked up over 170,000 views.

The three offending videos can no longer be found on D&G’s official Weibo account, although they’re viewable on Instagram.

At 12:30am, 9am, and 12pm Wednesday, D&G’s Weibo also posted three new videos in a row with the hashtag #DGLovesChina. Each shows several Asian models sporting D&G’s signature gaudy style, centered around three themes: DNA, Future, and Chinese New Year.

This article has been updated to reflect information on the actions taken by some e-commerce companies in China.

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Briefing: Bilibili announces third quarter financial results https://technode.com/2018/11/21/briefing-bilibili-announces-third-quarter-financial-results/ https://technode.com/2018/11/21/briefing-bilibili-announces-third-quarter-financial-results/#respond Wed, 21 Nov 2018 04:32:20 +0000 https://technode-live.newspackstaging.com/?p=87529 The company's total revenue came in at RMB 1.079 billion.]]>

哔哩哔哩三季调整后净亏2.027亿元:同比大幅度扩大 – Sina Tech

What happened: Chinese anime-themed video streaming platform Bilibili today announced its third quarter unaudited financial results. Revenue came in at RMB 1.079 billion ($157.1 million). The increases were primarily due to a revenue increase in online marketing services. However, the net loss of RMB 202.7 million ($29.5 million) was significantly higher from last year’s RMB 2.9 million. Average monthly active users (MAUs) reached 92.7 million and mobile MAUs were 80 million, up 33%.

Why it’s important: Bilibili debuted in the US IPO earlier this year. Even though the company’s revenue contribution from advertising, live broadcasting, and mobile gaming continued to show strong growth, net loss was significantly wider than the year before. The company’s stock was down about 7.5% as it announced the quarterly earnings results on Tuesday.

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Briefing: Meitu partners with Xiaomi as its selfie phone business flags https://technode.com/2018/11/20/meitu-xiaomi-selfie-partnership/ https://technode.com/2018/11/20/meitu-xiaomi-selfie-partnership/#respond Tue, 20 Nov 2018 07:12:33 +0000 https://technode-live.newspackstaging.com/?p=87385 Meitu will hand over much of its phone operations to Xiaomi.]]>

Xiaomi takes over Meitu’s struggling selfie-focused phone business–Engadget

What happened: Meitu has announced that it’s entered a strategic partnership with popular smartphone brand Xiaomi. The company best known for its photo-editing app will hand over much of its phone operations to Xiaomi while taking charge of developing image algorithms and tech. Officially, Meitu’s smartphones will get new opportunities for growth while Xiaomi can upgrade its ‘photo experience’ and reach a broader female user demographic.

Why it’s important: The partnership may allow Meitu to play to its strength: enhancing selfies for a largely young, female audience. Business has flagged recently, in part due to demand for a more ‘natural look.’ On top of smaller losses last year, Meitu expects a net loss between RMB950-1,200 million this year. Partnering up with Xiaomi, which reported a net profit this year, may shore up Meitu’s mission to continue spreading its beautifying effects to an ever-wider audience.

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Robot-fighting show aims to champion maker culture in China https://technode.com/2018/11/19/maker-robot-fighting-show/ https://technode.com/2018/11/19/maker-robot-fighting-show/#respond Mon, 19 Nov 2018 15:17:46 +0000 https://technode-live.newspackstaging.com/?p=87270 To interest young audiences in innovation, this show turns to bot battles.]]>

What do fighting robots and hip hop have in common? According to the CEO of media company The Makers (创客星球), Archie Ru, they’re both niche interests with the potential to gain big audiences among China’s youth.

Ru’s referring, of course, to how hip hop fever swept the nation after streaming platform iQiyi released its surprise hit show Rap of China last year. The series kickstarted previously unknown artists’ careers while introducing new fashions and phrases to Chinese audiences.

This past April, Ru’s company partnered with streaming site Youku to launch a tech-centered reality TV show, This Is Fighting Robots (这!是铁甲). With over 1.8 billion hits and favorable online ratings, it may not be as viral as Kris Wu’s face but it could make robot combat cool again.

Image credit: This is Fighting Robots/Douban

At least, that’s Ru’s hope. In an interview at TechCrunch Shenzhen 2018, he tells Technode that he wants to bring makers’ unique DIY philosophy to a younger crowd. As a media company head, it’s just a matter of figuring out “what kind of product is best suited to spread maker culture.”

For now, that product appears to be robot-fighting competitions. But it’s not just about bouts of bot-bashing, Ru tells us. Through watching the show, viewers can learn more about the teams behind the machines, and eventually, the wider community to which they belong.

The Makers also create other tech shows in other formats and topics, and hold offline events. Which include, of course, bot standoffs.

Past competitors haven’t only been restricted to China’s biggest cities, where much official support for makerspaces and incubators has previously been aimed. According to Ru, robot-building competitors have included students and hobbyists from second- and third-tier cities and once, memorably, a former banana farmer.

Image credit: Bailey Hu/TechNode

Maker culture “doesn’t limit different characters and backgrounds,” Ru tells us proudly.

In the end, he says, “it’s not as hard as you think” to get people interested in a niche interest. Audience members, especially young ones, are often drawn to “new audiovisuals, new stories, new technologies.”

With shows like This Is Fighting Robots, Ru’s eventual aim is to turn local maker culture from an arena for hobbyists into a large-scale, commercially viable movement.

Surprisingly, Ru sees the cooling-down of China’s maker boom—which has spawned over 200 makerspaces in Shenzhen over seven years—as a good thing. He thinks it’ll help the movement focus more on its core values.

After all, The Makers’ founding principle is to spread the gospel of innovation and collaboration. As Ru stated at a TechCrunch panel, before pursuing business ambitions “you need to respect the culture you’re spreading.”

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Tencent rolls out a clone of ByteDance’s joke app https://technode.com/2018/11/19/tencent-bytedance-joke-app/ https://technode.com/2018/11/19/tencent-bytedance-joke-app/#respond Mon, 19 Nov 2018 03:20:23 +0000 https://technode-live.newspackstaging.com/?p=87167 TencentChinese tech giant Tencent launched Hapi, a clone of ByteDance’s popular joke app Pipixia, in an attempt to win attention from the grassroots users.]]> Tencent
Image credit: Tencent

Chinese tech giant Tencent has launched “哈皮” or Hapi (which means happy in English), a clone of ByteDance’s popular joke app Pipixia, in an attempt to win attention from the country’s grassroots users. The app allows users to upload and share a collection of short videos, photos, jokes, and memes.

Apps featuring funny short videos are hugely popular among Chinese netizens. Hapi targets directly at the massive group, but such joke apps may be subject to stricter scrutiny from the country’s cyberspace regulators. ByteDance’s joke app Pipixia, which was launched in August this year, looks suspiciously like Neihan Duanzi, the company’s previous joke app that was shut down permanently for vulgar contents in April. The Chinese government has been making big moves to clean up some of China’s most popular sites and apps.

Built by the team behind Tencent’s QQ browser, Hapi is the latest addition to Tencent’s efforts to explore the booming short video market. The tech giant now has over ten video apps targeting at different user groups, including Weishi, Shanka, DOV, MOKA.

The aggressive foray into short video market puts itself in direct competition with ByteDance, which already has an upper hand in the sector with its AI-powered media empire that includes Douyin, known internationally as Tik Tok, Xigua Video (Watermelon Video) and Vigo Video (Huoshan Video).

The size of China’s short video market jumped 183% year-on-year to RMB 5.73 billion ($825 million) in 2017. The market is expected to reach RMB 35.58 billion by 2020, according to Chinese research institute iResearch.

In addition to gaining supremacy in an emerging market, entering the short video market is of more importance for Tencent to capture and keep the attention of existing users. Conflicts between the two companies were best shown in the public spat between Tencent’s CEO and chairman, Pony Ma and ByteDance CEO Zhang Yiming earlier this year, a move rarely seen among tech moguls.

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Briefing: Bytedance appoints new CEO to Jinri Toutiao https://technode.com/2018/11/19/toutiao-new-ceo/ https://technode.com/2018/11/19/toutiao-new-ceo/#respond Mon, 19 Nov 2018 00:42:38 +0000 https://technode-live.newspackstaging.com/?p=87118 Jinri Toutiao is no longer a pilot project but a mature commercial product.]]>

张一鸣卸任今日头条CEO,原总裁陈林接任 – NetEase

What happened: Zhang Yiming, founder of ByteDance, has stepped down as CEO of the company’s flagship content distribution platform Jinri Toutiao, but will remain CEO of ByteDance. Chen Lin, former head of product at Jinri Toutiao and a Peking University computer science alumni, has taken over Zhang’s role. According to Chen, his work responsibilities will not change significantly.

Why it’s important: The personnel shift reflects ByteDance’s strategy shift. At the moment, ByteDance is more than any single product – it’s now an aggregator of a complex matrix of content-based products. Former product expert Chen will ensure the performance of Jinti Toutiao. Zhang will focus more on corporate strategy to break growth bottlenecks and navigate tightening state regulation. This could also mean that Zhang’s ByteDance will plan for new products, and that Jinri Toutiao is not any more a pilot project but a mature commercial product already.

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Briefing: iQiYi gets exclusive rights to viral carpool karaoke show https://technode.com/2018/11/16/iqiyi-carpool-karaoke/ https://technode.com/2018/11/16/iqiyi-carpool-karaoke/#respond Fri, 16 Nov 2018 02:40:33 +0000 https://technode-live.newspackstaging.com/?p=87019 Corden’s show often focuses on celebrities and heartwarming musical segments.]]>

China’s iQiyi Takes Exclusive Online Rights to ‘The Late Late Show With James Corden’ — The Hollywood Reporter

What happened: iQiyi and CBS Studios International announced Wednesday an exclusive licensing agreement on “The Late Late Show with James Corden,” bringing the series to China for the first time. The show has become known for its “Carpool Karaoke” segment, which generated over 1.95 billion views on YouTube since its inception only a year ago. “Mobile viewing dominates iQiYi’s subscriber base, making it the perfect platform for ‘The Late, Late Show’s’ inventive content and viral moments,” said Armando Nunez, president, and CEO of CBS Global Distribution.

Why it’s important: The deal comes nearly two months after China’s film and TV regulator drafted regulations that would limit foreign video content to only 30% of any genre on streaming platforms. The regulations would ban shows that undermine so-called social stability, and stressed that imported content should enrich Chinese people’s spiritual and cultural lives. While other American late-night talk shows often veer into political satire and sexually explicit content, Corden’s show often focuses on celebrities and heartwarming musical segments.

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Briefing: Bytedance’s Indian news app has a fake news problem https://technode.com/2018/11/15/bytedance-india-fake-news/ https://technode.com/2018/11/15/bytedance-india-fake-news/#respond Thu, 15 Nov 2018 05:40:58 +0000 https://technode-live.newspackstaging.com/?p=86918 bytedance jinri toutiao tiktok topbuzzThis isn’t the first time that the world's most valuable startup has been called out for misinformation problems. ]]> bytedance jinri toutiao tiktok topbuzz

Fake news and hate speech thrive on regional language social media– Hindustan Times

What happened: A Hindustan Times investigation has revealed that Bytedance’s Indian regional-language news platform Helo, with at least 5 million estimated registered users, is rife with misinformation and political propaganda.

Why it’s important: This isn’t the first time that the world’s most valuable startup’s news apps have been accused of spreading fake news. Its wildly popular Chinese app Jinri Toutiaohas faced a series of disciplinary action from regulators for inappropriate content. English-language Topbuzz has struggled with a fake news problem as well and has recently taken steps to clean the platform up. As social media gains popularity in less-developed areas of the world, platforms are increasingly being accused of exacerbating ethnic and religious tensions. In Sri Lanka and Myanmar, regional-language misinformation and propaganda that was spread through Facebook are blamed for fomenting violence against Muslim minority groups.

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Briefing: Facebook says China return is possible but human rights come first https://technode.com/2018/11/15/facebook-free-expression-china/ https://technode.com/2018/11/15/facebook-free-expression-china/#respond Thu, 15 Nov 2018 05:25:29 +0000 https://technode-live.newspackstaging.com/?p=86914 Facebook said that it would "carefully" consider privacy and free expression.]]>

Facebook refuses to rule out a return to China despite human rights concerns–The Telegraph

What happened: Facebook has followed up on earlier statements about the possibility of returning to China with a written response addressed to the US Senate intelligence committee. The letter says that “no decisions have been made” over what conditions would make a return possible. However, human rights – including concerns over privacy and free expression – would be “carefully considered” in any such decision. The careful statements followed Facebook COO Sheryl Sandberg’s testimony before senators this past September. At the time, Sandberg said that the company would “only operate in a country where we can do so in keeping with our values.”

Why it’s important: Facebook’s careful statement comes after an uproar, both internal and external, over Google’s plans to launch a censored version of its search engine in China. The social media giant likely hopes to avoid the same fate, especially after revelations over its loose data-privacy rules and role in polarizing US politics over the last year. Although it’s been blocked in China since 2009, however, Facebook still has China staff selling ads to companies that wish to market themselves abroad. Last August, the company also quietly put out a photo-sharing app in the China market called “Colourful Balloons,” which fell flat soon after release.

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Brieifing: NetEase Cloud Music raises over $600 million https://technode.com/2018/11/13/brieifing-netease-cloud-music-raises-over-600-million/ https://technode.com/2018/11/13/brieifing-netease-cloud-music-raises-over-600-million/#respond Tue, 13 Nov 2018 04:55:39 +0000 https://technode-live.newspackstaging.com/?p=86609 Netease Cloud MusicNetEase's strategic partner Baidu was among the main investors. ]]> Netease Cloud Music

网易云音乐完成新一轮6亿美元融资 百度参投 – Tech Web

What happened: NetEase’s music streaming platform, NetEase Cloud Music, has completed its previously announced funding round, raising over $600 million from strategic partner Baidu, General Atlantic, Boyu Capital, and other investors. NetEase remains the controlling shareholder of its music streaming business. In October, Baidu announced that it was leading a new round of investment in NetEase to bolster mobile content services.

Why it’s important: On NetEase’s second-quarter earnings call, CFO Charles Yang revealed that its music unit had over 500 million registered users. In terms of the number of monthly active users, NetEase Cloud Music is only the fourth largest service provider in China’s competitive music streaming industry—behind Tencent-affiliated Kugou Music, QQ Music, and Kuwo Music and ahead of Alibaba’s Xiami. NetEase’s biggest rival, Tencent Music, recently postponed its US IPO due to adverse market conditions.

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Briefing: Qutoutiao reports 8886.1% increase in net loss increase in third quarter https://technode.com/2018/11/13/qutoutiao-net-loss/ https://technode.com/2018/11/13/qutoutiao-net-loss/#respond Tue, 13 Nov 2018 03:15:21 +0000 https://technode-live.newspackstaging.com/?p=86596 The Chinese business model "seize market share first, and think about profitability later" is seeing increasing costs. ]]>

趣头条第三季度财报:日活达2130万 净亏损超10亿 – Xinhua News Agency

What happened: Nasdaq-listed Qutoutiao, a news and content distribution platform, reported an unaudited net loss of RMB 1.3 billion ($150.5 million) for the third quarter of 2018, an 8886.1% increase from the same period last year. The company’s net revenues for the period were RMB 977.3 million, an increase of 520.3% from RMB 157.6 million year-over-year. Apart from increasing costs to retain users, share-based compensation expenses of RMB 717.7 million were recognized to consolidate corporate loyalty and encourage contribution. This is Qutoutiao’s first fiscal report since it’s IPO in September. Qutoutiao’s average daily active users for the quarter were 21.3 million, up 229.0% year-over-year.

Why it’s important: The Chinese business model “seize market share first, and think about profitability later” is seeing increasing costs. As giants such as Tencent join the content game with new projects designed for their ecosystem—Tencent recently updated QQ’s algorithm-supported community recommendation features to improve user experience—it’s getting harder and harder for up and comers to keep users and maintain a competitive team. Meanwhile, content production and distribution is facing rising pressure from Beijing. A few hours ago, Beijing reportedly cracked down over 9,800 WeChat subscription accounts.

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Briefing: Facebook takes on TikTok https://technode.com/2018/11/12/facebook-tik-tok-short-video/ https://technode.com/2018/11/12/facebook-tik-tok-short-video/#respond Mon, 12 Nov 2018 04:41:47 +0000 https://technode-live.newspackstaging.com/?p=86484 Tik Tok was downloaded more than Facebook in the US last month.]]>

Facebook launches Lasso, its music and video TikTok clone – TechCrunch

What happened: Social media giant Facebook has launched Lasso, a video app that allows users to shoot 15-second videos and overlay popular songs, taking direct aim at ByteDance’s short video platform TikTok. The app provides recommendations for videos, as well as the ability to tap through hashtags or browse themed collections. However, it is currently only available in the US on Android and iOS, unlike TikTok, which has a massive following in China through its Douyin brand (the Chinese version of TikTok), and in the West.

Why it’s important: It’s not surprising that Facebook is taking aim at ByteDance—the Chinese company’s short video app was downloaded more than Facebook, Instagram, YouTube, and Snapchat in October, making up 42% of downloads in this cohort of apps. ByteDance took on the US market through its purchase of teen-focused short video app Musical.ly last year. It then merged its acquisition with its TikTok brand in August. For now, Facebook is targetting this segment of TikTok’s market, but it will undoubtedly extend its reach beyond the US in time. However, Lasso does lacks a few features that are popular in TikTok, including augmented reality effects and outlandish filters.

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Bytedance’s Toutiao under fire for pornographic content https://technode.com/2018/11/12/bytedances-toutiao-under-fire-for-pornographic-content/ https://technode.com/2018/11/12/bytedances-toutiao-under-fire-for-pornographic-content/#respond Mon, 12 Nov 2018 03:51:18 +0000 https://technode-live.newspackstaging.com/?p=86488 Pornographic articles got Toutiao's "Stories" channel temporarily suspended.]]>

This past weekend, various media outlets published what appeared to be a government press release about a recent crackdown on porn. Two content aggregators, Bytedance’s popular Jinri Toutiao and Doubao Kuxun, were singled out for hosting “vulgar” content. Both received temporary suspension of certain services, as well as an unspecified “maximum administrative penalty.”

The investigation was carried out by Beijing’s Cultural Law Enforcement Agency in accordance with tipoffs by China’s national office for “wiping out porn and fighting illegal publications” (扫黄打非, our translation).

In October, the agency began its investigation into Jinri Toutiao, eventually uncovering 16 pornographic articles on the app’s “Stories” channel. The report doesn’t specify exactly what kind of content they comprised, although it does offer a couple of salacious titles such as “After an incredible night, it turned out that man was her new boss” (also our translation).

On November 5, the law enforcement agency ordered Bytedance to delete the unlawful content and suspended updates for the “Stories” channel for a month.

Last month, the agency also began an investigation into Doubao that turned up an unspecified number of “online audiovisual programs with pornographic content.” According to the release, the app’s “Society” channel formerly hosted a video of a “surprise threesome” in a Shanghai gym, among other things.

The agency ordered Doubao to delete the videos and also gave the company a warning on November 7. In addition, the app’s “Society” feature and “related channels” are currently offline.

Although the article doesn’t elaborate on an additional “maximum administrative penalty” for both apps, it does refer to a set of rules published in 2016 on the website of China’s Ministry of Industry and Information Technology (MIIT).

Those laws specify that illicit online content – which includes slander and superstitions as well as porn – can be punished by hefty fines in addition to more stringent measures. For “serious” cases, authorities may order a company to temporarily stop their services, revoke a telecommunication business license, or shut down a website.

This is not the first time that the widely-used Toutiao has come under fire by Chinese regulators. This past May, the Culture and Tourism Industry said it would investigate the app after it hosted a comic poking fun at a Communist martyr. And the month before that, authorities ordered Toutiao to shut down its joke app due to “vulgar content” – while also actively banning the content aggregator and other news providers from app stores.

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Briefing: Tencent will protect underage gamers regardless of revenue, says executive https://technode.com/2018/11/08/tencent-protect-minors/ https://technode.com/2018/11/08/tencent-protect-minors/#respond Thu, 08 Nov 2018 06:16:04 +0000 https://technode-live.newspackstaging.com/?p=86191 tencentTencent has lost over US$220 billion in market value as its gaming division's growth has slowed amid regulatory restructuring.]]> tencent

Tencent executive says it will protect minors who play its games regardless of the impact on revenue – SCMP

What happened: Ma Xiaoyi, senior vice-president of Tencent, said the company would “take no account of game revenue in the protection of minors.” Speaking in an interview with Chinese media on Tuesday, Ma drew attention to the fact that minors make up a small portion of the company’s revenue, even for its hit “Honour of Kings.”

Why it’s important: Tencent has lost more than $220 billion in market value as its gaming division’s growth has slowed amid regulatory restructuring. The company has implemented increasingly strict measures to limit game usage among China’s youth. It has rolled out features including real-name verification and facial recognition to impose time limits on underage users. From next year, users of all computer and mobile-based games will be required to verify their identities against police databases. According to Tencent CEO Pony Ma, the time limits have resulted in minors spending 52% less time playing “Honour of Kings” compared to a peak in 2017. As a result of slow gaming growth, the company has announced plans to restructure and increase its focus on enterprises.

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Chinese selfie app Meitu faces up to ‘natural look’ beauty https://technode.com/2018/11/07/meitu-faces-up-to-natural-look/ https://technode.com/2018/11/07/meitu-faces-up-to-natural-look/#respond Wed, 07 Nov 2018 05:01:23 +0000 https://technode-live.newspackstaging.com/?p=85837 KOLs influencer direct-to-consumerChanging concepts of beauty in China keep photo editing apps on their toes. ]]> KOLs influencer direct-to-consumer

Doe-eyed girls with slender faces used to be all the rage on the Chinese internet. Not anymore.

The popularity of that look—typically associated with the country’s sizable army of web celebrities or wanghong—is giving way to a trend toward a more sophisticated, more natural concept of beauty among certain segments of Chinese consumers.

The shift is particularly important to those tech companies marketing photo editing apps, such as Meitu, who must roll out new features to sustain their user base and attract new users.

To succeed, companies like Meitu will need to keep consumers like Li Mengfei in mind. By day, the 25-year-old is a full-time social media content editor; by night, she goes by the name “Afei,” and works as a part-time key opinion leader (KOL).

Stores and restaurants pay KOLs like her to visit their locations, take photos of themselves having fun, and then post them online.

“One or two years ago, Chinese people thought very big eyes, very thin face — that was the internet celebrity (wanghong) look,” Afei said in an interview with TechNode that took place while she was on assignment at a trendy pet store in Beijing’s Chaoyang District. “But now, there’s a more high-end internet celebrity look.”

To be sure, the move to “natural” doesn’t apply to everyone, and it doesn’t mean people don’t want to photo edit away pimples and wrinkles. Women—and for the most part it is women—still want to look flawless, but they want a flawless version of their own face. For many, Meitu is no longer the photo app du jour.

It’s almost as if Meitu’s fame is its undoing—almost everyone has used it and the results have, for some, become predictable. It has become boring.

Beauty bloggers discuss the changing face of Chinese beauty. Video by Cassidy McDonald

(If the video above doesn’t play, try watching on QQ instead.)

Meitu fights back

Meitu is aware of the trend. “Our users’ aesthetic standards are shifting to a more natural one,” a representative of Meitu said in response to questions from TechNode. The representative pointed to the company’s BeautyCam product, which it said aims to offer “better photo effects by enhancing tech support including filters, augmented reality elements, and user interface.”

In addition to the selfie beautification app BeautyCam, the product lineup of the company and its related units include photo editing tool Meitu Xiuxiu; instant video beauty app Meipai; and one-touch make-up app MakeupPlus.

In late September, the company rolled out a texture-enhancing feature which would “assign an image with aesthetic value” and generate “harmonious and natural” results, according to Meitu’s official introduction to the feature.

Meitu also appears to be betting on technology. In August, Meitu’s R&D unit MTlab beat out competitors backed by Tencent and Lenovo to win the first prize in a leading AI-driven dermatology competition, the International Skin Imaging Collaboration Challenge.

As one of the earliest Chinese selfie apps, Meitu quickly conquered the Chinese market, earning it a market valuation of more than $8 billion just three months after it listed on the Hong Kong exchange in late 2016.

According to Meitu’s latest financial results, the company’s total monthly active user numbers dropped by almost 16% from 415.8 million recorded at the end of 2017, to just over 350 million at the end of June. In the case of its Meipai app, users numbers plunged by more than 55%.

The company’s path back to success may not be easy. As it strives to satisfy increasingly fast-changing aesthetic standards among Chinese consumers and the notoriously fickle fashion industry, foreign photo editing apps are also gaining traction in China.

Meitu’s newly launched AI-portrait feature claims it provides more natural looks. From left to right: Original photo, regular automatic Meitu beautification editing, and AI-powered new effect. (Image credit: Meitu )

Valerie Chow, a New Zealander who was born and raised in China and who works as a freelancer fashion blogger in China, described Meitu’s style as promoting “fair skin, slim body figure, gentle personality, double-lid, big eyes, tall nose, long hair, light makeup, and a fairy-like aura.”

“These are the features that most Chinese people would typically mention when referring to a [natural] beauty,” Chow said.

Traditionally, Meitu has offered editing effects to produce doll-like appearances, but is increasingly facing intense criticism from netizens in China for producing photos that have been excessively edited to the point where they’re “unnatural.”

For evidence of China’s recent embrace of natural beauty, look no further than the June campaign “Bare Skin Project/Going My Own Way” for China by Japanese brand SK-II. According to quotes from celebrities participating in it, the campaign hoped to convey a more confident image of female power by showing bare skin directly.

SK-II has developed a reputation for being in close sync with Chinese women’s self-perception. In 2016, it launched a popular marketing campaign that explored the issue of so-called leftover women—women aged over 27 who are widely treated with disdain and dismissed as being too old to get married. The campaign struck a chord—SK-II’s video received more than 1.3 million hits in the first 24 hours after its release.

Raised eyebrows

“In China, sometimes people raise eyebrows when hearing the name Meitu,” said Li Lilin, of millennial-focused market research company Youthology. “I would say there is a Meitu stereotype.”

Li said in the pursuit of a more “natural” look, what people are actually saying is that the want something different from wanghong style. “Here ‘natural’ means ‘comfortable’,” she said.

KOLs are also turning away from Meitu. One popular beauty and fashion blogger, who goes by the name Yuanlaishiximendasao, recommends her followers use Meitu competitor Qingyang Xiangji, saying that apps able to highlight natural effects will beat apps that can only do “studio effects worth only half a yuan ($0.07)”—a remark apparently aimed at Meitu.

The results are telling when one types the name “Meitu” in Chinese into the iOS App Store search function: Pinned on top of the search results is an app-recommendation post “How to be a Selfie Pro.” For adjusting the light in portraits for true effect, the app store story recommends Facetune2, which is free, and MaxCurve, which sells for RMB 18. Meitu comes further down the list after Snapseed, a Google-owned editing app. The English translation of Meitu is “beautifying a photo.”

Facetune, an Israeli photo editing app that aims to provide natural effects with improved skin texture, has fast become a leading competitor of Meitu in China in the portrait editing market.

While Crystal Yin, who works in international fashion retailing, says she sometimes uses Meitu’s BeautyCam for casual use when out with friends, her photo editing app of choice is Facetune. “I wanted to look natural, so I switched to Facetune,” she said.

A young cosplay enthusiast who asked to be called by her cosplay name, Niannian, said even though people in the cosplay community frequently apply heavy makeup, Meitu is rarely the photo editing app of choice for them. Instead, Photoshop is preferred because it can make subjects appear natural “like people in real life.”

Niannian is not optimistic about Meitu’s long-term prospects in what she describes as a mature market where tech barriers are relatively low and needs change fast. “Being a trend-follower may not be enough,” she said.

Additional reporting: Cassidy McDonald

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Quora CEO goes to Chinese counterpart Zhihu for answers https://technode.com/2018/11/05/adam-dangelo-zhihu/ https://technode.com/2018/11/05/adam-dangelo-zhihu/#respond Mon, 05 Nov 2018 10:22:11 +0000 https://technode-live.newspackstaging.com/?p=85836 Adam D’Angelo went on Zhihu to learn how American companies can be more like Chinese ones. ]]>

Image credit: Zhihu

On November 1, Quora co-founder and CEO Adam D’Angelo posted a deceptively simple question on Zhihu, China’s answer to popular Q&A forum.

“What can American internet companies learn from Chinese internet companies?”

D’Angelo is one of 10 big-name tech personalities in Zhihu’s ongoing “internet prophet” event, which challenges users to give the best response for each question within a month’s time. The guest list of questioners includes Tencent’s Pony Ma, author of the Three-Body Problem sci-fi series Liu Cixin, Sinovation Ventures founder Lee Kai-fu, and Zhihu founder and CEO Zhou Yuan.

As of writing time, D’Angelo’s post had received the least number of answers so far, with only 84 venturing their opinions. (Pony Ma reigns supreme with over 3,300 answers). Some of those following up on the challenge have a lot to say, however. The most up-voted respondent so far has written a bilingual manifesto with eight different sections, explaining both how US companies can learn from China (more work hours, cutthroat competition, better localization) and what Chinese enterprises can learn from America.

While not everyone had so lengthy a response, more than one person brought up similar points about China’s “996” work schedule (9am-9pm, 6 days a week) and Darwinian, “wolf-like” (狼性) business environment.

Of course, read another way D’Angelo’s question can seem tongue-in-cheek. Zhihu was modeled in the image of Quora, after all, although it’s since outgrown its American counterpart. Thanks to features like its bookstore and live-streaming experts, the Chinese platform has grown in both size and scope. After its latest round of funding in August of this year, its $2.5 million valuation even surpassed Quora’s most recent April figure of $1.8 billion.

Zhihu staff told PingWest that D’Angelo and the other 9 questioners came up with their own queries after a process of assessment and discussion. Zhihu also stated that future cooperation with Quora is a possibility, meaning that D’Angelo might get a direct answer to his question from his Chinese counterpart very soon.

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iQiyi sues Douban for user “libel” surrounding food show fight https://technode.com/2018/11/05/iqiyi-sues-douban-libel/ https://technode.com/2018/11/05/iqiyi-sues-douban-libel/#respond Mon, 05 Nov 2018 08:37:32 +0000 https://technode-live.newspackstaging.com/?p=85821 iqiyi fraud user number luckin short seller muddy watersiQiyi seeks compensation for Douban users who wrote about a fight before a show was released.]]> iqiyi fraud user number luckin short seller muddy waters

This morning, Beijing’s Haidian District court said that it has accepted a suit by streaming giant iQiyi against entertainment platform Douban. iQiyi claims that three Douban users published libelous accounts about a fight that broke out on the set of a celebrity cooking show, 奇妙的食光 (our translation: Wonderful “Food” Times), this past September.

As compensation, the streaming site demands that Douban delete the articles, make a public apology, pay RMB 500,000, and provide identifying information of the three users. In the Beijing court post, the plaintiff claims that the articles defamed the company by associating its employees with accusations of racial discrimination, sexual harassment, and unfairly ganging up on a female fan, among other things. It says that these allegations are untrue.

At the time of publication, the posts on Douban in question were nowhere to be found. TechNode was not able to ascertain the actual nature of the libel nor find any evidence suggesting the basis for iQiyi’s libel suit, other than the allegations made in the suit. We will update if any such evidence surfaces.

The on-set incident, however, did happen by iQiyi’s own admission. After video footage of multiple alleged crew members exchanging blows with a man and a woman were leaked online in September, the official Weibo account of Wonderful “Food” Times posted an apology for its employees’ behavior while filming in Australia. A second post on the show’s Weibo post included snapshots of five “common assault” decisions handed out by the Magistrates Court in Southport, none of which include jail time or a mandatory fine.

third post by the show on September 17 includes a scanned copy of a letter written by an Australian lawyer apparently employed by the crew, stating that its members had been harassed by “a group of up to 30 or so fans” for a month leading up to the fight. According to the letter, the presiding judge concluded that the crew “were not the main perpetrators” in the assault case, and “were embarrassed and ashamed of the actions of everybody.”

In its claim against Douban, iQiyi states that the three users hurt the reputation of both the platform and the show, which hadn’t yet been released when the users published about the fight . Wonderful “Food” Times, which stars various baby-faced male celebrities serving up reality show-style entertainment, has since begun airing.

iQiyi has a history of filing suits against fellow entertainment providers, although not usually over fistfights. In September, the platform sued Jinri Toutiao operator Bytedance, seeking RMB30 million in compensation for illegally streaming its hit costume drama The Story of Yanxi Palace. Before that, the video platform also sought reparations from anime hub Bilibili for streaming Rap of China without its consent.

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Briefing: ByteDance’s TikTok downloaded more in US than Facebook last month https://technode.com/2018/11/05/tiktok-more-downloads-than-facebook/ https://technode.com/2018/11/05/tiktok-more-downloads-than-facebook/#respond Mon, 05 Nov 2018 04:22:24 +0000 https://technode-live.newspackstaging.com/?p=85772 bytedance jinri toutiao tiktok topbuzzThe app has seen its installs increase by 237% year-on-year.]]> bytedance jinri toutiao tiktok topbuzz

TikTok surpassed Facebook, Instagram, Snapchat & YouTube in downloads last month – TechCrunch

What happened: ByteDance’s short video app TikTok (known as Douyin in China) has for the first time surpassed Facebook, Instagram, YouTube, and Snapchat in monthly installs in the US. The app made up 29.7% of this cohort of apps in September. It has since continued to increase its market share, soaring to reach 42% of downloads among the apps on October 30. The app has seen its installs increase by 237% year-on-year. However, its engagement time still lags behind its competitors.

Why it’s important: ByteDance’s 2017 acquisition of teen-focused short video platform Musical.ly is paying off. It has since merged Musical.ly and TikTok into one app, bring the entirety of Musical.ly’s user base onto Tik Tok. International expansion has been a priority for the company for some time. Earlier this year, ByteDance CEO Zhang Yiming said the company plans to have more than half of its users coming from international markets. Since then, the company has reportedly closed a $3 billion round of funding led by SoftBank, valuing it at $75 billion.

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19-year-old QQ is doing its best to stay young https://technode.com/2018/11/02/qq-is-not-dead-stay-young/ https://technode.com/2018/11/02/qq-is-not-dead-stay-young/#respond Fri, 02 Nov 2018 08:05:02 +0000 https://technode-live.newspackstaging.com/?p=85705 Tencent hopes to bring content-driven social network features including e-sports, live streaming, gaming, and beauty to QQ. ]]>

During sub-forum New Content and New Social at Tencent’s global partnership conference in Nanjing this morning, the company introduced strategies to form a young community for 19-year-old QQ, one of China’s earliest social softwares and the precedent of WeChat.

The company hopes to bring content-driven social network themes including e-sports, live streaming, gaming, and beauty to QQ.

“The integration of content and platform, the merging of recreational and social needs, and the intertwining of technology and culture – these are the 3 assets that keep QQ young,” Li Dan, market manager at Tencent’s corporate platform and content business unit, said.

WeChat’s older sibling QQ plans to stay forever young

According to Tencent, QQ Highlights (QQ看点), an algorithm-backed content recommendation feature, now has a daily active user of over 100 million. Around 70% users of the feature were born later than 1995, the generation which Tencent considers as the new key power among Chinese netizens.

Meanwhile, QQ Light Games (QQ轻游戏), a mini program-like platform for casual games, will generate traffic and material gains by cooperating with young content contributors.

“QQ Light Games will be a bridge. We provide games, while contributors produce content and upload it on QQ Highlights and other QQ short video ad live platforms. This will allow potential users to play a game for user generated content (UGC), and further encourage games and contributors to innovate,” said He Biao, the general manager at Tencent corporate platform and content-based paid product unit.

QQ business unit’s strategy announcement at the forum may seem a bit awkward to many people, as Tencent’s flagship WeChat is dominating areas such as real-time communication, payment, and mini-programs. However, the “outdated” software available on both PC and mobile devices are a unique user ecosystem and is still active in China.

At a recent game development competition, a developer asked TechNode to add him on QQ instead of WeChat. He said checking mobile or web versions of WeChat distracts him from his work, whereas QQ’s back-end based notification feature allows him to read important real-time messages on his personal computer. “And using QQ then becomes a habit, instead of sticking to WeChat,” he added.

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NetEase rumored to re-structure gaming departments https://technode.com/2018/11/02/netease-re-structure-gaming-departments/ https://technode.com/2018/11/02/netease-re-structure-gaming-departments/#respond Fri, 02 Nov 2018 05:52:40 +0000 https://technode-live.newspackstaging.com/?p=85668 NetEase could be restructuring to curtail further losses during the current gaming freeze.]]>

Pangu Game (盘古游戏), a game development studio under NetEase, is said to be merged into tech R&D and gaming department Leihuo (雷火), according to an anonymous staff member at NetEase who leaked the information in a WeChat conversation (in Chinese).

Pangu is going to be a sub-department at Leihuo, but it’s unconfirmed whether there will be any personnel layoffs, a person close to the matter says, according to local media (in Chinese).

Leihuo is the development force behind some of NetEase’s most influential self-owned games, which include online game Qiannv Youhun (倩女幽魂),  based on an ancient love tale of a fairy ghost. The game invited celebrity Liu Yifei as a brand representative, but is widely criticized by players for being extremely money consuming.

“I haven’t seen any confirmed information on this. When I was there a few years ago, I heard that Pangu was originally part of Leihuo,” a former employee at NetEase Games told TechNode. “But [current NetEase Games staff] I’ve talked to know that Pangu is not doing very well,” they added. There is no public information of either Pangu or Leihuo’s performance.

The merger rumor was a surprise to many in the industry. On October 29, Pangu just co-established a center for game development with the animation faculty of China’s Central Academy of Fine Arts. Pangu and Leihuo also co-organized a game show for fresh developers at the same event. It is unclear whether it was a sign of an already on-going merger. However, considering tightening state regulation on the general content industry, NetEase’s decision (if true) is a necessary step to restructure the business and optimize input-output balance.

The company is now hoping to count on gaming, e-commerce, and advertising services to drive future growth. William Ding, Chief Executive Officer and Director of NetEase, commented in August that the company’s “PC-client and mobile games continue to serve as dual growth engines”.

According to the second quarter’s fiscal report of NetEase, online game services’ net revenues were RMB 10.1 billion (US$1.5 billion), up 6.7% compared with the second quarter of 2017. NetEase is going to release the 2018 third quarter financial results on November 14.

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‘The Story of Yanxi Palace’ drives iQiyi revenue as profits remain elusive https://technode.com/2018/10/31/iqiyi-revenue-users/ https://technode.com/2018/10/31/iqiyi-revenue-users/#respond Wed, 31 Oct 2018 08:28:00 +0000 https://technode-live.newspackstaging.com/?p=85412 iqiyi fraud user number luckin short seller muddy watersAddictive period drama helps boost iQiyi's subscribers to 80 million, up 89% year-on-year.]]> iqiyi fraud user number luckin short seller muddy waters

Chinese period drama The Story of Yanxi Palace garnered over 20 billion views between July and September, driving third-quarter user growth and revenue for Baidu-owned video streaming platform iQiyi.

The 70-episode show, which was co-produced by iQiyi and Huanyu Film, follows the quest of a Wei Yingluo who enters the court of the Qianlong Emperor to find the truth behind her sister’s death. At the height of its popularity, its scenes monopolized smartphone screens everywhere from supermarkets to subway cars, with viewers enthralled by tales backstabbing concubines embroiled in games of betrayal, deceit, and finally love. The show featured elements including exquisitely detailed and colorful costumes and racy storylines.

The Story of Yanxi Palace was China’s most watched online drama for 39 consecutive days this summer. Viewers streamed it an average of 300 million times a day, generating more than 700 million daily views at its peak.

Still, China’s leading video platform remains mired in red ink, with losses widening to RMB 3 billion ($430 million) in the three months ending September from RMB 1 billion in the same period last year.

Two episodes were released daily, multiple times a week. Initially, episodes were released from Thursday to Sunday, later from Tuesday to Sunday, and eventually every day as the show culminated.

While non-paying subscribers could watch the show, the benefit of taking a subscription is early access to content—in this case, eight episodes ahead of users accessing for free. It’s unclear whether paying subscribers will continue to use the company’s paid tiered service once they finish watching shows such as these.

iQiyi’s subscribers in the period topped 80 million, up 89% year-on-year. According to the company, 98% of its users hold paid subscriptions.

iQiyi’s increase in subscribers also resulted in a 78% increase in membership services revenue—rising to RMB 2.9 billion, and a 48% increase in revenue for the company compared to the third-quarter of 2017, reaching more than RMB 6.9 billion.

The company’s hit show was distributed across 70 countries worldwide, driving its content distribution revenue to RMB 834.6 million, a 220% increase from the same period in 2017.

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Kuaishou livestreamer detained for 15 days for mocking national anthem https://technode.com/2018/10/30/kuaishou-livestreamer-detained-for-15-days-for-mocking-national-anthem/ https://technode.com/2018/10/30/kuaishou-livestreamer-detained-for-15-days-for-mocking-national-anthem/#respond Tue, 30 Oct 2018 11:47:32 +0000 https://technode-live.newspackstaging.com/?p=85316 A terse Weibo announcement contained only one blurry picture of "Wang."]]>

In a very brief Weibo post on October 29, the public security bureau of Ningcheng County, Chifeng City in Inner Mongolia, announced that it had detained a Kuaishou live-streamer for 15 days after he disrespected the national anthem.

The post contained only a single picture of what appeared to be a blurred-out screenshot of the live-streamer, whose last name is Wang. According to the bureau’s statement, the offense—singing “March of the Volunteers” mockingly—occurred in November of last year, although police didn’t receive a tip until this past month.

Wang told police that he had done the stunt on purpose in order to attract fans. No further details were provided about his performance, live-streaming identity, or popularity.

The case comes only a week after the news that online celebrity “Lige” was held by police on similar charges. Yang Kaili’s live-streaming performance, in which she warbles the anthem while wearing a pair of reindeer antlers, only lasted a matter of seconds. However, both Huya and Douyin ended up blocking her from their platforms, and Yang said she would no longer live-stream afterwards. She has since released multiple public apologies for her actions.

Both Yang and Wang’s punishments are outlined in a law instated last year, which slaps those who mock or alter the lyrics of China’s national anthem with up to 15 days of detainment or three years of jail time. Luckily for them, neither live-streamer received more than 15 days.

However, Wang’s case does bring into question how such cases are judged. Based on the length of time it took for his offense to be reported, at least, he probably doesn’t command the audience that Yang Kaili once did. Yet Wang received a longer administrative detention, which might have been influenced by the nature of his singing or regional variations in law enforcement.

Either way, Wang’s live-streaming career, like Yang’s, is likely at an end.

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I’m a Zhihu user. My Zhihu Credit score is 564 https://technode.com/2018/10/30/zhihu-credit-score/ https://technode.com/2018/10/30/zhihu-credit-score/#respond Tue, 30 Oct 2018 06:30:24 +0000 https://technode-live.newspackstaging.com/?p=85056 Zhihu's credit experiment serves as a barometer for the health of the Chinese internet.  ]]>

Popular knowledge-sharing platform Zhihu has introduced a user credit system in a bid to incentivize good behavior.

Similar to Alibaba’s Sesame Credit system, Zhihu Credit is part of a “credit craze” sweeping through China’s internet and technology companies, as they get on board with the government’s plan to introduce a broad “social credit system” by 2020.

Blacklists and redlists: How China’s Social Credit System actually works

Seven-year-old startup Zhihu is unknown in most parts of the world. In China, it’s an indispensable component of the country’s growing internet and information ecosystem. Founded and led by former journalist Victor Zhou, the knowledge-sharing platform is best known for its Quora-like Q-and-A function.

Yet to describe Zhihu as a “Quora clone” would be to overlook both its unique role in China’s digital society, as well as the steps it has taken to expand its services and establish itself as the central node for credible knowledge on the Chinese internet.

Investors seem to recognize this as well. Earlier this year the Beijing-based company secured $270 million in a Series E funding round that, according to the company, valued it at roughly $2.5 billion.

Despite lacking Quora’s robust international user base and functionality in a number of languages, Zhihu seems to be out doing its most often-cited Silicon Valley analog, which raised a modest-by-comparison $85 million on a $1.7 billion valuation in a funding round of its own last year.

Zhihu’s offerings now include electronic books and paid live streaming. The company also launched “Zhihu University,” which offers paid online courses in business, science, and humanities and career coaching. According to the company’s representatives, the online university has more than 6 million paid users.

In managing its platform, Zhihu is faced with several complex challenges. While initially targeting China’s highly-educated elite, its user base has grown to include a much broader demographic mix. This is of course a good sign for a business whose monetization model is based largely on advertising. But it also has a downside.

Zhihu has struggled to ensure that all the knowledge shared on it is reliable. Sensational and opinionated answers and entries that can often engage users may not always be fact-based. Outside actors such as scammers and businesses can also use to platform to promote their own financial interests. Trolling and rude behavior can cause constructive discussions to collapse into name calling.

But while these troubles are typical for most major social media platforms, Zhihu has other challenges as well, with uniquely “Chinese characteristics.” In Spring of this year, Beijing cyberspace authorities ordered it and other platforms to delist from all app stores for a week, as they had not adequately curbed “illicit information.”

Zhihu walks a precarious tightrope. It needs to encourage user engagement while keeping information credible, attract a large user base while maintaining those with the most relevant expertise, and stay in regulators’ good graces. The platform needs to do all of this without sterilizing the dynamic community that keeps it vibrant.

How does it work?

Following a soft launch in July, Zhihu Credit became a standard feature for all users the week of October 15. Its Chinese name literally translates to “salt value” (盐值).

“We use the term ‘salt,’ because to us, all the users, with their professional knowledge, experience and unique understanding of world, are like the salt to the sea,” explained Dayun Sun, community management director for Zhihu. “By establishing Zhihu Credit, we want to help our users live, grow, and build their influence with their professional expertise and insight.”

Zhihu’s system is made up of ratings in five categories, each evaluating a separate aspect of Zhihu user behavior, based on the application of different algorithms to the full set of Zhihu user data.

  1. Basic Credit (基础信用): This dimension relates to the basic profile of the Zhihu user, essentially their resume. This includes educational degrees, work experience, and any other qualifications that the user may have. For many users, this score can be improved by simply filling out a more detailed user profile to fully include all areas of professional and academic expertise, to indicate areas where each user may have higher credibility.
  2. Content Creation (内容创作 ): A Zhihu user’s score in this dimension is determined by the quantity and quality of the content they create on the platform. According to representatives from Zhihu, this primarily consists of four activities: Asking questions, answering questions, publishing articles, and posting on Zhihu’s xiangfa (“想法”) channel, a function similar to a Twitter feed, or WeChat moments.
  3. Friendly Interaction (友善互动): This dimension refers to the level of civility with which a Zhihu user interacts with other members of the community. This does not necessarily refer to rules, or terms of service infractions, but one’s reputation for interacting with others in a respectful and polite way. In other words, a user may still be complying with the platform’s rules, but if they are seen by other users to be rude or mean-spirited, their score in this dimension may still suffer.
  4. Community Behavior (遵守公约): While the “friendly interaction” dimension applies more to informal courtesy, “community behavior” refers more to compliance with official terms of service. Infractions that can damage a user’s score in this dimension range from libel, to plagiarism, to threatening and harassing other users, to posting inappropriate or illegal content. There is certainly some overlap between the two dimensions (for example, both dimensions can be used to discourage cyberbullying, which has been a problem on the Zhihu platform), but although the two dimensions promote some of the same desired behavioral outcomes, different mechanisms and standards of evaluation are used.
  5. Community-Building (社区建设): This dimension refers to the degree to which a user contributes to the monitoring and curation of the content on the platform. Users can increase their score in this dimension by productively up-voting and down-voting answers to questions, editing content, and reporting on other Zhihu users in a way that is accurate. By measuring this dimension, Zhihu is able to incentivize its community members to provide a self-governing function.

As is evident in my own Zhihu Credit score (above), this is something I personally do very little of as a Zhihu user. My score of 564 is slightly above average, with my highest scores coming from the dimensions of “friendly interaction” and “community behavior.”

User reaction

Zhihu’s users tend to be young adults, in general more educated and upwardly mobile than those of most popular Chinese social media platforms. When asked about their thoughts regarding the Zhihu Credit score system, many expressed optimism, hoping it would encourage the positive elements of the platform, while limiting the negative.

“I understand the developers’ desire to get rid of negative energy, and hope it goes well,” expressed a Chinese graduate student who goes by the English name Jamie, and who is currently studying overseas. “In the past, when I commented with opinions different from Zhihu’s mainstream, tons of weird attacks would flood in. If the (Zhihu Credit) system works well, it can get rid of the trolls.”

“Zhihu is a really good platform when its answers are good,” explained one financial researcher based in Inner Mongolia and who has been a Zhihu user since 2015. “There are some people and companies on Zhihu who use the platform to promote fake news, or just to sell their products, though. If the Zhihu Credit score can get rid of those users, that will be a good thing.”

Yet, other users are more skeptical, worried that the Zhihu Credit system is another step to limit users’ freedom of speech. One dedicated user, a Chinese-born man living in Australia, complained that the platform, in response to tighter regulations, was censoring content deemed to be politically sensitive. “The parts about friendly interaction and community behavior, they restrict how users express themselves. For political content, there is no room for anything anymore.”

Indeed, Zhihu keeps a tight lid on political speech. I personally have had politically themed jokes that I posted removed from the platform, followed by a message, explaining why the post was removed. Despite such censorship measures, posting such content does not seem to negatively impact a user’s Zhihu Credit score. My “friendly interaction” and “community behavior” scores were the strongest aspects of my profile. For the dedicated user who expressed concern over his freedom of speech, his Zhihu Credit score is still nearly perfect.

Why the ‘Zhihu experiment’ matters

As a platform, Zhihu carries with it a great deal of significance for the future of the Chinese internet, social, professional, and academic discourse, freedom of information, and entrepreneurship. Its founder Zhou has achieved tech-titan status. He speaks frequently about his passion for entrepreneurship, and his desire to build a meritocratic platform where the best ideas, and the most knowledgeable users, succeed. He sees one of Zhihu’s major roles as being a facilitator for opportunity, helping aspiring entrepreneurs connect with the knowledge and network that they need in order to succeed.

Zhihu has a difficult balancing act to perform, staying engaging and informative, limiting trolls and fake news, and remaining in the good graces of regulators—all while making a profit as well. Whether or not it succeeds will determine not just the fate of this company, but may also in some ways serve as barometer for the health of the Chinese internet as well.

The author, who is a corporate trainer, executive coach, and writer based in Bangkok and Beijing, has worked with Zhihu as a client in the past. 

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Briefing: Mobile poker apps blocked amid widening online crackdown https://technode.com/2018/10/30/china-blocks-texas-hold-em/ https://technode.com/2018/10/30/china-blocks-texas-hold-em/#respond Tue, 30 Oct 2018 03:47:22 +0000 https://technode-live.newspackstaging.com/?p=85241 The move is part of a greater crackdown on online content that the government deems to be "inappropriate."]]>

China blocks mobile poker apps as online crackdown widens – SCMP

What happened: A number of Texas Hold’Em mobile gaming platform have been blocked in China. Two of the biggest include Poker King and Poker Tribe, which amassed more than RMB 50 million in bets a day. Users were required to add at least RMB 1,000 to their accounts after they registered, as well as provide their bank card or payment service information.

Why it’s important: The move is part of a greater crackdown on online content that the government deems to be “inappropriate.” The Chinese gaming industry as a whole has been affected by the government limiting approvals of new game titles. The State Administration of Radio and Television (SART) was formed in March to replace the State Administration of Radio, Film, and Television (SARFT), which in turn forms part of a broader push by the Chinese government to strengthen its control over cultural policies. The Communist Party propaganda department was then given the power to license online games. These regulatory changes resulted in the slowest first-half growth in the sector for a decade. However, the government sees the initiative as a way to battle myopia and regulate what it deems to be harmful content.

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Douyin becomes 2nd Bytedance product to introduce mini programs https://technode.com/2018/10/26/douyin-mini-program/ https://technode.com/2018/10/26/douyin-mini-program/#respond Fri, 26 Oct 2018 07:33:09 +0000 https://technode-live.newspackstaging.com/?p=85043 bytedance Douyin tiktokDouyin is the second Bytedance brand to plan for mini programs.]]> bytedance Douyin tiktok

Eagle-eyed users of Douyin (known as TikTok abroad) have spotted a new addition to the app following the latest iOS update. Starting October 24, the app has an option, under settings, to access “mini programs.”

The function currently only allows access to “mini programs you’ve used,” which for all users currently total… zero. But the feature indicates that the hot live-streaming app will soon enter the mini-program fray alongside the likes of BAT and fellow Bytedance product Toutiao.

Tencent’s WeChat, of course, was the first to launch mini programs – limited-function apps of under 10 MB – into its own ecosystem in early 2017. Since then, competitors Alibaba and Baidu have sunk considerable resources into developing mini-programs, while just last month content aggregator Toutiao announced that it was testing out its own system.

Douyin, like Toutiao, falls under Bytedance’s brand, but it seems to be taking a quieter approach than its sister app.

A Toutiao insider told 36kr that “[Douyin’s mini programs] use the same code as Jinri Toutiao’s mini-programs.” If the situation is similar to Alibaba’s system, which launched across platforms Alipay, Amaps (aka Autonavi and 高德地图), and Ele.me simultaneously, Bytedance could theoretically integrate mini programs across multiple platforms after it finishes testing.

According to 36kr, mini-program development has merited the personal attention of Bytedance founder and CEO Zhang Yiming. Toutiao reportedly had plans to launch mini programs back in March but delayed the launch due to the volume of technical work.

Once completed, the move could prove path-breaking for both Douyin and Toutiao – despite their popularity, they simply don’t offer as many different types of services as dominant apps WeChat and Alipay. A broad array of mini programs could help supplement that lack, keeping users glued to their apps even longer than before.

Of course, its competitors are also attempting to keep audiences within their own ecosystems, resulting in some complex platform politics. Since April Tencent has banned WeChat users from sharing external links to short videos on Bytedance’s Douyin, Huoshan, and Xigua platforms, as well as Kuaishou, ostensibly to vet inappropriate content. In response to recent claims that it’s once again possible to share Kuaishou videos on WeChat, Tencent responded that the ban is still active but that developers had used mini-programs to get around the restriction.

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Honour of Kings will require real-name registration for all users, starting in Beijing https://technode.com/2018/10/26/honour-of-kings-will-require-real-name-registration-for-all-users-starting-in-beijing/ https://technode.com/2018/10/26/honour-of-kings-will-require-real-name-registration-for-all-users-starting-in-beijing/#respond Fri, 26 Oct 2018 06:28:45 +0000 https://technode-live.newspackstaging.com/?p=85029 Honour of King's latest rule is an attempt to rein in gaming addiction.]]>

Tencent’s Honour of Kings (王者荣耀), which spawned international edition Arena of Valor, has long been one of the world’s highest-grossing mobile games. But the multiplayer offering’s allegedly addictive popularity has also proved a burden, with state media outlet People’s Daily labeling it “poison.” In an attempt to improve the “Honour of Kings health system,” yesterday evening Tencent announced a real-name registration requirement that will apply to all China users.

In a way, the Weibo post by Tencent Games’ official account is nothing new. On September 15, Tencent had already begun conducting “the strictest real-name checks” for all new Honour of Kings users, and by October 16, the company started linking its existing users into a “public security authority data platform.” But yesterday’s announcement marked the first time that Tencent has required rather than suggested all users verify their real names. According to the company, the change has been implemented in Beijing already, with other areas to follow.

Players using a Beijing IP address will be prompted to complete the real-name verification process or be forbidden from logging in. All local game accounts will also be cross-checked with the government data platform.

The measures are largely intended to crack down on minors who use alternate accounts or otherwise circumvent Honour of Kings’ current restrictions: users 12 and under can only play one hour per diem during daylight hours, while 13 to 17-year-olds are allowed two. Under the new rules, a minor’s real-name information can only be used to register one gaming account across both WeChat and QQ.

In the future, Tencent plans to integrate more of its gaming products into the public security authority platform.

Real-name requirements are only one measure Tencent deploys to deter minors from gaming too much. It’s also testing out facial recognition as an additional verification measure on Honour of Kings, although that feature has yet to see an official launch.

The company’s efforts to appease authorities have made a cut into its gaming profits – Tencent stocks hit a 15-month low earlier this month – and potentially even players’ privacy. But in its furious efforts to address potential addiction, it’s certainly setting new precedents for the gaming industry.

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Bilibili partners with Tencent on anime and games https://technode.com/2018/10/26/bilibili-partners-with-tencent-on-anime-and-games/ https://technode.com/2018/10/26/bilibili-partners-with-tencent-on-anime-and-games/#respond Fri, 26 Oct 2018 04:02:30 +0000 https://technode-live.newspackstaging.com/?p=84982 tencentThe two will share and produce more shows and games for Gen Z.]]> tencent

Last night, anime streaming site Bilibili announced a strategic partnership with internet behemoth Tencent. Tencent had previously revealed a $317.6 million investment in Bilibili, which brought its company stake up to 12%, earlier this month. However, the recent press release reveals new details about a deeper cooperation.

First, there will be more partnership on “sharing and operating” existing anime and games on Bilibili. B-stop (B站), as it’s affectionately called by fans, will exchange and purchase “existing anime copyright” with its counterpart, which operates a popular streaming site of its own. In addition, Bilibili will host more Tencent games on its platform.

Furthermore, the two will work together to “jointly procure, produce and invest in anime projects,” creating new content targeted at a youthful audience. Both Tencent and Bilibili will also look for more investment opportunities in the animation-comics-games industry.

Bilibili chairman and CEO Chen Rui commented, “The strategic cooperation with Tencent further aligns us with China’s leading internet company, and supports our strategy to bring high quality content and services to our growing community.”

“We can now leverage Tencent’s innovative research and development capabilities and premium content, particularly in licensing, co-producing and investment in anime, as well as game publishing.”

Tencent president Martin Lau had this to add: “We greatly value Bilibili’s Gen Z demographic with entertainment needs that welcome a steady stream of new content. Such an active user base along with Bilibili’s ecosystem is ideally suited for nurturing the type of creative and transformative internet games and products Tencent is known for bringing users around the globe.”

The partnership is a meeting of like-minded corporations. While Tencent offers a vast array of services, youth appeal and gaming have always been priorities. The latter has taken a blow with recent government efforts to stop young people from staring at screens for too long. The Bilibili partnership may help address some of Tencent’s troubles, although it’ll likely only result in more screen-time for Gen Z.

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Briefing: Tencent trials facial recognition to stop minors from gaming too much https://technode.com/2018/10/24/tencent-gaming-facial-recognition-minors/ https://technode.com/2018/10/24/tencent-gaming-facial-recognition-minors/#respond Wed, 24 Oct 2018 04:38:17 +0000 https://technode-live.newspackstaging.com/?p=84686 The feature compares camera shots of players' faces with government databases.]]>

Tencent employs facial recognition to detect minors in top-grossing mobile game ‘Honour of Kings’–SCMP

What happened: On Saturday, Tencent revealed that 1,000 new China-based users of its highest-earning mobile game Honor of Kings (the Chinese version of Arena of Valor) have been chosen to test out a new facial recognition function. The feature would compare camera shots of players’ faces with government databases, and is meant to deter young gamers from too much screen-time. Tencent has said it’s the first gaming company to use such official data in order to vet users. The company didn’t clarify when facial recognition checks would be implemented for all Honor of Kings users, or if it would also be used in other Tencent games.

Why it’s important: This is just the latest measure coming from Tencent following official disapproval over minors’ gaming addiction which started this year. After blaming kids’ nearsightedness on too much gaming, the authorities set limits on the number of new online games in August. Tencent and other companies have seen a drop in stocks since. In an apparent effort to appease concerns, last month the tech titan began trying out a feature on its mobile video app that blurs images when viewers’ faces are too close to their screens. If the Honour of Kings facial recognition function launches, it would affect some 200 million users, not to mention company profits.

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PandaTV says its not dead and will file for an IPO this year https://technode.com/2018/10/22/pandatv-says-its-not-dead-and-will-file-for-an-ipo-this-year/ https://technode.com/2018/10/22/pandatv-says-its-not-dead-and-will-file-for-an-ipo-this-year/#respond Mon, 22 Oct 2018 05:55:28 +0000 https://technode-live.newspackstaging.com/?p=84422 esport china“We are not dead, and PandaTV is about to profit,” PandaTV's Chief Operation Officer Zhang Juyuan told local media. ]]> esport china

PandaTV, Chinese live streaming platform specializing in e-sports and other entertainment content, plans go public by the end of this year, Chief Operation Officer Zhang Juyuan told local media (in Chinese). Zhang also said earlier that Hong Kong and US are IPO destinations the company is now considering.

Co-founded by Wang Sicong, son of multinational Wanda Group’s Wang Jianlin, Panda TV just had its 3-year anniversary on October 20, amid increasing doubts  of liquidity problems, financing shortage, and Wang Sicong’s hesitation in continuous material support.

“We are not dead, and PandaTV is about to profit. We will raise a fresh round of financing from giants by the first quarter of 2019, which would increase our valuation to over RMB 5 billion ($720 million ),” Zhang said, specifying no other detailed operation data.

China is said to have the world’s largest gaming market and the most netizens, but live streaming industry’s future is haunted by both financial and administrative uncertainties.

Yizhibo, another well-known live streaming platform established 2011, was reportedly to merge into Sina fully, while industry leader Huya went public in May and another industry power Douyu received $630 million exclusive financing from Tencent in March.

Prior to Zhang’s official confirmation of PandaTV’s IPO plan, the information regarding Wang Sicong’s cashing out from the enterprise received massive attention in the industry.

“Wang’s dumping shares was due to some negotiations with financial institutions about the future of PandaTV’s live streaming businesses, which includes mergers and acquisitions, and [regular] financing,” Zhang explained on October 20. “After discussion, [we] reckon the best solution is to [have PandaTV] finance independently and file for an IPO.”

Zhang’s answer didn’t deny Wang’s share sales, and signals Wang’s reluctance to directly inject capital into the business by referring to independent fundraising and public channels such as an IPO.

Additionally, tightening state-backed content management is placing more obstacles for content-oriented enterprises to attract users. On October 9, Douyu was found to have been removed from the iOS store due to some suspected copyright violations and is still not available. Access to a light version with less content is available on Android, though.

PandaTV is now laying emphasis on e-sports related content and collaborating Wang Sicong’s own e-sports sources including a professional team for competition and tournaments.

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China Tech Talk 61: How technology has changed music in China https://technode.com/2018/10/22/china-tech-talk-61-how-technology-has-changed-music-in-china/ https://technode.com/2018/10/22/china-tech-talk-61-how-technology-has-changed-music-in-china/#respond Mon, 22 Oct 2018 03:37:05 +0000 https://technode-live.newspackstaging.com/?p=84100 John and Matt are joined by Wang Boyuan to take a look back at how the music industry has been influenced by tech]]>

Ahead of Tencent Music Entertainment’s IPO, John and Matt are joined by Wang Boyuan, translator and editor of TechCrunch.cn, to take a look back at how the music industry has been influenced by tech as well as the evolving online music market, now dominated by Tencent.

Links

Guests

Hosts

Podcast information

Download this episode

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China’s internet speeds lag far behind developed peers, recent report shows https://technode.com/2018/10/18/china-internet-speeds-lag/ https://technode.com/2018/10/18/china-internet-speeds-lag/#respond Thu, 18 Oct 2018 09:38:08 +0000 https://technode-live.newspackstaging.com/?p=84183 China ranks 43rd in mobile internet speed, with an average of only 3.79 MB/s.]]>

Technologically speaking, China has seen rapid progress over the last forty years. But despite major strides forward in both innovation and infrastructure, it still lags in at least one important aspect: internet speed.

According to international consulting agency We Are Social’s fourth-quarter report, the mainland’s internet speeds ranks well behind developed areas, including the special administrative regions of Hong Kong and Macau.

Image credit: We Are Social

In terms of average fixed connection speed, mainland China ranks 20th, with an average speed of 80.44 Mbps (10.1 MB/s), Tencent News reports. That’s well above the global average of 49.26 Mbps, but significantly behind the top six regions (which includes Hong Kong), which all averaged about 100 Mbps.

The mainland performed even worse in average mobile internet speeds, ranking #43 on the list with an average of 30.3Mbps, or 3.79 MB/s.

But as other stats show, slow 4G and network speeds haven’t stopped Chinese consumers from flooding their favorite platforms. Chinese social media and websites made a strong showing in global rankings from July through September. WeChat led the local pack, and Douyin/TikTok outranked Twitter as well as Sina Weibo.

In addition, one ranking of sites’ global traffic volume and page views showed several Chinese competitors in the top 20. Baidu took the fourth spot behind Google.com, Youtube, and Facebook, and Alibaba’s Tmall and Taobao each beat out Amazon.

Image credit: We Are Social
Image credit: We Are Social

On a shopping-related note, compared to countries like Argentina or Brazil where a large majority does online research before each major purchase, a much smaller proportion of Chinese internet users (34%) reported the same.

Other trends included a penchant for using voice search and commands. 48% of Chinese users, compared to a global average of 38%, reported using voice-enabled features on any of their devices in the fourth quarter. They ranked only behind Indian users, a majority of whom said they had used voice recognition features.

And in contrast to what some believe, a significant percent of Chinese internet users reported being concerned about privacy. 39% said they believed that their data was being misused online, not far behind the world average of 42%.

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Briefing: Popular livestreamer detained five days for ‘disrespecting’ national anthem https://technode.com/2018/10/15/livestreamer-detained-national-anthem/ https://technode.com/2018/10/15/livestreamer-detained-national-anthem/#respond Mon, 15 Oct 2018 04:05:14 +0000 https://technode-live.newspackstaging.com/?p=83784 She's released two apologies for her "stupid mistake" and renounced livestreaming.]]>

Chinese live-streaming star locked up for singing national anthem in ‘disrespectful’ way–SCMP

What happened: On Saturday (October 13), Shanghai police revealed that Yang Kaili – a live-streaming celebrity better known as “Lige” – was detained for five days after singing the Chinese national anthem in a “disrespectful” manner online. On October 7, Yang jokingly warbled the opening words from the March of the Volunteers on live-streaming platform Huya while sporting a headband with reindeer antlers. Days afterward, Huya blocked her from its platform and took down all her videos, followed by fellow streaming site Douyin. Yang, faced with user backlash in addition to her punishment, has since released two apologies for her “stupid mistake” and said she will no longer broadcast videos. She was detained under a law instated last year that slams those who mock or alter the lyrics of China’s national anthem with up to 15 days of detainment or three years of jail time.

Why it’s important: Yang’s case is another reminder of China’s ongoing online content crackdown, with her seemingly minor offense generating a hefty punishment. Five-day detainment aside, the internet celebrity has likely lost a major part of her income by being forced to leave live-streaming. In this case, however, censure came not only from above but also from below. Many Weibo users have reportedly expressed offense at Yang’s rendition of March of the Volunteers, however short it was. No doubt fearing a backlash from both sides, major platforms Huya and Douyin were quick to act, bringing the curtain down on the young celebrity’s live-streaming career.

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China’s biggest streaming site to bring patriotic education to the countryside https://technode.com/2018/10/12/chinas-biggest-streaming-site-to-bring-patriotic-education-to-the-countryside/ https://technode.com/2018/10/12/chinas-biggest-streaming-site-to-bring-patriotic-education-to-the-countryside/#respond Fri, 12 Oct 2018 09:44:04 +0000 https://technode-live.newspackstaging.com/?p=83734 iQiyi is bringing cultural treasures such as Wolf Warrior known as China's Rambo to disadvantaged areas.]]>

China’s biggest streaming service is planning to “alleviate the problem of cultural poverty” in China’s disadvantaged rural areas by showing a series of patriotic testosterone-fueled flicks.

iQiyi will leverage its “vast resources in the entertainment industry,” to bring rural areas cultural gems such as Wolf Warrior II, an action-packed story of a Chinese special forces sergeant on a mission to save Chinese nationals from local rebels and white mercenaries in a generic African country.

“We have always been committed to making sure that our great selection of high-quality content is available to people from all walks of life and this initiative is a clear example of how iQiyi bridging societal gaps to achieve this,” Ma Shengjie, Director of Public Affairs at iQiyi said in a press release.

Bridging societal gaps or not, it is clear that iQiyi has chosen the movies with a special purpose in mind. “Patriotic education with new media such as Weibo and WeChat” has been an often repeated goal since China’s Ministry of Education launched a campaign targeting Chinese youth in 2016. Within recent months, many of China’s online platforms have been scolded by regulators for not doing more on patriotic propaganda.

In August, China’s leading e-sport live streaming platform Douyu announced it will close channel of a popular live streamer for content that “insulted historical facts” on the Nanjing Massacre. The platform also said it would initiate patriotic education covering all live streaming channel owners including visits to revolutionary sites and history museums regularly to help improve the streamers’ awareness of historical responsibility.

ByteDance’s short video app Douyin (AKA Tik Tok) was forced to suspend the advertisement side of its business as a result of an advert mocking a war hero violating the “Heroes and Martyrs Protection Act” enacted this year.

Another Chinese online platform Baozou based on Rage comics faced even more severe punishment after being temporarily shut down for poking fun at a communist heroes Ye and Dong Cunrui. Aside from paying RMB 100,000 to the family of the war hero, CEO Ren Jian led his team to apologize in front of the hero’s memorial monument and promised to improve patriotic training for the young team.

Photo from Hold your hand (十八洞村), a movie said to be heavily inspired by Xi Jinping, is one of four movies iQiyi plans to screen in China’s disadvantaged areas. (Image credit: 十八洞村)

Often dubbed as China’s answer to Rambo, Wolf Warrior II (2017) made $854 million at the Chinese box office becoming the second highest-grossing of all-time in a single market. The movie was released a few days ahead of the People Liberation Army’s massive 90th-anniversary celebration on the same day as the state-sponsored film The Founding of the Army.

Among other movies that will be shown by iQiyi is Operation Red Sea (2018) in which Chinese special forces race to save Chinese citizens and locals from terrorists in Yemen. In keeping up with the familiar pattern, the third movie iQiyi will show Operation Mekong (2016) which follows a band of elite narcotics officers investigating a murder of Chinese citizens by local drug cartels inspired by true events.

Aside from these three military patriotic epics, iQiyi will also show Hold Your Hands (2017), a movie said to be inspired by Chinese president’s Xi Jinping 2013 launch of anti-poverty strategy in a Hunan village. Although the movie was praised by Chinese state media, it received a less warm reception among audience than the action blockbusters.

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After Bullet Messenger, video streaming app Douyu also pulled from China iOS App Store https://technode.com/2018/10/10/douyu-pulled-app-stores/ https://technode.com/2018/10/10/douyu-pulled-app-stores/#respond Wed, 10 Oct 2018 05:19:42 +0000 https://technode-live.newspackstaging.com/?p=83361 DouyuThe news may slow down the Tencent-backed e-sports app which is planning a US IPO for later this year.]]> Douyu

Chinese e-sports video streaming app Douyu has been taken down from the Chinese iOS app store. The news comes just one day after “WeChat rival” Bullet Messenger was removed from the iOS App Store on October 9.

Bullet stated yesterday that the reason behind the removal was that certain content provided by its partner was reported for possible copyright violations. However, the fast-rising messaging app which gained attention after topping China’s iOS App Store chart soon after its launch in August has faced complaints over loose security settings and for spreading vulgar content. In the meantime, Bullet has been restored to the Chinese version of App Store and is again available for download.

Douyu is still available on the mainstream Android stores, but only in a stripped-down version that allows users to view but not upload videos. In addition, the pared-down app doesn’t allow viewers to tip streamers.

Users started noticing Douyu’s absence from China’s iOS store as early as October 3, Securities Daily reports. As of yesterday, however, the US-based Apple store still allowed downloads of the original app.

In response to the disappearance, an official Douyu account on a chat forum states that: “we are actively coordinating, please wait patiently for [the app] to go online again. The Android app can be downloaded via QR code on the official site.”

Douyu customer service personnel confirmed with TechNode that the company is working to get the app up again, but was not able to provide a timeline or further details.

The news comes at a bad time for the Tencent-backed company, which was reportedly gearing up for a US IPO later this year. The move would have followed in the footsteps of live-streaming competitor Huya, which was listed on the New York Stock Exchange in May.

Douyu’s takedown from the China iOS store comes as China continues to tighten online content curbs.

Earlier this year, popular apps such as Toutiao, Kuaishou, Bilibili, and Phoenix News were taken down over various periods of times for rectification and cleaning up of content deemed “inappropriate” by the state. In the interlude, multiple apps released stripped-down versions similar to Douyu’s current Android option, allowing users to view but not upload content.

A total of 46 apps on 21 app stores were removed in Q1 2018, according to data from the Ministry of Industry and Information Technology. In September, the government launched a new clean-up campaign directed specifically at live-streaming, further raising the bar for online content providers in China.

This article was updated October 10, 2018, to add that Bullet Messenger is again available on Apple’s App Store.

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Tencent to pilot facial recognition checks in Honour of Kings https://technode.com/2018/09/29/tencent-facial-recognition-honour-of-kings/ https://technode.com/2018/09/29/tencent-facial-recognition-honour-of-kings/#respond Sat, 29 Sep 2018 07:16:06 +0000 https://technode-live.newspackstaging.com/?p=82954 tencentVisual information captured by a user will be compared to government-held identity data. ]]> tencent

Tencent’s popular mobile multiplayer hit “Honour of Kings” (known as “Arena of Valor” outside of China) is about to get another update to its supervision system, this one more imposing than the last.

Starting today (September 29), new players in Shenzhen and Beijing will be selected at random to undergo video facial recognition authentication as part of a pilot aimed at testing the viability of widespread use.

Earlier this month, the company began enforcing real name verification for all players. The upgrade connected the platform to China’s public security database, which the company claimed would allow it to better enforce the rules and limit the amount of time minors can spend playing.

The system stops those who do not verify their identity from logging in. Children under 12 years old are limited to playing one hour a day between 8 am and 9 pm. Minors over 12 are restricted to two hours a day. Individuals awaiting approval are subject to the same limits imposed on those under 12 years old.

The company claims the facial verification pilot is attempting to further increase its ability to crack down on excessive gaming by minors. Now, visual information captured by a user will be compared to government-held identity data.

Tencent has faced increased scrutiny in the past few months for its perceived contribution towards gaming addiction among China’s youth. In June, Party mouthpiece People’s Daily blasted the company, referring to “Honour of Kings” as “poison” and said greater regulation of social games is needed.

Tencent also imposed spending limits within games. It introduced a feature in July that notifies account holders when a suspected minor’s in-game spending reaches RMB 500 a month, also creating greater parental controls.

But increased oversight of game publishers is not limited to Tencent. The Communist Party’s propaganda department has taken over licensing new online games. As a result, approvals of new titles have slowed amid the restructuring, with no new licenses being approved in the past six months.

The industry as a whole has suffered financially as a result. This first half of this year saw the industry’s slowest growth in ten years. Tencent was not immune to the slowdown. Its second-quarter profits fell for the first time since 2005, in part, due to the removal of popular titles from its distribution platforms.  The company was forced to stop selling blockbuster “Monster Hunter: World” from its WeGame platform—wiping out $15 billion from its market value— and shut down its popular poker game “Texas Hold’Em”

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WeChat updates add pressure to subscription account content creators https://technode.com/2018/09/26/wechat-update-version-673/ https://technode.com/2018/09/26/wechat-update-version-673/#respond Wed, 26 Sep 2018 06:54:14 +0000 https://technode-live.newspackstaging.com/?p=82511 wechat qq momo renren weiboWeChat's 6.7.3 version also allows users to record their own facial expression as a gif.]]> wechat qq momo renren weibo

Tencent announced its new version for iOS WeChat on September 25 and laid out more challenges for players eyeing the WeChat subscription content cake.

WeChat’s 6.7.3 version allows users to record their own facial expressions as a gif which can be edited. The gif will be saved to a user’s WeChat account which supports different devices.

The new updates, as highlighted in the App Store, will also allow moving to the next text line when typing by long-pressing the text being edited.

Despite these cool sounding features, some updates are making subscription account owners anxious. WeChat added a “Frequently Read” content row displaying users’ most popular content subscription accounts. The row sticks to the top of the subscription main page and will notify users of any updates from the accounts.

At the same time, displays for frequently read accounts and other accounts are different. WeChat allows the former to show a large feature image, but will only display the headline and a side image for the latter.

The WeChat content market expects the updates to further marginalize accounts with declining readership and those hoping to attract readers with eye-catching images. This appears as a further step towards the news feed model of Jinri Toutiao, China’s leading Chinese news platform operated by ByteDance. WeChat, though having denied following ByteDance, is shifting its WeChat account subscription management towards “reading efficiency improvement”.

By the end of 2017, there were over 10 million WeChat subscription accounts providing content covering a wide range of sectors. However, only around 3 million accounts were reportedly active. According to data quoted by local media (in Chinese), which is widely acknowledged in the WeChat content circle, the average browsing rate for a WeChat subscription account (the number of users that click to read an article an account publishes per every 100 users) is less than 5%.

The reality sharply contrasts capital’s interest in WeChat content owners’ profitability potential. In April, Zhejiang Huge Leaf offered RMB 3.2 billion for a digital content company called Quantum Cloud (量子云) which operates 981 WeChat subscription accounts. Earlier this month, a 17-year-old high school student sold a subscription account for RMB 400,000.

Competition among content providers will grow, and not everyone will be allowed to stay.

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Briefing: Leshi says indebted former CEO Jia Yueting still controls company https://technode.com/2018/09/26/briefing-leshi-says-indebted-former-ceo-jia-yueting-still-controls-company/ https://technode.com/2018/09/26/briefing-leshi-says-indebted-former-ceo-jia-yueting-still-controls-company/#respond Wed, 26 Sep 2018 03:51:17 +0000 https://technode-live.newspackstaging.com/?p=82462 LeEcoThe troubled company shot down reports of a takeover by Sunac's Sun Hongbin.]]> LeEco

乐视网深夜发公告称贾跃亭仍为实控人 集合交易股价再度封于涨—Tencent News

What happened: In response to reports that the founder and chairman of real estate developer Sunac, Sun Hongbin, might “take over” troubled tech company Leshi Internet, the company responded Tuesday night that former CEO Jia Yueting is still its biggest shareholder. Sunac’s stake in Leshi, bought last January via proxy company Tianjin Jiarui Huixi, is stable at 8.56%. The video-streaming company added that it hadn’t received news of Sun Hongbin or related parties planning to buy any more assets. On Tuesday, Leshi’s shares rose just over 10% from the previous day of trading as speculation swirled about a possible Sunac takeover.

Why it’s important: Heavily indebted Leshi, or Le.com, has been in hot water since late 2016, even facing a potential delisting from the Shenzhen Stock Exchange due to negative assets this year. In January 2018, the company stated, Jia Yueting and parent company LeEco owed it a combined RMB 7.5 billion. After Sunac invested in Leshi last January, Sun Hongbin stepped in as chairman the following July but resigned just eight months later. Recent speculation over Sun/Sunac taking over again had commentators concluding that it might be the best possible outcome for Leshi. For now, though, it appears to be just rumor.

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Briefing: Unoffical Tencent Music’s financial figures unveiled ahead of IPO https://technode.com/2018/09/26/tencent-music-ipo-figures/ https://technode.com/2018/09/26/tencent-music-ipo-figures/#respond Wed, 26 Sep 2018 03:18:03 +0000 https://technode-live.newspackstaging.com/?p=82455 Tencent Music TME quarterly earnings revenueTencent Music will increase revenues by more than 90% this year, according to unofficial figures.]]> Tencent Music TME quarterly earnings revenue

腾讯音乐业绩首度曝光 —北京商报

What happened: A widely circulated document has brought Tencent Music’s financial performance to light. According to the unofficial report, the streaming service’s revenue in 2016 and 2017 was RMB 5 billion and RMB 9.4 billion, respectively. Its revenue is expected to reach RMB 18 billion in 2018—a 91.5% increase from the year before. The document also revealed that Tencent Music currently has 700 million active users on its platform, 120 million of which are paying subscribers. Tencent has not confirmed the authenticity of the figures.

Why it’s important: The subsidiary of Chinese tech giant Tencent filed for a US listing in early September, reportedly seeking to raise about $2 billion. Tencent Music’s main source of revenue comes from paid subscriptions, live streaming, partnerships, and ads. The company now operates the music streaming services including QQ Music, KuGou and Kuwo, dominating three-quarters of China’s lucrative music streaming market.

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Briefing: Taobao launches standalone short video app https://technode.com/2018/09/18/short-video-taobao-ecommerce/ https://technode.com/2018/09/18/short-video-taobao-ecommerce/#respond Tue, 18 Sep 2018 04:30:30 +0000 https://technode-live.newspackstaging.com/?p=81421 Product listings can be added to videos, allowing users to buy the merchandise once they have viewed it.]]>

Alibaba’s Taobao jumps on short video bandwagon, launches stand-alone app to drive e-commerce – SCMP

What happened: Taobao has launched a standalone short video app—called Lu Ke—allowing users to show off the goods they have bought on the platform. The app lets consumers post videos in various categories including travel, food, and beauty. It also includes a question and answer feature. Most importantly, product listings can be added to videos, allowing users to buy the merchandise once they have viewed it.

Why it’s important: In China, the lines are being blurred between social media and e-commerce platforms. Taobao is monopolizing on the popularity of short video apps and including social features that allow users themselves to promote sales. While the platform has been experimenting with video for some time in the form of live streaming and short videos, this is its first standalone video app.

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Toutiao sets up mini-programs, following in BAT’s footsteps https://technode.com/2018/09/18/toutiao-mini-programs/ https://technode.com/2018/09/18/toutiao-mini-programs/#respond Tue, 18 Sep 2018 02:57:19 +0000 https://technode-live.newspackstaging.com/?p=81419 Enterprises reportedly have limited access to the mini-programs, which are currently only compatible with Android systems.]]>

Popular content aggregator Jinri Toutiao plans to roll out mini-programs, joining WeChat, Alipay, and Baidu in a race for user attention spans, reports local media.

The mini-programs are currently in a stage of internal testing and will be released soon if all goes as planned. According to a Toutiao representative, the company hopes to offer a richer experience for users with different needs by launching the new feature.

Enterprises reportedly have limited access to the mini-programs, which are currently only compatible with Android systems. Users will be able to enter the mini-program by searching for keywords and can share specific program pages to Weitoutiao, Toutiao’s microblogging platform. The new feature also supports Alipay.

By testing out mini-programs for its platform, Toutiao is following in the footsteps of Tencent, Alibaba, and Baidu. The feature was first released on WeChat in early 2017, allowing users to access limited versions of various services and sites without downloading separate apps. It’s since been proven a savvy move for the social networking platform, reaching 200 million daily active users this year.

Alipay and Baidu both launched their own mini-programs in recent months, with plans to expand further in the field. Ant Financial began an initial trial run last September, followed by the establishment of an official mini-program business unit. Toutiao’s latest news is part of a larger trend of big-name online platforms seeking to keep users glued to their apps.

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Qutoutiao’s IPO financing downsized again https://technode.com/2018/09/14/qutoutiao-ipo-financing-drop/ https://technode.com/2018/09/14/qutoutiao-ipo-financing-drop/#respond Fri, 14 Sep 2018 06:31:47 +0000 https://technode-live.newspackstaging.com/?p=81137 The figure has shrunk by 72% compared to the amount proposed in August. ]]>

Chinese content aggregator Qutoutiao (趣头条), or “Fun Headlines,” is expected to raise even less in its IPO than its recently adjusted total of $165 million, according to local media.

The company initially hoped to raise $300 million when listing on the Nasdaq. However, late last week it updated its filing to reflect a 45% decline in its expected IPO financing. Now, according to individuals familiar with the matter, that figure has dropped to $84 million, marking a 72% decrease compared to the amount proposed in August.

While the company has set its initial offer price per share at between $7 to $9, the figure is expected to sit at the lower end. Its IPO prospectus shows the company plans to offer 16 million American Depository Shares (ADS), while it is being underwritten by  Citigroup, Deutsche Bank Securities, China Merchants Securities [HK], UBS Investment Bank, and KeyBanc Capital Markets.

Qutoutiao is the biggest rival of Jinri Toutiao. It has 62 million monthly active users (MAUs), and 21 million daily active users who spend more than 55 minutes on the platform every day, according to its prospectus.

Despite the competition, Qutoutiao and Jinri Toutiao have different target markets. While the latter focuses on higher-tier cities, the former has directed its attention to smaller cities. Qutoutiao was founded in 2016 when it drew users by awarding coins for using the app and inviting friends. These coins could be later exchanged to real RMB.

The company has seen rapid revenue growth since its founding. In the second-quarter of 2018, its revenue exceeded $108 million, 570% higher than the same period in 2017. The same is true of its 2017 revenue, which grew by 788% compared to 2016.

Qutoutiao has close ties to Tencent, which was a lead investor in its Series A in January 2017 and Series B in March. The financing valued the company at more than $1.6 billion, raising it to the status of a unicorn.

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iQiyi launches short video app targeting the elderly https://technode.com/2018/09/14/iqiyi-jinshi-short-video/ https://technode.com/2018/09/14/iqiyi-jinshi-short-video/#respond Fri, 14 Sep 2018 03:38:34 +0000 https://technode-live.newspackstaging.com/?p=81072 iqiyi fraud user number luckin short seller muddy watersThe app focusses on topics including current events and politics, health, and the military.]]> iqiyi fraud user number luckin short seller muddy waters

Baidu-owned video streaming platform iQiyi is taking the massively popular short video format and targetting a previously untapped segment of the market: the elderly. The company launched Jinshi (锦视)  this week (September 11), which hosts videos more appropriate to its target audience, according to New Business Intelligence.

Jinshi, the third short video offering from iQiyi, hopes to entice the older generation by focussing on topics including current events and politics, health, and the military. The app also differs from others in that users can switch between video and audio streams, and it features horizontal videos.

Video services in China have seen a marked uptick in usage, which is primarily being driven by short-form videos. In 2013, the country spent 60% of its daily entertainment time on social media and 13% on video platforms. As of March 2018, video services have seen a dramatic increase in time spent on their platforms, up nearly 70%. Users of popular short video platforms Douyin and Kuaishou spend an average of 52 minutes a day using these services, according to Mary Meeker’s 2018 Internet Trends Report.

As such, China’s “silver economy” is gaining more and more attention. With increasing levels of technology literacy, individuals over 50 are making use of these tools not only for entertainment but also keeping in contact—unsurprisingly, given the app’s widespread use, Chinese over-50s are most comfortable using WeChat, according to a study by Tencent and the Chinese Academy of Social Sciences (CASS).

However, they are also using their smartphones to consume content. According to the same study, 67% of respondents read about current affairs and 66.9% about health. Additionally, of the 21,000 people aged 50 to 80 registered on Ximalaya FM, 32.3% listen to audio books.

This consumption of online content is obviously what iQiyi hopes to take advantage of. However, this year has been a difficult one for short video platforms with the increasing intensity of crackdowns on “inappropriate” content by regulators.

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Briefing: CCP propaganda department takes control of licensing online games https://technode.com/2018/09/10/propaganda-department-online-gaming-licenses/ https://technode.com/2018/09/10/propaganda-department-online-gaming-licenses/#respond Mon, 10 Sep 2018 03:52:36 +0000 https://technode-live.newspackstaging.com/?p=80465 Approvals of new games have been suspended since March, with delays expected for the next six months. ]]>

China’s gaming boom hit by freeze in licensing as propaganda body takes charge – SCMP

What happened: The Chinese Communist Party’s propaganda department is being given the power to license online games as it seeks greater control of cultural content. Approvals of new games have been suspended since March, with delays expected for the next six months.

Why it’s important: China’s gaming industry is the biggest in the world, but the past six months have been trying for game developers. Changing regulations have resulted in the slowest first-half growth in the sector in a decade. Tencent has even attributed its disappointing first-half results to the regulatory reshuffle. The company pulled hit title Monster Hunter: World from its WeGame platform days after it was released due to complaints about violence and tightening regulation. However, the government sees the initiative as a way to battle myopia and regulate what it sees as harmful content.

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Jinri Toutiao rival Qutoutiao reduces IPO financing volume by nearly 50% https://technode.com/2018/09/07/qutoutiao-ipo-reduce-financing/ https://technode.com/2018/09/07/qutoutiao-ipo-reduce-financing/#respond Fri, 07 Sep 2018 11:06:29 +0000 https://technode-live.newspackstaging.com/?p=80441 The company has lowered the amount it expects to raise from $300 million to $165 million. ]]>

Tencent-backed Chinese content aggregator Qutoutiao (趣头条), or “Fun Headlines,”, which recently filed for an IPO in the US, has lowered the amount it expects to raise from $300 million to $165 million.

The company initially submitted its IPO filing to the US Securities and Exchange Commision on August 17. However, it filed an amendment on September 4 in which it reduced its maximum offering price by close to 50%.

In the updated document, the company said it expects the initial offering price to be between $7 and $9. The company said the proceeds would be used in a variety of areas, including expanding and enhancing content offerings.

According to the filing, Qutoutiao has 62 million monthly active users (MAUs), 21 million daily active users who spend more than 55 minutes on the platform every day.

The company is the biggest rival of Jinri Toutiao, China’s top aggregation app. It also has close ties to Tencent, which was a lead investor in its Series A in January 2017 and Series B in March. The financing valued the company at more than $1.6 billion, raising it to the status of a unicorn.

Tencent’s involvement in Qutoutiao makes sense—the tech giant has been at odds with Jinri Toutiao’s parent company Bytedance for some time. The two companies have been in and out of court for a range of issues, including unfair competition. There is also somewhat of a feud between the company’s CEOs, who have taken to arguing on WeChat Moments, a feature similar to that of Facebook’s newsfeed.

Despite the competition, Qutoutiao and Jinri Toutiao have different target markets. While the latter focuses on higher-tier cities, the former has directed its attention to smaller cities. Qutoutiao was founded in 2016 when it drew users by awarding coins for using the app and inviting friends. These coins could be later exchanged to real RMB

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Briefing: Leshi new media unit gets fresh funding from Tencent, JD.com https://technode.com/2018/09/07/leshi-tencent-jd-investment/ https://technode.com/2018/09/07/leshi-tencent-jd-investment/#respond Fri, 07 Sep 2018 05:10:47 +0000 https://technode-live.newspackstaging.com/?p=80312 A Leshi branch has expanded thanks to RMB 600 million in funds from Tencent and JD.com.]]>

Leshi’s TV-Making Arm Founds Culture and Media Unit With New Funds From Tencent, JD–Yicai Global

What happened: A TV-focused branch of Leshi which belongs to debt-laden LeEco has set up a “Culture and Media” company in Beijing using RMB 50 million in funds. The subsidiary that set up the unit is Lerong Zhixin Electronic Technology, which attracted a total investment of RMB 600 million from Tencent and JD.com earlier this year. The new company will deal in consumer electronics, computers, software, sporting goods, and auxiliary equipment, Yicai reports. In addition, it aims to produce and broadcast TV shows and take charge of culture- and art-related activities. Lerong Zhixin’s stock price rose after the high-profile investments while the two tech titans each hold a 2.78% stake in the company.

Why it’s important: Leshi is reportedly still owed RMB 6.7 billion by its parent company LeEco, which is currently due to be paid by former LeEco CEO Jia Yueting. Despite the financial uncertainty, the subsidiary Lerong Zhixin appears to be prospering from growing interest in smart electronics. Both Tencent and JD.com have already launched smart speakers; intelligent TVs and related products seem to also fall into their plans for expansion.

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Tencent Music to file for US IPO today https://technode.com/2018/09/07/tencent-music-us-ipo-2/ https://technode.com/2018/09/07/tencent-music-us-ipo-2/#respond Fri, 07 Sep 2018 03:48:33 +0000 https://technode-live.newspackstaging.com/?p=80311 Tencent Music TME quarterly earnings revenueThe company hopes to raise $2 billion at a valuation of up to $31 billion]]> Tencent Music TME quarterly earnings revenue

Chinese streaming giant Tencent Music will reportedly file for its US-based IPO today (September 7). The company hopes to raise $2 billion at a valuation of up to $31 billion, according to IPO Zaozhidao (IPO早知道), a WeChat account with a good track record.

In July, parent company Tencent announced plans to spin off its music business, saying it will be listed “on a recognized stock exchange in the United States.” The date of the IPO is rumored to be October 18, and is being underwritten by Goldman Sacks and Morgan Stanley.

Tencent Music runs QQ Music, Kugou, and Kuwo. According to figures from December 2017, Tencent Music has 700 million monthly active users (MAU), 17 million songs, and 120 million paying subscribers.

The company’s rumored valuation has increased steadily with time. In 2017, it was expected to be valued at $10 billion, rising to its current expected valuation of over $30 billion. Additionally, Tencent Music was listed on Hurun’s Greater China Unicorn Index for the first time this year.

The company has seen rapidly rising profits over the past three years, driven by paid subscriptions, licensing, and advertising.  Its 2016 revenue reached nearly RMB 5 billion, with a net profit of close to RMB 600 million. A year later,  its operating income reached RMB 9.4 billion and its net profit exceeded RMB 1.88 billion. These gains are predicted to continue in the future, with an expected revenue of RMB 17 billion in 2018.

Tencent Music’s three streaming apps together control a significant share of the market. The company faces competition from  Alibaba, NetEase, and Baidu Music, the latter merging with Taihe Music in 2015 and rebranding to Qianqian Music in 2018.

Despite this competition, some of the major players in the industry formed copyright partnerships as the government tightened its grip on services providing unlicensed music. In 2017, Tencent Music teamed with Ali Music Group on music copyrights. This was followed by a cross-licensing agreement with NetEase Music following copyright disputes. The company has also formed a partnership with international counterpart Spotify.

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Briefing: Baidu Video completes $100 million Series B https://technode.com/2018/09/05/baidu-video-100-million-series-b/ https://technode.com/2018/09/05/baidu-video-100-million-series-b/#respond Wed, 05 Sep 2018 03:42:52 +0000 https://technode-live.newspackstaging.com/?p=79979 With an MAU of 70 million, Baidu Video is now looking at AI and short video content.]]>

百度视频完成1亿美元B轮融资 百度领投 —Sina Tech

What happened: Video search and content aggregation platform Baidu Video (百度视频) has raised $100 million in Series B round led by Baidu with participation from institutional investors including Jadex Capital, Houze Ruyi, and Gfund Management. The new injection will allow Baidu Video to increase its investment in original content as well as the development of AI and other cutting-edge technologies.

Why it’s important: Baidu Video is China’s largest video search and PGC (Professionally-generated Content) distribution platform. According to iResearch, Baidu Video monthly active users reached 70 million in July. Baidu Video has deepened its partnerships with Chinese mainstream video streaming sites, multi-channel networks, and media, including 36Kr and Renren. It is also said to be putting more focus on the short-video content ecosystem. Baidu Video was a business unit of Baidu, but the company went independent after raising RMB 1 billion in 2016.

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Don’t get Chinese internet slang? Now there’s a book for that https://technode.com/2018/09/05/chinese-internet-slang/ https://technode.com/2018/09/05/chinese-internet-slang/#respond Wed, 05 Sep 2018 02:14:53 +0000 https://technode-live.newspackstaging.com/?p=79806 A team of Peking University researchers decided to find out where Chinese internet slang comes from.]]>

Straight man cancer (直男癌)”. “Little fresh meat” (小鲜肉)”. “666“. Sometimes popular slang in Chinese, as with other languages, makes you wonder: which remote corner of the internet was this dredged up from, and what could it possibly mean?

In the case of Chinese internet slang—particularly phrases used by gamers and comic book fans—a team of Peking University researchers decided to find out. The result is The Book That Shatters Shields (破壁书, the authors’ translation), an encyclopedic tome of 245 “internet culture keywords” that brings a broad swath of online vocabulary into focus.

Tackled in the book’s 500+ pages are words that range from niche to trending. For instance, there’s diaosi (屌丝), popular shorthand for “loser,” and other “border-crossing buzzwords” that bridge online subgroups with the mainstream, says co-author Zheng Xiqing of the Chinese Academy of Social Sciences.

And as it turns out, some of the hottest phrases are being interpreted incorrectly.

“One of the words that gets used pretty randomly and misconstrued is the word called ‘打call.’”

Image credit: gezila.com

Originally describing a synchronized dance performed by fans at pop idol concerts, 打call has since been adopted as a general phrase of encouragement.

“It’s misunderstood, misused and [has] entered into the public vocabulary recently. Because I think it’s interesting and it’s different from the usual [thing] you tell people – “jiayou [加油, a common cheer] – that’s too plain. . .”

With factoids like these, The Book That Shatters Shields sheds light on lesser-known online communities that are nevertheless shaping mainstream Chinese culture. We chatted with Zheng about the process of researching terms, the ever-shifting nature of slang, and what popular words like zhai (宅) really mean.

How did you choose your terms?

Because most of [the researchers] are participants of online fan cultures, online communities… [we are] what Henry Jenkins [calls] acafans, “academia fans”: we are both academic researchers and participants of these fan subcultures. We consider ourselves insiders of the fan cultures that we study, so we ourselves choose what keywords are important. . .

Did the team try to include lots of new Chinese internet slang?

[In the book] we focus more on the lingering things, not the transient phenomena. So especially those [words that] already have established a cultural phenomenon and sustained [it]. . . we focused more on that. We don’t do “10 hot words in 2016.”

How do relatively unknown online words become mainstream?

A stereotypical zhai pose

Terms migrate and this is how languages work. People pick up terms here and there and they seem interesting. Probably. . . these words used in subcultures more vividly depict something of a social phenomenon, or people just pick up something that they don’t understand and just use it without other concerns. . .

And one of the reasons that we have this book is to tell people that some words being used are not originally this meaning.

[For example,] zhai is understood in China recently as somebody [who] stays at home, [who doesn’t] go out. No, it’s not this meaning at all. It’s just obsessive lovers of certain interests and in a subculture sense specifically, zhai should be somebody who loves Japanese anime, manga, this type of cultural products.

Favorite phrases from your research?

[Danmei/耽美] is one of my favorite examples… In China, it’s called danmei, but danmei is not a Chinese word originally, it came from Japan. It’s pronounced “tanbi” in Japanese and it was originally a Japanese translation of the European aestheticism style of Oscar Wilde and that type of writing.

And then it was used to describe certain boys’ love manga [comics depicting gay relationships] of the 1970s and 80s. And then it was then imported into Chinese through Taiwan and they call this danmei, but Japanese no longer call these kinds of writings and manga as tanbi. . .

So we see culture exchanges and misunderstandings and definition transformations just through this little word.

Was it hard to keep the book current, given how quickly slang changes?

Strangely, no. I don’t think any of the terms in the book are obsolete right now. . . We started writing this thing in 2015 and it’s already 2018. And I think. . . most of the terms are still buzzwords right now or are still in daily basis usage.

What sets the book apart?

One of the reasons I find this book very groundbreaking is because there was no book, no written books or definitions for this subculture phenomenon in Chinese at all. So if you want to know a definition for certain words, you have to go to Wikipedia or even worse, Baidu Baike. . .

Some of the materials were not written down, and some of this was an oral history, so it’s very good we are also participants of this community, we can write something down that we know that is not known elsewhere.

Any insights on the future of Chinese online lingo?

It’s very complicated and I think another thing that I have to stress here is that [the book is] not supposed to be exhaustive. We’re not examining the whole thing. It’s impossible. It’s too diverse.

And you know the internet, there’s no limit.

Interview dialogue was edited and condensed for clarity. 破壁书 is currently available on Amazon (in Chinese).

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Briefing: iQiyi files lawsuit against Bytedance over illegal streaming of hit show https://technode.com/2018/09/04/iqiyi-lawsuit-bytedance/ https://technode.com/2018/09/04/iqiyi-lawsuit-bytedance/#respond Tue, 04 Sep 2018 05:15:23 +0000 https://technode-live.newspackstaging.com/?p=79840 iqiyi fraud user number luckin short seller muddy watersBytedance has already been involved in cases seeking compensation ranging from RMB 1 to RMB 90,000.]]> iqiyi fraud user number luckin short seller muddy waters

China’s iQiyi seeks US$4.4 million in damages for unlicensed streaming of hit show about back-stabbing concubines – SCMP

What happened: Chinese video streaming platform iQiyi is suing Jinri Toutiao operator Bytedance for RMB30 million ($4.4 million) over illegal streaming of its popular show The Story of Yanxi Palace. iQiyi has accused the company of hosting short clips of the show, causing damage to the video streaming giant. The Haidian District People’s Court of Beijing has accepted the case. However, representatives at Bytedance say they have not yet received notice of the case.

Why it’s important: Bytedance has spent a lot of time in court this year. The company found itself at odds with both Tencent and Baidu for unfair competition and copyright infringements. These cases have sought compensation ranging from RMB 1 to RMB 90,000. Matters have even got personal, with CEOs weighing in on their respective WeChat Moments. This is not the first time iQiyi has filed a lawsuit against another company either. In May, the company sued Bilibili for alleged illegal streaming of Rap of China.

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China’s audio giant Ximalaya FM rumored to prepare for IPO https://technode.com/2018/08/22/ximalaya-fm-ipo-rumor/ https://technode.com/2018/08/22/ximalaya-fm-ipo-rumor/#respond Wed, 22 Aug 2018 07:54:31 +0000 https://technode-live.newspackstaging.com/?p=78560 The podcasting giant with 40 million users is reportedly raising funds from investors like Tencent and Goldman Sachs.]]>

Chinese biggest audio sharing platform Ximalaya FM is rumored to have restored its VIE structure in a move that is widely translated as a step towards an overseas listing, according to media outlet IPO Zaozhidao.

According to the news, the podcaster received a combined investment of $460 million at a $3.4 billion valuation from investors like Primavera Capital Group, Tencent, General Atlantic, Huatai Securities, Goldman Sachs, and New Horizon Capital.

Ximalaya responded to local media by denying IPO plans. However, the firm did not deny that fundraising in progress—it only emphasized that the funding size is inaccurate. Reports prior to new funding news put Ximalaya’s valuation at $2.94 billion.

“Building an ecosystem to better serve the users is still our top priority and IPO is not our current focus“, local media quotes the firm.

The variable interest entity (VIE) structure is common among Chinese companies seeking foreign investment as it allows them to circumvent restrictions on foreign investment placed on certain “sensitive” or “strategic” business sectors. Ximalaya abandoned its VIE structure in 2015 as it attempted to get listed on the then projected Chinese strategic emerging industries board. The program was canceled in 2016, leaving the company’s IPO plan adrift.

The audio giant has made constant headlines in recent months while local media is brimming with rumors about its new funding and return to the VIE structure. While the overseas listing craze of local tech firms is gathering wind, it is not surprising that the IPO of China’s largest online audio platform and pioneer in the knowledge sharing model is capturing public attention.

Ximalaya launched its own smart speaker Xiaoya in 2017 at a price of RMB 899. (Image credit: Ximalaya)

Founded in 2012, Ximalaya FM is one of the earliest entrants to China’s online audio vertical. The site has 40 million registered users and 6 million daily active users (DAU) who are attracted by the 10,000 daily uploaded items of professionally generated content (PGC). The company has now completed six founds of funding with support from top investors such as Tencent and Goldman Sacks.

Like many Chinese online content platforms, Ximalaya FM has been bothered by copyright issues and bore the heavy burden of IP investment while offering free content to users in the early days. Things changed in 2016 when a raft of knowledge sharing platforms like Zhihu and Fenda emerged to educate China’s paid content market.

Ximalaya FM set up its paid-content column in June 2016 to encourage professionals to sell their knowledge online. A recent update from Ximalaya FM reveals its ARPU (average revenue per user) was over RMB 90 in the first three quarters of 2017. Ads, community, and hardware are the company’s main revenue sources before turning to the paid content model. Since the second half of 2016, the firm’s paid content income has surpassed the combined sum of these three businesses, according to Zhang Yongchang, vice president of the firm.

Ximalaya launched an AI smart speaker Xiaoya in June 2017 and has been making wearables and audio equipment.

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Jinri Toutiao rival said to file for US IPO in September https://technode.com/2018/08/10/qu-toutiao-ipo-september/ https://technode.com/2018/08/10/qu-toutiao-ipo-september/#respond Fri, 10 Aug 2018 09:08:42 +0000 https://technode-live.newspackstaging.com/?p=77401 Qutoutiao didn't confirm the claim, saying that they “have been open to all kinds of financing channels, including a listing of course, but the time can not be confirmed.”]]>

Tencent-backed news aggregation app Qutoutiao (趣头条), or “Fun Headlines,” is said to list in September in the US, according to sources quoted by Tencent Tech. Previous media reports put Qutoutiao’s IPO around mid-August. The Shanghai-based startup is seeking a valuation of $3 billion from the share sale, Bloomberg reported in March.

Qutoutiao didn’t confirm the claim, saying that they “have been open to all kinds of financing channels, including a listing of course, but the time can not be confirmed.”

Qutoutiao is notable for its connection to Tencent in recent legal battles with ByteDance, the parent company of China’s biggest news aggregator Jinri Toutiao. Qutoutiao announced a B-round financing deal in March led by Tencent which included Advantech Capital, Shunwei, and Xiaomi among others. The financing valued the company at more than $1.6 billion raising it to the status of a new content unicorn.

Tencent seems eager to produce a viable competitor to ByteDance, which aside from Jinri Toutiao also owns news aggregation apps TopBuzz and the News Republic as well as one of the most popular short video platforms in the word Douyin aka Tik Tok. In May, Tencent led a $50 million Series C round of funding in India’s news aggregator app NewsDog.

Similarly to its rival Jinri Toutiao, Qutoutiao aggregates news and videos and tailors them to viewers. The difference is that the app focuses more on small-city dwellers. Founded in 2016, the platform drew users by awarding coins for using the app and inviting friends that could be later exchanged to real RMB. According to iResearch, the number of active users of the app reached 32.9 million in January.

Chairman of Qutoutiao Tan Siliang said after the company’s B financing round in March that after reaching a certain number of users, the app’s next mission will be building a content ecosystem. The firm also operates a “self media” platform, a term that refers to independently operated social media accounts, and is hoping to boost its advertising capabilities.

“Platforms need more content, and we need more subsidies for authors, which is normal,” said Tan.

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China’s Quora Zhihu raises $270 million in series E funding https://technode.com/2018/08/08/zhihu-series-e-funding/ https://technode.com/2018/08/08/zhihu-series-e-funding/#respond Wed, 08 Aug 2018 10:44:27 +0000 https://technode-live.newspackstaging.com/?p=77109 Chinese question-and-answer site Zhihu announced have raised $270 million in series E funding on August 8 and will use them to boost artificial intelligence related technology and building a better content eco-system.]]>

Chinese question-and-answer site Zhihu, known as China’s Quora, announced on August 8 that it has raised $270 million in series E funding. The company aims to use the money to boost artificial intelligence related technology and build a better content eco-system, according to its press release.

With the funding, Zhihu will build a 100-people strong team focusing on AI algorithms to push more personalized content for users. It also plans to expand its Chengdu office and cooperate with more universities and experts in different fields.

Founded in 2011, Zhihu has expanded from an invitation-only community to a platform that “aims to be national” and rushed into the business of paid content. The community was first thought to be targeting the elite, but later quickly expanded to the general public. Some of the users complained that there are fewer quality answers on the platform than earlier.

Apart from the Q&A feature the platform has built from the beginning, it also offers electronic books and paid live streaming. Zhihu also launched Zhihu University that offers paid online courses in business, science, and humanities and career coaches. According to the release, Zhihu University has more than 6 million paid users.

Founder and chief executive officer Zhou Yuan said the number of Zhihu users has been expanding rapidly in and that the platform should adapt to more user scenarios.

Zhihu’s revenues mainly consist of commercial advertisements and paid content. The revenues in the first half of 2018 increased 340% compared with the same period last year. However, the company didn’t reveal the actual numbers of its profits or losses.

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iQiyi raised its revenues by 51% in Q2 2018 https://technode.com/2018/08/01/iqiyi-q2-2018-report/ https://technode.com/2018/08/01/iqiyi-q2-2018-report/#respond Wed, 01 Aug 2018 11:32:08 +0000 https://technode-live.newspackstaging.com/?p=76000 iqiyi fraud user number luckin short seller muddy watersChina’s leading content distribution and entertainment platform iQiyi released its second quarter fiscal results since it landed in Nasdaq in March. The company showed good potential and is narrowing down its losses, despite its CEO Gong Yu saying it’s still not likely for iQiyi to profit even by the release of the next quarterly results. Performance […]]]> iqiyi fraud user number luckin short seller muddy waters

China’s leading content distribution and entertainment platform iQiyi released its second quarter fiscal results since it landed in Nasdaq in March. The company showed good potential and is narrowing down its losses, despite its CEO Gong Yu saying it’s still not likely for iQiyi to profit even by the release of the next quarterly results.

Performance Data

The unaudited results for the second quarter ending with June 30, 2018 suggest a 51% rise of total revenues hitting RMB 6.2 billion ($932.5 million) compared to the same period last year.

The total number of subscribers reached 67.1 million, a 75% YoY surge. Paying subscribing members account for 98.7% of the total members. Aside from subscriptions, the largest sources of revenue in Q2 were membership services (40.3%) which include advertising. The World Cup, according to iQiyi CEO Gong Yu, hugely boosted advertising revenues.

The company’s net loss increased from the first quarter’s RMB 397 million to this period’s RMB 2.1 billion. But iQiyi has reduced its operating loss margin from 24% to 22% compared to the same period last year, despite that it still suffered an RMB 1.3 billion operating loss for the period.

iQiyi’s 100% acquisition of Chengdu-based Skymoons digital entertainment company and mobile game producers would also absorb RMB 2 billion worth of capital assets. iQiyi announced to have completed the deal on July 18. It needs time to see results.

iQiyi’s own content production

Gong said in a phone investors’ conference (in Chinese) held after the release that iQiyi’s strategy is to increase investment into high-quality content in the coming few years. He also stresses the focus on iQiyi’s own shows. The company’s talent show The Rap of China has brought huge traffic and proved massive commercial potentials.

iQiyi is leveraging their AI for editing and casting. Starring roles will still be decided by humans

Self-made content will also grant iQiyi more independence and this is a general trend in the content industry as Netflix already noted.

Policy and cost 

Meanwhile, Gong says the company is also closely following any state policy to monitor and manage entertainment shows’ KOLs and celebrities’ incomes. The Chinese government has long been criticizing some shows for paying unreasonably high rewards to celebrity participants.

Gong hasn’t explicitly confirmed whether the policy signal would result in any substantial financial cost changes. In terms of TV shows, live-streaming companies such as iQiyi, Tencent Video, and Youku released a statement to suggest potential solutions. Gong explains that the statement is more like an advocacy that has no legal enforcement power.

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Live streaming platform Douyu to enforce ‘patriotic education’ after state criticism https://technode.com/2018/08/01/douyu-patriotic-education/ https://technode.com/2018/08/01/douyu-patriotic-education/#respond Wed, 01 Aug 2018 07:11:58 +0000 https://technode-live.newspackstaging.com/?p=75926 China’s leading e-sport live streaming platform Douyu announced yesterday to close the channel of popular live streamer Chen Yifaer for distributing content that insulted historical facts. The platform also said it would initiate patriotic education covering all live streaming channel owners. This will include visits to revolutionary sites and history museums regularly to help improve the […]]]>

China’s leading e-sport live streaming platform Douyu announced yesterday to close the channel of popular live streamer Chen Yifaer for distributing content that insulted historical facts.

The platform also said it would initiate patriotic education covering all live streaming channel owners. This will include visits to revolutionary sites and history museums regularly to help improve the streamers’ awareness of historical responsibility, according to Tencent-backed Douyu.

“Patriotic education with new media such as Weibo and WeChat” has been an often repeated goal since China’s Ministry of Education launched a campaign targeting Chinese youth in 2016. And the country is seeing increasing penetration of the campaign. In the past few months, China’s media regulators have been tightening its content examination. Yesterday, China’s leading video platform and Z-generation community Bilibili promised to fully cooperate with authorities to crack down illegal and improper content.

Live streamer Chen Yifaer (陈一发儿) landed in hot water after netizens reported her to authorities. Local internet content and security department of the police in Jiangsu province published a release on Chinese Twitter-like platform Weibo stating that in 2016, Chen joked about historical content including the country’s war trauma (in Chinese).

During a live streaming session, Chen mentioned the Nanjing Massacre (also known as the Rape of Nanking), a mass killing during China’s war with Japan in WWII that is often studied with the Holocaust in world academia.  Major media outlets’ official accounts including People’s Daily reprinted the release from the police.

According to a video of Chen Yifaer’s comments, which the police put on Weibo for public reference, Chen happily said, “Japanese katanas are so fast and cruel!” She also made comments in a relaxing and joking way when referring to China’s territory loss of three northern provinces during the war.

Chen then issued an open apology statement on her Weibo where she has 5.03 million followers (including those who started to follow her for any shut-down follow-ups). Chen said what she did was “very wrong”, noting that she didn’t intend to “hurt anybody.”

Chen Yifaer’s Statement of Apology. Image Credit: Chen Yifaer/Weibo account

A part of internet commentators expressed anger towards Chen’s words but, on the other hand, suspicions were raised over the netizen(s) who reported Chen to police. Some Weibo commentators questioned why the insulting content didn’t receive any official criticism or punishment at the time when it was published in 2016. The 2-year time lag is not acceptable without an explanation, some have noted.

Douyu is also reported to be in preparations for an IPO in the US. Following local regulation and sustaining a stable business performance would be crucial to assure the finance market’s confidence in Douyu.

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Bilibili announces strengthening content supervision https://technode.com/2018/07/27/bilibili-announces-strengthening-content-supervision/ https://technode.com/2018/07/27/bilibili-announces-strengthening-content-supervision/#respond Fri, 27 Jul 2018 07:19:10 +0000 https://technode-live.newspackstaging.com/?p=75634 Bilibili announces to strengthen content supervision by doubling supervision staff and building supervision center in Wuhan – 36Kr

What happened: After being taken down from China’s Android stores yesterday, Bilibili announced earlier this morning that it will strengthen its internal content supervision by doubling its content examination staff and building a new supervision center in Wuhan. The decisions are to respond to tightening state regulation and government’s criticism on Bilibili’s allowing the circulation of improper content.

Why it’s important: State regulation is becoming an increasing challenge for content, social networking, and the general culture and entertainment industry. Apart from sexual and violent content, culturally sensitive topics (i.e. love affairs values and political topics) are also on the watch-list. To survive and profit in the domestic market where top-down regulation is inevitable, content platforms should pay close attention to policy lines, and meanwhile, diversify their portfolios.

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Tencent in need of new blockbusters as Honour of Kings mania fades https://technode.com/2018/07/23/tencent-in-need-of-new-blockbusters-as-honour-of-kings-mania-fades/ https://technode.com/2018/07/23/tencent-in-need-of-new-blockbusters-as-honour-of-kings-mania-fades/#respond Mon, 23 Jul 2018 11:13:50 +0000 https://technode-live.newspackstaging.com/?p=71223 TencentTencent’s mega-hit mobile game Honour of Kings is no doubt one of most successful games of the Chinese gaming giant. It still is one of the cash cows of Tecent. But as the craze surrounding the three-year-old game fades off, Tencent is in need of more new popular games to maintain its domination in China’s […]]]> Tencent

Tencent’s mega-hit mobile game Honour of Kings is no doubt one of most successful games of the Chinese gaming giant. It still is one of the cash cows of Tecent. But as the craze surrounding the three-year-old game fades off, Tencent is in need of more new popular games to maintain its domination in China’s gaming industry.

App Store marketing service provider AppBi revealed in a recent report that Honour of Kings reached its peak with a profit growth rate of 29 percent in 2016. But its popularity started to drop with policy restrictions and growing competition. The heat surrounds Honour of Kings and the purchase of users declined gradually.

China’s mobile gaming industry is dominated by Tencent and NetEase. Among all games listed on “Top 20 Paid Games” from 2014 to 2018 Q1, Tencent constitutes 50% of the total, while Netease was the second with an 18 percent share.

In Q1 this year, Net Ease is catching up with its new game“决战!平安京” topping the fastest growing category. The best performing game by Tencent is QQ Speed, which recorded a $170 million or 19 percent YOY profit growth in Q1 this year. Compared to previous years where Tencent and Netease carved up most of the profits, several gaming startups become the budding publishers in China’s game arena.

Mobile revenue still relies heavily on the game industry. According to the recent report released by China Culture and Entertainment Industry Association (CCEA), more than 70% of APP income was generated by game players.

Since 2014, China experienced an explosive growth in the gaming market. AppBi research shows the total revenue had jumped almost four times from 2014 to 2017. In 2018 Q1, China mobile game revenue reached $2.3 billion, equivalent to the total in 2014.

AppBi studied every year’s Top 20 Games in Revenue in IOS store and found that most of the top publishers are either invested by Baidu, Tencent, and Alibaba, or BAT itself. Small startups are suffering increasing difficulty to survive or go independent.

From 2016-2018Q1, most of the Top 20 profitable games are well-established IP or Chinese fantasy category, which proven to be very popular among Chinese consumers. There was a significant lacking in originality and innovation.

With more players generated by games like the Honour of Kings, China mobile users are expected to exceed 550 million, according to CCEA. However, the game market still requires more originality, talents, and better data-driven marketing strategy, the company pointed.

Image credits:AppBi

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E-sports video streaming site Douyu planning a US IPO https://technode.com/2018/07/23/douyu-ipo-us/ https://technode.com/2018/07/23/douyu-ipo-us/#respond Mon, 23 Jul 2018 03:56:32 +0000 https://technode-live.newspackstaging.com/?p=71161 DouyuShortly after widely circulated rumors about a Hong Kong IPO, Tencent-backed Douyu is reported to have turned its favors to the US stock market. The listing is expected to raise $600 million to $700 million by cash, the report added. If true, this is much higher than RFA Reuters’s previous estimation of $300 million to $400 […]]]> Douyu

Shortly after widely circulated rumors about a Hong Kong IPO, Tencent-backed Douyu is reported to have turned its favors to the US stock market. The listing is expected to raise $600 million to $700 million by cash, the report added. If true, this is much higher than RFA Reuters’s previous estimation of $300 million to $400 million.

Originated from AcFun’s live streaming business, the platform features in-game live streaming, where viewers can watch players play live or live recorded videos.

Chinese gaming behemoth Tencent has backed the platform since March 2016 when it led a $100 million Series B along with Sequoia and Nanshan Capital. It also participated in Douyu’s RMB 1.5 billion Series C in August of the same year and led a $630 million strategic investment earlier this year. Douyu completed its Series D of financing led by CMBI International Capital Corporation and Nanshan Capital in 2017.

Can live streaming make money? Takeaways from Huya’s May IPO

The boom in live streaming and e-sports markets have given rise to companies like Douyu, which is sitting at the intersection of the two emerging sectors. Douyu’s major rival Huya, which also has Tencent backing, had its initial public offering on New York Stock Exchange in May, raising $180 million. The stock was priced at $12 per share and it surged to around $36 a piece now.

Douyu’s listing comes in the wake of an IPO crazy among Chinese tech unicorns. In the past a few months, we have witnessed IPO of top players in various verticals from smartphone maker Xiaomi to video streaming giants like iQiyi and Bilibili.

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Chinese game developers come together at Game Jam China https://technode.com/2018/07/12/game-jam-china/ https://technode.com/2018/07/12/game-jam-china/#respond Thu, 12 Jul 2018 05:35:08 +0000 https://technode-live.newspackstaging.com/?p=70629 On July 6, 3 hours before the start of Game Jam China organized by China Indie Game Alliance (CiGA)—one of China’s largest gaming and developers’ communities—there were around 20 developers already sitting in the jamming venue for Beijing. Talking to participants they first met, people eagerly discussed game development skills and jamming expectations. CiGA promised […]]]>

On July 6, 3 hours before the start of Game Jam China organized by China Indie Game Alliance (CiGA)—one of China’s largest gaming and developers’ communities—there were around 20 developers already sitting in the jamming venue for Beijing. Talking to participants they first met, people eagerly discussed game development skills and jamming expectations. CiGA promised free red bull and snacks—once the event formally starts, sleep will not be a luxury, but a sin.

Game Jam China is an intense game design and development event where participants are supposed to produce a game or prototype in 48 hours with other participants they choose to form teams with. The final work has to be a valid interpretation of a mysterious theme the organizer releases, and the format of the theme can be any media form including video, music, photo, or text.

This year, Game Jam China took place in 8 cities and 9 sites: Beijing, Shanghai, Guangzhou (2 sites), Hangzhou, Wuhan, Chengdu, Xiamen, and Shenzhen. The event produced games, behind-the-scene stories, and the Chinese indie game community’s first open attempt in blockchain games.

 A developer celebration

CiGA’s Game Jam takes place twice a year—one as an official regional site of the Global Game Jam, one as CiGA’s exclusive event for just China. From January 26th to 28th, 2018, the Global Game Jam had 42,800 jammers who made 8,606 games at 803 sites in 108 countries, including sites in Afganistan and Togo.

Global Game Jam (GGJ) participation map (from 2009 to 2018). The lighter the color, newer a country/region’s GGJ participation membership. See the original interactive map here.

At 6 pm, July 6, Simon Zhu, founder of CiGA and event organizer, released the theme for the Game Jam exclusively for China.

The CiGA Game Jam China theme. The two people in the image share one face. Image Credit: CiGA

When the event ended, developer teams around China can choose to upload their work to WanGa.me, a host server acknowledged by the organizer and community. Once a game is uploaded to the host’s website server, it’s content and prototype is protected.

The great gathering: CiGA Game Jam China 2018 (Beijing site). Image Credit: CiGA

To game makers, having players play the game is the ultimate goal. For indie games that don’t take commercial gains as a priority, Game Jam is also a national interactive seminar where top developers and emerging stars have dialogues and exchange thoughts. Good games will be selected by professional judges to attend China’s annual WePlay exhibition, one of the country’s biggest game shows.

Jammers and games

“I have been working to test games for some time, but I want to make a change,” said Li Zijian, a participant from Beijing.

He told TechNode that it was his first time at Game Jam. He is thinking of entering the gaming industry as a producer, and the event will allow him to see how well he could do. Though knowing someone who will be coming to the event, Li decided to form a team with “strangers”.

“My friend told me it’s going to be more exciting if I come to the event on my own—everything will be completely new. There will be people who have known each other before, but jammers don’t mind—this event is for fun. Just take care of your own game.”

Sun Simou, a fresh graduate from Beijing University of Technology presented a slime platformer game with two other members.

The slime game demo. A player will have to adjust a slime’s size by using things in the environment. Hidden achievements and levels were also designed in 48 hours. Image Credit: CiGA Game Jam China (Beijing site)/The Slime Team

“I’m not a new jammer. The purpose of my participation is clear: beyond just the production of a game, I demand from myself to program with the best I can do. As my jamming experience grows, I know what I want.”

Sun told TechNode that he had already secured a job offer from a game company. His team’s 48 hours were not all for coding. The team thought about topics such as schizophrenia but finally abandoned it as the team didn’t have an artist to properly present nuanced visual, audio, and even emotional expressions. The inspiration for the game came from member Xu Zilin’s idea of the paradox of integration and differentiation. The design of the game jumped to Sun’s head in the Saturday morning when he woke up.

“Integration and differentiation, I told myself—slime!”

The final year student Xu Zilin and another member Yu Jiahui, a third-year postgraduate student, are Sun’s fellow interns in a gaming company. Sun persuaded them to join Game Jam.

“Yes I got them in my team, and I got Zilin for love,” Sun laughed.

University students are active in practical events such as Game Jam, but there are even younger participants. At the Shenzhen site, there was a second-year secondary school developer. The youngest jammer this time was an 8-year boy who did designs for game covers, boss features, and characters at a Guangzhou site.

deParT prototype, a demo combining the concept of a male “Poe” character and a female “Triss” character for a theme “dear” if taking letter P and T out of the game’s name.  Image Credit: CiGA Game Jam China (Beijing site)/ Team 2

Meanwhile, 3 students who also finished their first year of study at China’s Northeastern University, formed a team with 3 developers they met during the event. The team produced a music game Switch Fever.

Music game Switch Fever (Image Credit: CiGA Game Jam China (Beijing site)/Team 19: the 1856)

“People I used to see at game events are apparently attending less now. From a young and passionate student to full-time employees and member of your own new family, your state of mind will change,” Sun told TechNode. As Sun’s team member and girlfriend Zilin said, the process of making a game can be exhausting. She hopes Sun will not have to work too hard.

“Time can be another problem,” said Li Ziteng, a jammer who taught a game development course for a semester at Binhai College, Nankai University. Ziteng told TechNode, some of his game guru friends were more than eager to attend Game Jam, but their workload didn’t allow for it.

Li Ziteng’s Pixel game Monster Slasher prototype. The monster’s body will grow another face once the original one is destroyed. Image Credit: CiGA Game Jam China (Beijing site)/Team 12: ZiTEN9

“The weekend and summer holidays are good for faculty staff and students,” Ziteng explained, and added, “My first game development attempt in given time was in Silicon Valley a few years ago. [Personally speaking] I didn’t do well. It was also through that event that I learned the importance of game programming and decided to jam more.”

Ziteng studied at the top art school Academy of Art University in San Francisco. He joined CiGA’s Game Jam alone and produced the game alone. “The whole solo experience was like a pilgrimage. You detach yourself from the real world, with no thoughts other than the game in your mind.”

Riding the blockchain train

Unlike other blockchain conferences where participants eagerly crave knowledge and learn about cash-out opportunities, blockchain concepts didn’t receive much excitement. Developers were calm and even suspicious when a blockchain-tech sponsor was introducing blockchain’s potential to change the way people play games.

At this stage, many blockchain games are showing similarities regarding crypto-currency-supported financial rewards and ownership of in-game equipment. Team 11 in Beijing, for instance, introduced a game that allows players to design their own level maps to challenge others and in return get crypto-currency rewards in the case of a victory. But the team also made clear that beyond their test in blockchain concept, it’s the game itself that they hope will impress players.

The web-based text adventure game Last Trip integrates blockchain (CiGA Game Jam site Shanghai). Every player who fails a level would become an NPC (Non-Player Character) that will interact with following new players. Image Credit: CiGA Game Jam China site Shanghai/Team Matrix

To most Chinese indie game developers, being professional is the key.

“A good portion of [early-stage developers] want to make really big games. This is not a good starting position for them. I can imagine what’s in their minds may be an AAA game [games produced and published by major publishers] like Diablo which shows high technical ability. Smaller games including those for sale on App Store can be an approachable starting point.[Entry level] developers can make them even without artists [or other special developers],” Ziteng told us.

Li Zijian said, “It’s hard to say whether blockchain’s role in games is good or bad. The gaming industry looks fun but it’s highly professional and exclusive—it’s the way you get people to play that truly matters, never a concept or a buzzword. A judgment can only be made once a game that offers an innovative playing model is available.  A crypto-kitty asset shows little attraction to players who play to just play.”

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Tencent seeks to list its music business in the US https://technode.com/2018/07/09/tencent-music-us-ipo/ https://technode.com/2018/07/09/tencent-music-us-ipo/#respond Mon, 09 Jul 2018 02:08:01 +0000 https://technode-live.newspackstaging.com/?p=70470 tencentTencent Holdings Ltd has submitted a proposal to the Stock Exchange of Hong Kong seeking a separate listing of Tencent Music, its online music entertainment business, on a US stock exchange. The HKEX has confirmed that Tencent can proceed with the proposed spin-off. The terms of the spin-off have not been finalized yet. The listing […]]]> tencent

Tencent Holdings Ltd has submitted a proposal to the Stock Exchange of Hong Kong seeking a separate listing of Tencent Music, its online music entertainment business, on a US stock exchange. The HKEX has confirmed that Tencent can proceed with the proposed spin-off. The terms of the spin-off have not been finalized yet.

The listing could value Tencent Music at over $30 billion, slightly lower than the Swedish online music juggernaut Spotify’s market value of $31 billion. Tencent Music could become the fourth largest (in Chinese) technology company by market value to list in the US.

According to Bloomberg’s earlier report, Tencent Music has selected banks to advise on the US IPO and that it is reportedly seeking to raise at least $1 billion.

Spotify, who owns 9% of Tencent Music after a joint equity investment last December, would cash in from Tencent Music’s IPO. Major music labels—Universal Music Group, Sony Music Entertainment and Warner Music Group—would profit from Tencent Music’s IPO as they also own a portion of the company.

Tencent is the largest social media and gaming company in China. Tencent Music, along with Ali Music Group (owned by Alibaba) and NetEase Music, currently dominate China’s music streaming industry. After IPO, Tencent Music’s market value will likely come close to or even surpass that of the Chinese internet giant NetEase, who is currently valued at $34.3 billion. According to the latest figures, Tencent Music currently has 700 million monthly active users (MAU), 17 million songs, and 120 million subscribers.

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Douyin to outsource KOL management to multi-channel networks https://technode.com/2018/07/05/douyin-mcn/ https://technode.com/2018/07/05/douyin-mcn/#respond Thu, 05 Jul 2018 04:06:56 +0000 https://technode-live.newspackstaging.com/?p=70298 Bytedance’s short video app Douyin (抖音) will establish an official program for multi-channel networks (MCNs) to manage key opinion leaders (KOLs) on its platform, according to a report. MCNs are agencies that work with multiple channels or content creators to gain success on video platforms. Previously Douyin was against these companies, which approached KOLs privately. MCNs […]]]>

Bytedance’s short video app Douyin (抖音) will establish an official program for multi-channel networks (MCNs) to manage key opinion leaders (KOLs) on its platform, according to a report.

MCNs are agencies that work with multiple channels or content creators to gain success on video platforms. Previously Douyin was against these companies, which approached KOLs privately. MCNs would use Douyin to gain KOLs and fans and then move them across to a competitor, thereby reducing traffic.

Additionally, Douyin initially recruited and paid KOLs from other social networks in order to accelerate its growth. “Douyin was one of the first social networks in China to have really leveraged the influence and content of KOLs in this way,” Elijah Whaley, chief marketing officer of Parklu, told TechNode.

According to Whaley, directly employing KOLs ensured Douyin had a constant source of high-quality content and was able to attract significant numbers of new users through the KOLs.

“Obviously, the strategy worked beautifully, and now that Douyin is at scale, so they don’t need to employ KOLs any longer,” he said.

Douyin will gradually transfer already signed KOLs to officially approved MCNs. MCNs will be selected to be included in the Douyin MCN program based on their operational and content production capabilities. Selections will be made based on an entities number of accounts, historical page views,  and month-by-month growth.

The company will then recommend fans (in the millions range) to the MCNs in batches, and a three-way contract will be signed between Douyin, MCNs, and KOLs.

In allowing MCNs to operate through official channels, Douyin is effectively regulating their operation on its platform, and making MCNs responsible for the quality of the content that the KOLs produce. “Douyin is transferring the cost, management, and difficulty of maintaining a KOL community to the MCNs,” Whaley said. “Douyin’s bread and butter is advertising, and that’s where they want their core focus. This is a smart and natural move on the part of Douyin.”

Douyin’s parent company Bytedance has made headlines in the past few months for its legal spats with competitors. Most recently, the company filed an RMB 10 million lawsuit against Baidu for unfair competition. The case came just a few weeks after a very public disagreement with Tecent after the social media giant blocked Bytedance content on its messaging apps. Prior to this, Tencent filed an RMB 1 lawsuit against Bytedance for damaging its reputation on Douyin and Toutiao.

Updated July 5, 2018, 14:00: Added comments from Elijah Whaley, chief marketing officer of Parklu

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Tencent Games rolls out new feature to curb underage high-spending behavior https://technode.com/2018/06/21/tencent-spending-feature/ https://technode.com/2018/06/21/tencent-spending-feature/#respond Thu, 21 Jun 2018 04:16:48 +0000 https://technode-live.newspackstaging.com/?p=69494 tencentTencent Games has introduced a new service called “Underage User Game Spending Reminder” (未成年人遊戲消費提醒, our translation) that notifies payment account holders when a suspected underage player’s daily spending reaches RMB 500 or above. The mechanism is designed to curb out-of-control spending habits among underage players. “After over a year of multiple rounds of research and testing, we […]]]> tencent

Tencent Games has introduced a new service called “Underage User Game Spending Reminder” (未成年人遊戲消費提醒, our translation) that notifies payment account holders when a suspected underage player’s daily spending reaches RMB 500 or above.

The mechanism is designed to curb out-of-control spending habits among underage players. “After over a year of multiple rounds of research and testing, we have recently launched the ‘underage user game spending reminder’ service. The feature is now in the trial stage,” the company said in a press statement.

According to the company statement, for suspected underage high-spending activity on Tencent-owned games, it will try to “take the initiative to intervene and notify the user to pay attention to the potential underage irrational spending behavior.” Tencent, which claims to be the first gaming company to roll out such feature, has formed a team of over 200 customer service representatives to execute the new services—contacting payment account holders to remind and confirm the payment. On that end, the company said it will continue to work on improving the communication with payment account holders to help parents monitor, guide and manage their children’s game spending behavior.

A number Tencent Games’ popular video and mobile games include King of Glory (王者荣耀), League of Legends (英雄联盟), CrossFire (穿越火线:枪战王者), QQ Speed Mobile (QQ飞车手游), Naruto Mobile (火影忍者手游), Miracle Nikki (奇迹暖暖), Dungeon Fighter Online (地下城与勇士). Tencent said the new reminder feature will be launched on more games in the future.

The phenomenon of gaming addiction, especially among minors, is evident in China. Last year, Tencent, the world’s largest and most valuable gaming company, was criticized by state media for getting underaged players hooked on violent video games. The company was forced to introduce a limit for underage players and restrict online gameplay to one hour a day. Last February, Tencent launched parental control platform to help parents better monitor their children’s use of online games.

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Baidu Music rebrands while functionality remains unchanged https://technode.com/2018/06/20/baidu-music-rebrands/ https://technode.com/2018/06/20/baidu-music-rebrands/#respond Wed, 20 Jun 2018 04:21:43 +0000 https://technode-live.newspackstaging.com/?p=69450 Tencent Music TME quarterly earnings revenueTaihe Group’s Baidu Music (百度音乐) has rebranded as Qianqian Music (千千音乐), launching a new logo and domain. However, functionality within the app and the on the website remains the same. The move follows a 2015 merger between Baidu’s music service and Chinese music company Taihe Entertainment Group, in which the Chinese tech giant sought to […]]]> Tencent Music TME quarterly earnings revenue

Taihe Group’s Baidu Music (百度音乐) has rebranded as Qianqian Music (千千音乐), launching a new logo and domain. However, functionality within the app and the on the website remains the same.

The move follows a 2015 merger between Baidu’s music service and Chinese music company Taihe Entertainment Group, in which the Chinese tech giant sought to spin off one of its brands for investment. The move also aimed to improve Baidu’s Music’s offerings by leveraging Taihe’s library of local and international content.

“Baidu Music has been upgraded to Qianqian Music, which is not only a simple brand upgrade but also an indispensable measure for us to fit in with the needs of emerging users.” Liu Xin, vice president of Taihe Music Group, is quoted as saying.

China’s music streaming industry is enormous. With a smartphone penetration rate of 92 devices for every 100 individuals, 86% of users listen to music on their mobile phones. This has created an increasingly competitive market for music streaming businesses, which is dominated by players including Kuguo Music and QQ Music.

The competition in the market has resulted in numerous license infringement lawsuits and counter-suits between QQ Music, NetEase Music, Alibaba’s Xiami Music, and Kuguo Music, and competitors in the market. The turbulence eventually led to the government enforcing music strict copyright regulations in 2015.

According to research firm iResearch, mobile music users made up 62.7% of total internet users at the end of 2017, with a vast majority of users reporting a preference for pop music.

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China’s indie game makers guard their independence in a greedy industry https://technode.com/2018/06/19/china-indie-games/ https://technode.com/2018/06/19/china-indie-games/#respond Tue, 19 Jun 2018 10:17:20 +0000 https://technode-live.newspackstaging.com/?p=69396 With a gentle voice softly chanting a poem, a candle wearing copper jumpsuit curiously looks at itself in an antique mirror. Departing from a sunken ship and lighting up other tiny candles like himself, he started his journey to find the truth of light. This is Candleman (蜡烛人), an adventure indie game developed by Spotlightor […]]]>

With a gentle voice softly chanting a poem, a candle wearing copper jumpsuit curiously looks at itself in an antique mirror. Departing from a sunken ship and lighting up other tiny candles like himself, he started his journey to find the truth of light. This is Candleman (蜡烛人), an adventure indie game developed by Spotlightor Interactive (交典创艺) that allows players to control a tiny candle which can only burn for 10 seconds.

Since February 1, 2018, after its formal debut on Steam, the world’s largest game studio, Candleman received Steam grade “Very Positive (96% satisfaction, 320 total reviews)”. On April 13, 2018, Candleman topped App Store (China)’s paid game list. Florence, one of the 2018 Apple Design Award winners, ranked 4th. On June 12, Candleman was selected as one of Apple Store (UK)’s Best Puzzle Games.

Gameplay from Candleman (Image Credit: Spotlightor Interactive Studio)

The gaming industry in China has been demonstrating strong commercial potential. Industrial research platform Newzoo predicts that US and China will take half of the $113 billion global games market in 2018. Revenues of Tencent’s mobile games alone hit RMB 21.7 billion in the first quarter of 2018. Amid strong performance of China’s gaming industry, the local indie game industry remains lesser known, and not all of them are as successful and lucky as Candleman. Indie game developers are carefully playing among hungry major companies, hoping to take the chance to grow and meanwhile guard their independence.

Indie game environment in China

The indie game industry has had its roots in China for over 2 decades. An indie game refers to a game developed without a publisher, usually focusing on innovation and digital publication. An indie game studio is usually a small to medium size set up by a group of independent developers, which often has no sizeable initial funding. The path to players’ recognition and market acceptance is tough.

“We are not the first wave. Early in the 90s, there were pioneers making games. For both technical and funding reasons, they didn’t make it. But we the second generation followers know the mission we shoulder. Someone has to do something,” Gao Ming, founder of Spotlightor Interactive, told TechNode his thoughts on the brief history of indie game developers in China.

The first generation’s failure in game making and commercialization of the games once made indie game industry in China gloomy.

A malicious circle started. Low success chance and commercial rewards pushed talents and investors away. This further led to lower game quality as few professional teams were able to tough it out. Players and the market were disappointed with the resulted unsatisfactory user experience. The probability of success then again became even smaller, and few commercial rewards were approachable.

“Investors who invested in indie games at that time are kind of like what people call angel investors nowadays. They love games. They give you money, just for the pure sake of games – with very little commercial expectation,” Gao said.

The situation now is different. Indie game studios can sometimes supply the big players with profitable intellectual properties. The leaders’ sizable funding and commercialization channels can absorb ideas and personnel.

In March 2017, Chinese publisher iDreamSky (创梦天地) set up an RMB 200 million fund to support indie games. The company was delisted from Nasdaq in 2016 and is preparing for an IPO in Hong Kong. iDreamSky also invested in Ustwo studio’s Monument Valley, the indie game played by President Frank Underwood in the House of Cards.

In 2015, NetEase announced they would provide up to $500,000 to promising indie studios regardless of nationality.

“I haven’t heard of any recipient of the $500,000. Perhaps people want to keep a low profile? But I would say the amount is more than enough for an indie game – very generous funding.” Gao told TechNode.

Gao said that Candleman benefited from Tencent’s A.C.E. Program (极光计划) and China Mobile Games and Entertainment Group (中手游). The two industry leaders helped with channels and other aspects of commercial operation.

The Spotlightor Interactive team. Gao Ming (front center). Image Credit: Spotlightor Interactive Studio.

“We developers don’t care that much about what commercial reports say. I don’t know what they say on the numbers of indie studios in China. But it’s a small community and we know each other. In Beijing, ready indie studios are around 10. And we don’t organize marketing events or forums that often – we’re game-for-life people. A lunch or dinner meet-up would be our ‘indie forum’,” Gao smiled, and added. “The game industry is booming. We can feel the heat. Before you came, some investors reached out to me. We’re not commercial, and we know what we want.”

But Spotlightor Interactive’s situation is an exception. A private equity investor joked to TechNode, “99% indie game studios would fail if doing the game thing on their own. This is a market where people are greedy and players can be unpredictable and mean.”

Very often, it’s almost impossible to survive while balancing the need for cash and the need for players. High R&D costs including time, human capital, market research, and energy would soak up money easily.

Spotlightor Interactive, established in 2009, was also aware of the issue but prepared in advance. Gao, who studied Computer Science at Tsinghua University, led the studio into animation and digital advertising before they went all-in games. “We did what others couldn’t do. And we built our capital foundation. Yes, it can be hard if you have no source of financing.”

“In China, sometimes, if you want to sustain a game but have no financial back-up, you unfortunately have to get the players pay good money.” Muneyuki Yokoyama, a former designer at SEGA, one of Japan’s biggest game companies, said to TechNode.

“The average advertisement revenues you can generate in Japan from a regular game will be 100 times higher than those you can get in China. This also implies that few third-party channels would be willing to sponsor or cooperate with you in early stages of a game’s launch. To survive, you have to get your players to pay for what in fact they don’t have to pay at all or quit the business. In 2014, we decided to leave China.”

Muneyuki set up an indie game studio with a few developers in Shanghai but finally decided to end the business. He told TechNode that situations in China are gradually getting better, but he has no intention for another business in China for the near future.

“Export-to-import” strategy and guarding the independence

As a result, an “export-to-import” (出口转内销) solution became a major business strategy adopted by Chinese indie game studios. The studios hope platforms such as Steam will allow more players to access their games in an open, fair, and direct way. The studios also hope their reputation abroad will raise domestic players’ interest in their works.

Wesley Bao, the CEO of well-known indie game studio Coconut Island (椰岛), said in an interview with local media (in Chinese) that the exposure Steam brings to a Chinese indie game remains at stable million-level views. Coconut Island, as Gao said during the interview, is a “senior predecessor (前辈)” in the industry. In 2016, revenue of Coconut Island studio business, including game making and publishing, hit RMB 10 million.

Steam’s global downloads calculated by total bytes. China (highlighted) contributed 41.9PB, 13.9% total traffic. US (highlighted) contributed 52.7PB, 17.5% total traffic. Information accessed on June 19, 2018. Image Credit: Steam Stats.

To Gao’s Candleman, a turning point of their business too occurred abroad, but it’s not Steam; it was Phil Spence, head of Xbox. “Candleman is special to me,” the game guru tweeted in 2016. This became a “trigger” of Chinese market’s recognition of the game.

And Steam’s power is slightly declining. Many game developers that have benefited from the “export-to-import” Steam strategy are trying to guard their independence and initiative, amid growing competition and players’ increasing picky taste. On June 12,  China’s leading game company Perfect World announced to partner with Valve, parent company of Steam, to launch a localized Chinese version Steam China (Steam 中国).

Valve to launch Steam in China

The impact of the partnership remains uncertain, though speculation expects increasing censorship and Perfect World-led projects. Meanwhile, players were already shifting the strategies before the cooperation announcement to diversify any Steam risks.

One solution Bao and his team are adopting is “traffic buying” (买量). The solution is a known tactic in gaming and other content industries. Different from media buying, traffic buying is a traffic-oriented strategy that aims to boost traffic and payment willingness via investment in ads, communities, and other channels. Bao hoped to bring 1,000 new global users to view and play his games per day. However, 200 – 300 are the best results at the moment.

Adding game publication business is another way to add profit channels and hedge R&D costs. The profit sharing plans can be very flexible. A source with knowledge of the matter expects a game publisher to take up to 70% game revenue for general games. For strong intellectual property projects with high commercial value, the figure would decline, for competition on the publishers’ side would be fiercer, and copyright fees, as well as deal deposits, can also be high.

But it’s still too early to conclude that traffic buying and publication business are making indie game studios commercial groups and therefore jeopardizing indie games’ independence.

“Traffic buying is a means. Indie game studios around the world can’t ignore the topic of survival. They also keep in mind that their bottom line is the innocent passion for true good games. The standards of a good game are always there, and players have the final say,” Nicole Wang, founder of GimmGimm (叽咪叽咪), a community connecting game makers with marketing channels, players, and other related resources, told TechNode.

GimmGimm community. Image credit: Gimm Gimm/ Nicole Wang.

“Developing an indie game is about substantial content and the way in which you get players to play. It can be biased to say leveraging marketing tools ruins independence,” Nicole added. “Indie game industry is different from the commercial gaming industry, but it’s also highly professional. We understand commercial tactics and marketing procedures. We deliver our games to players, charging fairly just for the sake of games.”

The collective power of community

The survival and development of any healthy industry has to deal with financial sources and any threats of monopoly. Surrounded by giants, indie game communities provide opportunities of independence by integrating collective power.

Influential Chinese game forums, platforms, and communities such as TapTap, Tencent WeGame, Cow Level are helping accelerating domestic indie game progress. CiGA (China Indie Game Alliance) and GimmGimm are two representative community powers with professional specialization.

CiGA is a loose alliance. It bridges gaps between indie game studios and resources. Gao met many other developers in CiGA events. Two level designers in Gao’s team joined Spotlightor Interactive with recommendations from CiGA.

GimmGimm, on the other hand, fills the vacuum of professional third-party service and joy sharing community. It has helped more than 10 studios in the past 6 months. A two-people team achieved over 100,000 times player interaction including viewing and playing with Nicole and her team’s support.

“We should have a positive state of mind. The community’s got your back,” Nicole added, Laughing. “I hope GimmGimm will live longer. All of us must accept the hardships and firmly move on.”

Developers think alike. Gao has a poster “Keep Calm and Game On” in his studio in Beijing. He said, “There is in fact no such thing called determination. If you want to do games, you feel nature to step in the field and you do it. For some people, a decision on whether to endure all hardships to make games can never be made. Determination? – can just be a fancy word.”

Adjusting poses of his toy collection, Gao added, “indie in an abstract sense is where you choose your soul to reside – like Rock’n’Roll. Earning money in many ways or not, only you yourself know whether the initiative has changed or not. I keep mine, and I understand people have their own complex stories. We are all making games. And we stand for pure joy and professional coolness.”

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8 Lessons from the rise of Douyin (Tik Tok) https://technode.com/2018/06/15/8-lessons-douyin/ https://technode.com/2018/06/15/8-lessons-douyin/#respond Fri, 15 Jun 2018 06:07:59 +0000 https://technode-live.newspackstaging.com/?p=69248 Bytedance short video TikTok viralEditor’s note: A version of this post by Hans Tung and Zara Zhang first appeared on Han’s blog. Hans Tung is a managing partner at GGV Capital. Zara Zhang is an investment analyst at GGV Capital. ByteDance and Musical.ly are GGV portfolio companies. For more on ByteDance, listen to their interview with Liu Zhen, senior vice president of ByteDance (and […]]]> Bytedance short video TikTok viral

Editor’s note: A version of this post by Hans Tung and Zara Zhang first appeared on Han’s blog. Hans Tung is a managing partner at GGV Capital. Zara Zhang is an investment analyst at GGV Capital. ByteDance and Musical.ly are GGV portfolio companies. For more on ByteDance, listen to their interview with Liu Zhen, senior vice president of ByteDance (and former head of Uber China), on the 996 PodcastThis post contains multiple videos and is best viewed on mobile with sound on.

What is the most popular app in China? You’re probably thinking WeChat. Though that might still be true, WeChat now has a serious challenger whose meteoric rise has taken China by storm (and WeChat’s owner Tencent by surprise). That is Douyin (抖音, literally “shaking sound” in Chinese), one of the most popular short video apps in China, as well as worldwide. It is owned by ByteDance (a.k.a Toutiao), an AI-driven media company in China and one of the world’s most valuable startups, most recently valued at $30 billion. ByteDance is a GGV portfolio company.

Douyin is one of the few apps that has enjoyed wild popularity both inside and outside of China. In the first quarter of 2018, Douyin’s international version, Tik Tok, was the most downloaded iPhone app worldwide, totaling 45.8 million and surpassing Facebook, YouTube, and Instagram, according to the American research company Sensor Tower.

Douyin’s daily active users reached 150 million on June 12, 2018, quadrupling since January. This is remarkable growth for an app that is less than two years old.

In addition to its flagship news product Toutiao, ByteDance also own numerous other short video apps as shown in the graphic below. Last November, ByteDance merged with Musical.ly, one of the world’s most popular short video apps and also a GGV portfolio company. Hans Tung, managing partner at GGV Capital, facilitated the merger. (For more on this merger, read Bytedance-Musical.ly Merger Ushers in New Age for Content Companies or watch Hans’ interview on Bloomberg.)

Unlike most video apps, there is no “play” or “pause” button on Douyin. Once you open the app, a video starts playing immediately. You scroll through a bottomless feed of 15-second videos—just like how you scroll through pictures on Instagram. And because it is mobile only and the content is so bite-sized, people consume it everywhere—on the train, on the street, in bed, at work. “Shua douyin” (刷抖音) —scrolling through Douyin videos for hours on end, often in bed—seems to have become the national favorite pastime. The average user spends 20.5 minutes per day on the app, according to Jiguang Data. Given that each video lasts 15 seconds, that’s 82 videos per day. In fact, Douyin had to roll out an “anti-addiction system” this April to remind users when they’ve spent too much time on the app.

The most popular types of content on Douyin are: dance, comedy, babies, life hacks, food, pets, pranks, and stunts (see the last section of this article for links to Douyin videos that are representative of each genre).

Recently, Tencent has blocked links to videos on Douyin (as well as several other short video apps) on WeChat and QQ. Tencent says its move is motivated by regulatory reasons, but many Chinese media outlets have commented that Tencent did so because it feels threatened by ByteDance as a formidable competitor. Tencent is suing ByteDance for RMB 1, claiming defamation, while ByteDance has counter-sued Tencent for anti-competitive behavior and is requesting RMB 1 million in damages. The CEOs of the two companies, Pony Ma and Zhang Yiming, recently had a public argument on WeChat Moments.

The siege of Douyin

Here are some data points on Douyin’s users:

  • Almost 50% of users are above 24 years old
  • 60% are female
  • Over 60% have college degrees
  • Around 40% live in first- and second-tier cities

So what makes Douyin so appealing, and why did it grow so fast? Here are eight lessons on Douyin’s meteoric rise that Western companies can learn from:

Lesson 1: Help creators grow

Douyin treats its top influencers almost as its own employees. It actively helps promote them by subsidizing their traffic. In November 2017, ByteDance held a conference celebrating its content creators and announced it will spend $300 million to help them increase followers and generate revenue. Its stated goal is to help create 1,000 influencers with over a million followers in the coming year.

Douyin understood that its early adopters could determine the entire trajectory of the product. In its early days, Douyin’s team reached out to various art and music schools in China and recruited good-looking young artists to produce high-quality content on the platform, and helped them to grow followers.

Douyin also actively works with MCN (multi-channel network) organizations, agencies in China that specialize in propelling ordinary people to Internet stardom. One of the most popular content creators on Douyin is Dai Gu La K (代古拉K), a 22-year-old college girl who records short videos of herself dancing. She once gained 10 million followers on Douyin within a 30-day span. What appeals to the viewers is not her dancing skills—she’s not a professional dancer—but her cute, infectious smile. She is a client of Yang Cong, a top MCN organization in China that counts several dozen Douyin influencers in its network.

Watch a video by Dai Gu La K:

Lesson 2: Unleash the creativity of ordinary people

Many viral videos on Douyin are not created by celebrities, but ordinary people who did something really creative or impressive. A popular genre of Douyin videos is “life hacks.” For example, there’s a popular hot pot restaurant chain in China called “Hai Di Lao” (海底捞), and some creative restaurant-goers uploaded videos of some DIY dishes they made at the restaurant, such as stuffing a raw egg and shrimp paste into a tofu ball and then boiling them together. The videos went viral and thousands recorded their own version. Today, if you request the “Douyin Dish” at Hai Di Lao, waiters will bring you raw eggs and tofu balls instantly, no questions asked.

Watch a video of the “Douyin Dish” at Hai Di Lao restaurant:

There are many similar examples of Douyin entering the national vocabulary. A “Douyin milk tea” at CoCo (a popular tea chain in China) means “caramel milk tea with barley pudding zero sugar no ice,” because a Douyin influencer discovered that this combination tasted especially delicious. It’s important to note that Hai Di Lao and CoCo did not pay for these campaigns—users spontaneously shared their discoveries, and people trust other ordinary people like themselves much more than sponsored content. Inspired by the Hai Di Lao phenomenon, some restaurants have started to offer customers discounts if they record Douyin videos featuring their food.

Lesson 3: Topic marketing – give people something to make videos about

Douyin regularly launches hashtags that serve as trending topics or themes on the platform. Hundreds of thousands of people participate in making videos on the same theme.

Because of the hashtags, Douyin lends itself extremely well to viral content, such as this “Seaweed Dance”, which has become a national sensation, in the same way that PSY’s “Gangnam Style” took China and the world by storm several years ago.

Watch a compilation of some popular “Seaweed Dance” videos:

Many brands, such as Michael Kors, have created “hashtag challenges” that invite users to compete for the most popular video. By partnering with influencers on Douyin, brands can instantly reach millions of followers with the hashtag challenges and turn these users into their marketers.

Lesson 4: Make content creation frictionless

Douyin’s product provides a toolkit that enables anyone with a smartphone and a good idea to create a 15-second video that could potentially go viral. This toolkit includes a large library of background music, a variety of filters (see “beautify” button in the screenshot below), easy-to-use editing tools, and even phone accessories that help users hold their phones in place while they’re shooting videos.

Below is a screenshot of the camera view.

Notice at the bottom that you can toggle between “Long press to shoot” or “Tap to shoot,” allowing ease of recording in all kinds of situations.

Lesson 5: Turn the comment section into a social hub

Some people say the only reason they use Douyin is to see its comment section, which has become a social hub where users interact. It’s often as entertaining as the video itself.

Douyin allows users to view a video and read its comments at the same time, so you don’t need to pause the video to see the comments. As can be seen in the screenshot below, many influencers interact with their followers in the comment section (comments with the tag “creator” indicates replies by the author herself).

Lesson 6: Personalized recommendation is key

ByteDance calls itself an AI company, complete with thousands of engineers and its own AI lab led by former executives at Microsoft Research Asia. Its core competency is making use of machine learning and algorithms to determine what kind of content would appeal to particular users based on their past viewing behavior.

When you open the Douyin app, the default mode is a feed “recommended for you”. Unlike on Instagram, where you almost only see content posted by people you follow, on Douyin you’re shown content by creators you mostly have never seen before. In this way, you can constantly discover new creators, but almost all of them are making content that’s highly appealing to you.

Douyin also utilizes facial recognition and body segmenting technology to implement key features and special effects, such as changing the color of one’s hair or removing the video background.

Lesson 7: Where there is content, there is commerce

Douyin allows creators to embed product links into their videos, lending to a seamless transition from content to commerce. For example, an influencer called “Ye Shi Xiao Ge” (野食小哥), who films himself finding and eating food from the wilderness, has created his own line of food products such as a “Douyin beef sauce.” While you’re watching his videos, a shopping cart icon appears on the right-hand side of the screen to show the merchandise mentioned in the video, which you can then purchase with one click.

Lesson 8: Take it global

A year after Douyin was launched in China, its English version, Tik Tok, was launched in multiple international markets and quickly rose to the top of the App Store in Thailand, Indonesia, Japan, and South Korea. Although its product interface is similar to the Chinese version, Tik Tok has also been localized organically by users in these markets, who integrated local music and culture into their short videos. For example, face painting seems to be a popular genre in Indonesia, and K-pop videos go viral in South Korea.

Having an international product also enable viral effects to spread globally. On Valentine’s day this year, South Korean superstar Lee Jong Suk posted a Tik Tok video featured him putting his chin on a hand and giving a heart-warming smile in multiple scenes. The cute video, hashtagged #iamyourvalentine, earned him over 680,000 likes on Tik Tok within a week and became a worldwide phenomenon as thousands recorded their own rendition of the video.

Here are some popular Tik Tok videos in Japan, Indonesia, and South Korea.

Note: Douyin can only be downloaded on the Chinese app store. If you would like to use the app outside of China, you must download Tik Tok or Musical.ly (though Tik Tok is currently not available in the US). In order to allow readers outside of China to get a taste of videos on Douyin, here are several popular Douyin videos to YouTube, each typical of a genre.

Example of a Douyin video in the “talent” genre:

Example of a Douyin video in the “stunt” genre:

Example of a Douyin video in the “life hacks” genre:

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Jinri Toutiao is going into games distribution https://technode.com/2018/06/15/toutiao-games/ https://technode.com/2018/06/15/toutiao-games/#respond Fri, 15 Jun 2018 03:47:58 +0000 https://technode-live.newspackstaging.com/?p=69245 Jinri Toutiao, an information platform app of ByteDance, announced on June 14 that it has launched a new service “Jinri Games (今日游戏)”. The service is currently only available for Android users. The service at the moment allows downloads, recommendations, and gift collection. Entry to the service is under Jinri Toutiao App’s My Wallet (我的钱包) section. […]]]>

Jinri Toutiao, an information platform app of ByteDance, announced on June 14 that it has launched a new service “Jinri Games (今日游戏)”. The service is currently only available for Android users.

The service at the moment allows downloads, recommendations, and gift collection. Entry to the service is under Jinri Toutiao App’s My Wallet (我的钱包) section.

Jinri Toutiao’s Jinri Games page (Image Credit: ithome.com)

The launch signals Jinri Toutiao’s formal moves into games’ distribution and operation. As Jinri Toutiao put entry to games under the App’s My Wallet sector, it’s very likely few games would be free. The initiative behind was clear: generating revenues and cash rewards for both partner games and the platform itself.

This slightly differs from some mini program games on WeChat from Tencent, Chinese social network giant and ByteDance’s major rival at present, though both Jinri Toutiao and WeChat are leaders in China’s data traffic games. By encouraging players to share scores and performance ranking lists, free-entry WeChat games such as The Strongest Bomb (最强弹一弹) weigh social networking more.

Currently displayed at Jinri Toutiao’s game service include Chinese online game Chu Liuxiang (楚留香), a Chinese ancient legend IP empowered game, and Identity V (第五人格), an indie-game-like online multi-player strategy and psychology game. The two games are both developed by NetEase and are already popular in Chinese game market.

Jinri Toutiao’s data traffic advantage would be a natural catalyst for the games’ further potential growths. The market expects Jinri Toutiao’s total users to be around 100 million. Though still behind Tencent WeChat’s 1 billion monthly active global users, such a huge Chinese platform for game purchase is still attractive to developers, particularly for game studios’ “traffic buy” (买量) strategy.

Commercial and indie game studios in China are now investing in channels including communities, platforms, live-streaming, and other non-traditional media areas to boost exposure and players’ purchase willingness. A source with knowledge of the matter says, due to fierce competition and other related issues, platforms such as Steam, one of the biggest game distribution and players’ community in the world, are seeing the slowly declining influence in promoting Chinese games. As a result, game studios without sufficient capital and other resource back-ups are diversifying their distribution plans and cooperation strategies to hedge market fluctuations. Jinri Toutiao may be an appealing option.

Meanwhile, game business is another risk-hedger for Jinri Toutiao itself. The company has recently been the target of state-criticism since it allowed distribution of content that insulted national heroes. The high administrative risk and relatively low revenue business, compared to commercial games and other related projects, would be the last the company wants to maintain in the near future.

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Video streaming platform AcFun reveals security breach https://technode.com/2018/06/13/acfun-security/ https://technode.com/2018/06/13/acfun-security/#respond Wed, 13 Jun 2018 06:13:56 +0000 https://technode-live.newspackstaging.com/?p=69073 Chinese video streaming platform AcFun revealed shortly after midnight of June 13 that hackers had stolen data of tens of thousands of user. The company apologized for the breach and admitted that the leak was due to insufficient precautions to secure the platform. AcFun asked users to change their passwords, especially those who hadn’t logged […]]]>

Chinese video streaming platform AcFun revealed shortly after midnight of June 13 that hackers had stolen data of tens of thousands of user. The company apologized for the breach and admitted that the leak was due to insufficient precautions to secure the platform.

AcFun asked users to change their passwords, especially those who hadn’t logged in the platform since July 7, 2017 and also those whose pervious passwords were weak.

According to the company, the affected data include user IDs, nicknames, and passwords that had been stored on the company’s encrypted servers.

After the hack, AcFun said they had notified users within the platform and across Weibo, WeChat, SMS and other public forums. The company also set up a security task force of internal and external technical experts to investigate the breach and improve cybersecurity.

AcFun was founded in 2007 and is famous for animation, comic and game related content. Although less known than its Nasdaq-listed rival Bilibili, AcFun was China’s first video platform that features real-time commentary subtitles that can overlay the video.

Bilibili and regulation: How one video company is thriving on youth-generated content

AcFun was acquired by Kuaishou, one of China’s biggest short video platform, on June 5, after a temporary shut-down in early February due to lack of funds. According to previous media reports, the company’s losses continued to mount in recent years and reached RMB 146 million in the first 9 months of 2016.

Before the February shut-down, the platform was closed for three days due to unspecified reasons in November 2017. The company blamed cyber-attack for paralyzing their services, but online discussions pointed out the company was having internal issues regarding turbulence among management personnel, regulatory punishments and a big loss of users.

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China’s entertainment and culture industry is quickly realizing the power of IP https://technode.com/2018/06/08/china-ip-power/ https://technode.com/2018/06/08/china-ip-power/#respond Fri, 08 Jun 2018 04:21:20 +0000 https://technode-live.newspackstaging.com/?p=67298 china cybersecurity law rules critical information infrastructure five-year planReading entertainment news and content economy business insights published by Chinese media, it’s not surprising to see the direct use of the term “IP” (in Chinese). This intellectual property’s abbreviated form in Chinese context now refers to concepts of authenticity, brands, characters, stories, and even prototypes of ancient myths. Major entertainment and cultural players are […]]]> china cybersecurity law rules critical information infrastructure five-year plan

Reading entertainment news and content economy business insights published by Chinese media, it’s not surprising to see the direct use of the term “IP” (in Chinese). This intellectual property’s abbreviated form in Chinese context now refers to concepts of authenticity, brands, characters, stories, and even prototypes of ancient myths.

Major entertainment and cultural players are moving aggressively into the IP game. The attractive Chinese market holds challenges and opportunities. The theme of China’s reliance on international IP is still strong, but demands in emotional reciprocity and generation Z’s rise are creating a new landscape.

Background of IP in China’s content economy

There was no such word that matches intellectual property’s meaning in China before the term was imported. As a formal WTO member and a country which used to feed huge piracy markets, China learned the phrase and acknowledges its power by frequently learning from disputes. Trump’s tariffs on $50 billion worth of Chinese goods are seen as the US revenge to China’s harmful intellectual property practices including theft.

However, Chinese players in entertainment and culture industry hope to elaborate the phrase’s meaning to portray unique characteristics of the industry.

Chinese entertainment companies realized that the full term intellectual property (知识产权)’s meaning in Chinese narrowly depicts copyrights and trademarks’ legal practices. Originality (原创), on the other hand, doesn’t vividly cover commercial value or legal responsibility. IP then became a fresh term Chinese players can use to mean content whose authenticity is unique or legally protected.

IP business models

Chinese companies fighting in the red ocean of authentic content creation are aggressively unveiling their IP ambitions. Creating self-owned IP products and cooperating with cross-field partners have become two regular business practices.

The first practice is often adopted by content creators that also operate and own down-stream business such as films, games, and entertainment shows. IP ownership creates potentially sustainable profits as it allows continuous creation and diverse business models.

IQiyi, one of China’s largest content platforms, launched their Yunteng Plan (云腾计划) in October 2017. The plan mentioned IP industrial chain (IP产业链), IP industrial ecosystem (产业生态), and IP era (IP时代).

People.cn, seen as the Communist Party’s official paper, also stressed IP when commenting on NetEase’s Good Story Training Camp (好故事训练营): “The whole cultural and creative industry has a strong desire for high-quality IP content. Downstream film and game companies eagerly expect the online literature market to provide good literature IP for further content development.”

While iQiyi is often compared with Netflix, China’s content creation interest groups are far more complex than those in the US. The interest groups include internet technology and information player NetEase, and conglomerate cooperates such as Wanda Group. As a result, the industry chain is longer and can be more flexible. Frequent innovation or strong IP that will sustain long-term business expansion is crucial.

Another business practice of IP frequently appears in the consumption sectors, particularly retail.

In 2017, during the June 1 International Children’s Day, Alibaba’s film affiliate AliFilm cooperated with the Pokemon Company in a carnival event in Hangzhou. According to media source close to the matter, the cooperation brought over RMB 200 million retail revenue.

Reliance on imported IP

Nevertheless, the retail success shows a fundamental problem: Chinese players still heavily rely on international IP. In 2015, Deloitte predicted an RMB 1 trillion culture and entertainment market as well as an RMB 200 billion movie market (in Chinese only) by 2020, but Chinese players have a long way to go to optimize their business in the pie.

For example, OnePlus, a Chinese smartphone maker, leveraged IP cooperation with Marvel to launch OnePlus6 Avengers limited edition to cut into the fierce device-manufacturing competition. Chinese content creation’s global fan-base and techniques are not strong enough to support an emerging brand at the moment.

By May 1, 2018, Marvel movies box office revenue in mainland China hit RMB 10.5 billion (in Chinese, inflation unadjusted). China has contributed around 13% global gross revenue of the Avengers series. This had made China the largest single movie market for the series. By May 12, 48 hours after the formal release of Avengers: Infinity War in China, box revenue of the film hit RMB 1 billion. Though it’s hard to know how much the films’ Chinese publishers and theaters have earned, looking at a trillion-RMB sized pie, a few films are far from enough.

Chinese players will not easily let go of home advantages of a huge Chinese market, and Beijing is highly aware of both the commercial and cultural importance of IP. Chinese government stresses “confidence in culture” (in Chinese:文化自信) and demonstrated suspicious attitude towards offshore mergers and acquisitions of entertainment assets.

As a result, content and entertainment projects are leaning towards domestic market.

IP identity and emotional reciprocity

Meanwhile, local players have a natural advantage in understanding the local culture and emotions.

“People sometimes have a biased perception that adding Chinese elements really means adding elements – single objects or linear expressions of symbols, like a lantern, or a character from a Chinese myth,” Jiang Mingxuan told TechNode. Jiang is studying at Beijing Film Academy, one of China’s most privileged drama, filming, and theater art schools. She is also volunteering at Common Future, a Chinese foundation that promotes humanitarian care and Chinese culture in wartorn areas including Syria.

“The elements should be put in a systematic way. You have to understand people’s emotional needs and the meanings behind symbols. This is partially why the performance of Great Wall starring Matt Damon was not satisfactory,” Jiang added.

Jiang’s words cast lights on two crucial factors in the current domestic IP market, particularly in the film industry: national and individual identity.

Red Sea Operation, a China-made anti-terrorism film about Somalia pirates and global nuclear conspiracy, so far has ranked top on China’s 2018 box office list with a box office revenue of RMB 3.7 billion.

Among the top ten box revenue winners, 40% are imported. Ready Player One ranks 5th, Avengers: Infinity War ranks 3rd, Rampage ranks 8th, and Aamir Khan’s Secret Star ranks 10th.

The Secret Star continued the success of Dangal, another Aamir Khan film telling an Indian female wrestler’s struggle in gender inequality and a hierarchical life. Aamir Khan’s films which often touch critical social issues commonly shared by India and China were very successful in China. This has made the name “Aamir Khan” a strong IP and branding power that specializes in authentic social analytical content production. Aamir Khan’s Dangal achieved RMB 1.3 billion box office revenue in China – around two times of Black Panther’s box office revenue in China.

In strictly top-down China, critical thoughts about gender, corruption, family violence, justice, and youth are powerful themes. Laughter and sorrow, even a sense of humor, all have to be in the right cultural context. In the meantime, domestic forces are cultivating and consolidating their own IP.

One of the biggest IP in China is Journey to the West (西游记).

Journey to West is one of China’s four greatest classic Chinese novels and was published in the 16th century. As joked in China, “in front of Journey to the West, even Tolkien’s Lord of the Ring will be dull.” In 2016 alone, 9 films built their stories on the historic IP. The 9 films imply not just how strong the historical IP is, but also China’s limited imagination in IP creation and commercialization.

Nevertheless, the IP does bring success in China. TV series of the story is ready for the Guinness World Record as the most broadcast and the highest rated. A $16 million budget Chinese animation film Monkey King: Hero is Back (2015)’s box office revenue surpassed that of Kungfu Panda 2 in China.

Promotional poster for Monkey King: Hero is Back (大圣归来)

In the gaming industry, the IP has been empowering NetEase’s PC and mobile game Dahua Xiyou (大话西游) for over 15 years since 2002.

Lesser-known trends

Generation Z and reality shows are becoming a strong driving force of IP creation and commercialization.

China-made-anime (国漫) the Outcast (一人之下) builds its story on Taoism. On May 19, online views of the animation’s season 2 hit 2.1 billion. Generation Z’s power is also seen in anime platform Bilibili’s popularity. The platform landed in Nasdaq on March 28.

Meanwhile, total views of entertainment shows including talk shows and reality shows in 2016 hit 29.5 billion, a 15.6% increase year-over-year. Pinduoduo (拼多多), a price-for-value online group platform combating Alibaba, is heavily investing in shows for marketing. The market expects its investment in celebrity reality show Go Fighting (in Chinese: 极限挑战) to be RMB 300 – 400 million.

The huge Chinese market will be willing to accept any IP that holds commercialization potential. Amid fierce and messy competition, the IP business in China holds massive potentials and is still waiting to be better exploited.

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ONO is building the first blockchain-based social network in China https://technode.com/2018/06/07/ono/ https://technode.com/2018/06/07/ono/#respond Thu, 07 Jun 2018 06:56:54 +0000 https://technode-live.newspackstaging.com/?p=68735 After the Facebook–Cambridge Analytica data scandal, centralized social media platforms have been in the hot seat with intensifying public scrutiny on how personal data is being managed and used. This not only paved way for the GDPR privacy regulations that came into force recently but also gave rise to what is called blockchain social networking. […]]]>

After the Facebook–Cambridge Analytica data scandal, centralized social media platforms have been in the hot seat with intensifying public scrutiny on how personal data is being managed and used. This not only paved way for the GDPR privacy regulations that came into force recently but also gave rise to what is called blockchain social networking.

An increasing number of social media platforms are being built on decentralized infrastructure and ONO is one of them. The Chinese startup is now building the first blockchain-based decentralized social network in the country. With the mission to give data and content ownership back into the hands of users, ONO is taking an active part in this redefined social media ecosystem.

“We don’t have the rights to sell user data and our users have the rights to determine what they want to do with their data,” CEO and founder Xu Ke told TechNode. Prior to launching ONO, Xu headed the team that created Cryptodogs (创世狗; the Chinese iteration of the popular blockchain game CryptoKitties) and was hailed as “the first person in blockchain social networking” by Chinese media (in Chinese).

ONO gained attention among blockchain enthusiasts and internet users when it launched the beta version of the ONO dapp (decentralized application) in April. According to company figures, ONO has accumulated 240,000 users during this beta test stage and 2 million pieces of content were shared in the span of two weeks during the beta launch. The company is set to launch the dapp for international users this month.

Xu Ke, CEO and founder of ONO. (Image Credit: ONO)

In March, the company announced that it is participating in the bid for EOS 21 global supernodes, placing itself amongst some of the notable names in blockchain including Oracle Chain, Bitfinex, and Huobi. The voting for EOS supernodes will begin after the EOS main net is launched. If selected, ONO would be one of the world’s first dapp to land on EOS.

A fairer balance of power in social networking

For a company valued at RMB 50 billion, for example, a big chunk of that value comes from data and content generated by the users rather than the software that was developed by the company, Xu said. Xu believes that users create the real value of social media platforms and so they should be rewarded.

Read More: Taiwan’s largest social media platform is fighting for data justice

On centralized social media platforms, like Facebook and Weibo, accounts with huge social media following enjoy unparalleled visibility. It is difficult for “ordinary users” who are also contributing quality content to gain any traffic or benefit financially. Xu said it also inevitable that some will pay their way for followers and traffic in order to reach the coveted celebrity status.

“This kind of centralized platform and over-commercialization approach hurts content creators. On a decentralized platform like ONO to make a profit, all you need to do is to create content.” 

A solution to curb click bait, low-quality content?

Social media platforms in China have long battled vulgar and low-quality contentThe ONO social network has implemented a system that rewards users with ONOT token that is distributed within the ONO social network based on the quality of content they create. The company expects the token mechanism to incentivize users to create high-quality content and actively participate in community building. As stated in the company’s recent press release: “It stands to reason that [the reward system] will motivate users to create high-quality content instead of clickbaity headlines that often get their way on centralized platforms.” The high-quality content can be featured on ONO homepage and in the recommended section.

Xu said the reputation mechanism that lies at the heart of ONO’s ecosystem promotes social engagement and community building. The reputation of the user goes up when content is liked, reposted, commented and shared by others. User behavior also defines the value of content—those who conduct behaviors that are deemed as “wrong” such as harassment and spreading vulgar content would be punished.

While there is a growing number of blockchain-based platforms out there—Sola, Indorse, Ong, and Mithril—each holds a different vision for the future of decentralized social media. Steemit has been gaining traction in the blockchain community. Compared to ONO, Steemit emphasizes more on creating and publishing content than social networking. ONO is a hybrid of instant messaging (IM) and microblog (like WeChat Moments) that puts emphasis on both content creation and social engagement. 

The ONO network is built upon the principles of equality and transparent public governance via the Decentralized Autonomous Corporation (DAC) mechanism, which divides operational tasks and distributes them publicly without an administrative overlord. Participants do not need to be ONO employees to be part of DAC. In fact, they can come from all over the world. Xu said the ONO social network hopes to extend beyond boundaries and establish an ecosystem where everyone is treated equally across-the-board, regardless of political opinion, religious beliefs, and gender.

A blockchain startup without an ICO

ONO is well-funded, not through ICO or presale, but through institutional investors like China Growth Capital, Green Pine Capital Partners, and prominent crypto investors like Li Xiaolai. 

The ONO team did not go down the usual ICO route because they wanted the social ecosystem to be built and nurtured by community builders, rather than speculators. Xu explains that the problem with blockchain-based social media platforms launching ICOs before distributing tokens to platform users is that “in many cases platform users end up with fewer tokens than ICO investors, which empower investors that are not content creators to have more influence on the platform.”

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Jinri Toutiao apologizes for search engine ads ‘disrespectful to heroes’ https://technode.com/2018/06/06/jinri-toutiao-apologizes-for-search-engine-ads-disrespectful-to-heroes/ https://technode.com/2018/06/06/jinri-toutiao-apologizes-for-search-engine-ads-disrespectful-to-heroes/#respond Wed, 06 Jun 2018 09:18:25 +0000 https://technode-live.newspackstaging.com/?p=68687 News and content aggregator Jinri Toutiao has issued another apology involving heroes and martyrs, this time for advertising appearing in search results that was “disrespectful to heroes”, according to Tencent News (in Chinese). The apology to the public and heroes (英烈) and their families stated that this was a grave error and all such placements […]]]>

News and content aggregator Jinri Toutiao has issued another apology involving heroes and martyrs, this time for advertising appearing in search results that was “disrespectful to heroes”, according to Tencent News (in Chinese). The apology to the public and heroes (英烈) and their families stated that this was a grave error and all such placements have been stopped and the advertising placements team and leader have been suspended.

The public apology states that Jinri Toutiao will “reflect on the adverse social impact” caused by the search engine advertising. It blamed its marketing department for its handling of an advertising agency that programmed key words that triggered certain ads.

The apology involves yet more soul searching for Jinri Toutiao:

“We are full of respect and gratitude for contributions heroes made to the nation. Any acts of ridiculing or disrespecting the heroes cannot be tolerated and strongly violates the values we uphold. We are launching a company-wide education [campaign] on martyrs and gratitude. From the depths of our hearts, we will put a stop to the recurrence of any such issues.”

Jinri Toutiao first came under fire for potentially falling foul of China’s new Heroes and Martyrs Protection Law in mid May by carrying a satirical comic (Baozou Comic, 暴走漫画). The comic used the story of Communist soldier Dong Cunrui blowing himself up to destroy a Kuomintang bunker in the Chinese Civil War to make jokes, according to the Wall Street Journal (WSJ). The Culture and Tourism Ministry accused Jinri Toutiao of allowing the negative portrayal of a martyr. The comic producer apologized, as did Jinri Toutiao which also removed the content.

The law was brought in on May 1 and Jinri Toutiao said it had already taken down 60,000 offending videos and 17,000 news pieces, and closed over 8,000 accounts in the first two weeks of the law, in a statement released June 1, according to the WSJ.

On May 31 the Culture and Tourism Ministry announced it was going to investigate and implement administrative punishments against Baozu Comics and investigate Jinri Toutiao for not fulfilling its responsibilities, according to Tencent News.

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Meipai criticized for inappropriate content https://technode.com/2018/06/04/meipai-inappropriate-content/ https://technode.com/2018/06/04/meipai-inappropriate-content/#respond Mon, 04 Jun 2018 03:30:24 +0000 https://technode-live.newspackstaging.com/?p=68456 Short video platform Meipai (美拍) has been criticized by regulators for spreading vulgar content and negatively affecting the physical and mental health of young people. The Meitu-owned platform has been ordered to abide by local regulations and make relevant changes. According to reports, the country’s internet regulator, the Cyberspace Administration of China (CAC), had imposed penalties […]]]>

Short video platform Meipai (美拍) has been criticized by regulators for spreading vulgar content and negatively affecting the physical and mental health of young people. The Meitu-owned platform has been ordered to abide by local regulations and make relevant changes.

According to reports, the country’s internet regulator, the Cyberspace Administration of China (CAC), had imposed penalties on the platform for failing to abide by previous rectification orders. A CAC investigation found that the company had not properly managed video content and ignored public morals and opinions.  The CAC said Meipai disseminated sexual content for the purpose of driving traffic.

China’s media regulator, the State Administration of Radio and Television (SART), and the Ministry of Culture and Tourism have proposed similar correction frameworks. A Meipai representative said the company would stop updating its live streaming channel for 15 days, halt updates to its “Popular” channel for 30 days, shut down its “Campus” channel,  and conduct a review of the content on the platform. It also said it would develop a framework to protect young people.

In December 2017, Meipai announced a drive to increase self-censorship, remove underage users, and undergo a real name verification process for existing users.

2018 has seen an increase in government intervention and removal of “inappropriate” content from online platforms. In April, Bytedance’s Jinri Toutiao and Kuaishou were ordered to better manage their content. Shortly after, Jinri Toutiao, Phoenix News,  and NetEase News had their apps removed from numerous app stores in the country.

Toutiao was again targeted after it was ordered to permanently close its Neihan Duanzi (内涵段子 “implied jokes”) app for its vulgar content. Bytedance also temporarily removed the ability to live stream content in its Douyin app. The crackdown on short videos was followed by Tencent announcing it would remove the ability to play these videos within its messaging apps WeChat and QQ.

Social media platform Weibo also joined in the self-censorship drive. It announced plans to remove homosexually-themed content from its network. However, it later retracted the statement following public outcry.

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Chinese gaming company iDreamSky seeks $300 million Hong Kong relisting https://technode.com/2018/05/28/idreamsky-hong-kong-relisting/ https://technode.com/2018/05/28/idreamsky-hong-kong-relisting/#respond Mon, 28 May 2018 10:54:13 +0000 https://technode-live.newspackstaging.com/?p=68021 iDreamSky, the Shenzhen based mobile game developer notably responsible for the development of popular titles “Temple Run” and “Subway Surfers”, is planning to relist on Hong Kong stock exchange market in a deal that could raise around $300 million. iDreamSky Technology is one of China’s largest independent mobile game publishing and developing platforms in China. […]]]>

iDreamSky, the Shenzhen based mobile game developer notably responsible for the development of popular titles “Temple Run” and “Subway Surfers”, is planning to relist on Hong Kong stock exchange market in a deal that could raise around $300 million.

iDreamSky Technology is one of China’s largest independent mobile game publishing and developing platforms in China. Founded in 2009, company first prospered as a game publisher that helps well-known international mobile game developers to gain access to China market. The company distributes these games through both its proprietary distribution channels and third-party channels, such as app stores and device pre-installations. The company is also moving forward with in-house game development in recent years.

After getting listed on the Nesdaq market in 2014, the company joined the flock of US-listed mainland companies that have been re-listing on the A-share market, which has been recording a bull run since early 2015. After filling in the privatization offer in June 2015, the company got delisted from the US market on September 7th, 2016.

The company has generated a revenue of RMB 1.76 billion ($275 million) with profit hitting RMB 151.9 million in 2017. It’s monthly active users surpassed 1.24 million in Q4 2017, up 20% YOY, according to the company prospectus.

As the largest shareholder in the company, Tencent holds a 20.65% stake through its wholly-owned company Tencent Mobility Limited. In addition, the company has attracted several celebrity investors such as Wang Sicong, the only son of China’s richest man Wang Jianlin, and Leong On-kei, Macau billionaire businesswoman and the fourth “wife” of Macau tycoon Stanley Ho.

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iQiyi is leveraging their AI for editing and casting. Starring roles will still be decided by humans https://technode.com/2018/05/22/iqiyi-ai-casting-editing/ https://technode.com/2018/05/22/iqiyi-ai-casting-editing/#respond Tue, 22 May 2018 02:17:45 +0000 https://technode-live.newspackstaging.com/?p=67573 “Imagine an assistant who understands your happiness, anger, sorrow, and laughter and what you want to watch based on your feelings even before you figure out what your feelings are. It will give you the content you want most. AI can do this,” said Gong Yu, Chief Executive Officer of iQiyi, at the company’s annual […]]]>

“Imagine an assistant who understands your happiness, anger, sorrow, and laughter and what you want to watch based on your feelings even before you figure out what your feelings are. It will give you the content you want most. AI can do this,” said Gong Yu, Chief Executive Officer of iQiyi, at the company’s annual entertainment marketing conference on May 18 in Beijing.

However, iQiyi says they are doing more than just the “common” application of personalized content. The internet entertainment company is developing technology to help directors cast actors and edit films. It’s building a database for actors that contains not only physical information but also their theatrical genres, behavior patterns, and clothing styles.

Facial recognition tool used in a TV series. (Image Credit: TechNode)

Algorithms are developed to identify human faces in different shows and extract their corresponding clips. For instance, if a user solely enjoys the performance of a certain actor, she can watch the clips only featuring that particular actor. Beyond that, users will also be able to select their favorite types of performances, such as singing or dancing. iQiyi has already been using this to generate featured scenes in variety shows.

The technology will appeal to business development too. “After applying facial recognition to all the videos, we can calculate the time every performer is on screen, no matter in variety shows or TV series. Longer the time is, more popular the performer is. This will be of great use to estimate his or her value in terms of promotion and marketing,” said CTO Liu Wenfeng.

The same scenario can be applied to casting. The algorithm studies an actors performances and tags it with descriptors. These are then used to match the role with the actor, saving time and money on casting. However, Liu emphasized this will only be used in selecting supporting actors and actresses because “leading roles are more dependent on the directors’ experiences and interpersonal relationships.”

iQiyi, backed by one of China’s biggest tech companies Baidu, went public on Nasdaq in late March. In its recent financial statement, it reported a 57% revenue increase compared with the same period in 2017, although it still hasn’t turned a profit. The increase is mainly drawn by membership services revenues and online advertising.

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NetEase gaming revenues shrink again while e-commerce doubles in Q1 2018 https://technode.com/2018/05/18/netease-q1-2018/ https://technode.com/2018/05/18/netease-q1-2018/#respond Thu, 17 May 2018 23:49:26 +0000 https://technode-live.newspackstaging.com/?p=67441 China’s tech giant NetEase has lost momentum in gaming, its most profitable sector. NetEase shares dropped 6% when the market opened on May 17, US Eastern Time, after releasing its first quarter earnings after the market closed on May 16. The shares decreased to $250 from $266 the day before. Its diluted earnings per ADS, […]]]>

China’s tech giant NetEase has lost momentum in gaming, its most profitable sector.

NetEase shares dropped 6% when the market opened on May 17, US Eastern Time, after releasing its first quarter earnings after the market closed on May 16. The shares decreased to $250 from $266 the day before. Its diluted earnings per ADS, $0.91, missed analysts’ expectation of $1.99.

The company reported RMB 752 million net income for the first quarter ended on March 31, 81% down compared with RMB 3.9 billion for the same period last year. The decrease was mainly due to diminishing revenues from online game services, the company’s biggest source of income. Revenues from the sector were RMB 8.8 billion, 18.4% decrease compared with the first quarter of 2017. Revenues in gaming made up 62% of NetEase’s total revenues.

Despite shrinking profits, revenues from NetEase increased 3.9 percent compared with the first quarter of 2017, reaching RMB 14.2 billion. The increase was led by the e-commerce sector, the total revenue of which was RMB 3.7 billion, due to the rapid expansion of Kaola.com, which focused on cross-border e-commerce, and Yanxuan, which claims to adopt the original design manufacturer model.

Charles Yang, Chief Financial Officer at NetEase, admitted in the conference call that revenues from the company’s flagship mobile game Onmyoji and the mobile version of New Ghost “have come down from its peak a year ago”, although there remains “a substantial revenue generation on a stand-alone basis”. The decreased revenues from Onmyoji were partially offset by Knives Out (the company’s PUBG clone on mobile), launched in November, and Chu Liu Xiang, in February. Knives Out also achieved overseas success, especially in Japan, but Yang admitted “revenues for this quarter is still at a low single digit”.

Onmyoji, a mobile PvP (Player vs Player) and PvE (Player vs Environment) strategy game launched in September 2016 and quickly became the world’s top grossing game in October. However, in the earnings of fourth quarter 2017, the game, as well as the mobile version of New Ghost, had already been experiencing a decline. In the last quarter of 2017, gaming revenues were RMB 8 billions, a 10.7% decrease compared with the fourth quarter of 2016.

“We are committed to executing on our game diversification strategy, and we are becoming more adept at reaching non-MMORPG [massive multiplayer online role-playing games] users. As we work to expand our award-winning portfolio of online games, we expect our marketing costs will normalize going forward, compared with our marketing expenses in the first quarter of 2018. For 2018, we will work to ensure that each of our business lines continues to thrive, and we remain focused on creating additional value for all of our stakeholders,” concluded William Ding, founder and Chief Executive Officer of NetEase.

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How gaming companies are coping with soured Sino-Korean ties https://technode.com/2018/05/14/china-korea-gaming-playx4/ https://technode.com/2018/05/14/china-korea-gaming-playx4/#respond Mon, 14 May 2018 06:54:28 +0000 https://technode-live.newspackstaging.com/?p=67135 In March last year, South Korea allowed the US to install the Terminal High Altitude Area Defense (THAAD) missile system on its soil. Since then, China has launched a series of retaliatory moves against the neighboring country. The unofficial boycott has affected a group of booming industries that range from pan-entertainment to tourism. As a […]]]>

In March last year, South Korea allowed the US to install the Terminal High Altitude Area Defense (THAAD) missile system on its soil. Since then, China has launched a series of retaliatory moves against the neighboring country. The unofficial boycott has affected a group of booming industries that range from pan-entertainment to tourism.

As a part of the move, Beijing has refused to issue new licenses for games made in South Korea. This practically prevents any new South Korean titles from entering the country, because since 2016 all games must receive the governmental approval before they can be distributed in China.

As of April this year, not a single of China’s 412 authorized foreign online games were developed by a South Korean gaming company. Meanwhile, the Korean government licensed 111 Chinese online games, granting Chinese game developers a combined KW 200 billion (around RMB 1.18 billion) of revenue, up KW 80 billion (RMB 475 million) YoY.

Historically, Chinese and South Korean game developers and publishers have worked together very closely. China has been a top export destination for South Korean games, but the blockage is slowing down the booming industry. In Q1 2017, South Korea’s gaming industry exported a value of $359 million, down 14.2% YOY and 8.2% MoM. The year-long blockage not only affects South Korean gaming companies but also their Chinese counterparts. There are rumors about the withdrawal of THAAD system, but nothing has come of it.

TechNode talked with Chinese and South Korean gaming companies at Playx4, a South Korean game expo to see what insiders have to say about the changing dynamics of the Sino-Korean gaming industry.

As a publisher helping overseas games, especially South Korean games, to enter China, the team behind Miaoju Internet Technology is adopting a wait-and-see attitude.

“Given the circumstance, we can do nothing but wait. No one wants to touch the government’s baseline. In order to get prepared for possible policy shifts, we participated in several gaming events in South Korea, Japan, and Taiwan so as to keep track of the latest trends,” Jin Guang, overseas business director of the Hangzhou-based company told TechNode.

Although there is an imbalance between gaming exports between China and South Korea, Jin doesn’t think it has significant meaning for Chinese developers. “South Korea is relatively small compared with other larger markets like Southeast Asia and North America. Most Chinese gaming companies just take it as a small part of their globalization plan.”

For some Korean companies, they are trying to find a way out by adopting detouring mechanisms. “Even before the blockage, it’s difficult for a Korean game to get a license in China. To facilitate the process, we reached an alliance with local partners and run our titles under their names,” said Park Jong Chae, director of Mobile Gaming Department at Korean gaming company NHNST.

“Now, it’s a path through which South Korean game developers can introduce their products to a Chinese audience. Its a grey area, but it’s the most common way and many companies are doing it. There’s a way around so you don’t have to say it’s impossible. Even when the licensing ban is gone, it’s crucial for Korean companies to find a trustworthy local partner who could help them to better understand the market,” he said.

Different parties in the gaming industry are making their own efforts.

“We have invited gaming companies from all around the world. Lots of them come from China. Although the ban is still in place, we hope this conference can help the cooperation between Chinese and South Korean gaming industries to move towards a positive direction,” a representative from the organizer of Playx4 told TechNode.

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How Douyin became the most popular app in the world https://technode.com/2018/05/10/how-douyin-became-the-most-popular-app-in-the-world/ https://technode.com/2018/05/10/how-douyin-became-the-most-popular-app-in-the-world/#respond Thu, 10 May 2018 01:49:21 +0000 https://technode-live.newspackstaging.com/?p=66915 Editor’s note: A version of this originally appeared on Radii, a new media platform covering culture, innovation, and life in today’s China. ByteDance’s Douyin app—or Tik Tok, to give it its official English name—has just topped the iOS download charts for non-game apps for the first quarter of 2018, according to a report from Sensor Tower, an American market research company. […]]]>

Editor’s note: A version of this originally appeared on Radii, a new media platform covering culture, innovation, and life in today’s China.

ByteDance’s Douyin app—or Tik Tok, to give it its official English name—has just topped the iOS download charts for non-game apps for the first quarter of 2018, according to a report from Sensor Tower, an American market research company.

What is it?

Douyin (抖音, or “vibrato” in English) is a short video and music video app that was launched by news app Jinri Toutiao founder Zhang Yiming in autumn 2016.

It’s generally used to produce and browse quick-fire video clips, in a similar way to how Vine used to operate before that platform was shut down. But one of Douyin’s key differentiators has been its editing functions, which have tapped into young Chinese users’ preferences by adding a whole host of add-ons, music themes, animations, and more.

This video compilation gives you a fair idea of what you can find on the app:

Is it dangerously addictive?

Perhaps one of Douyin’s most important features, however, comes as a viewer. While most video platforms (including YouTube as you can see above) require you to hit play on their videos, on Douyin you simply scroll/swipe between clips. If it serves up something you’re not particularly interested in or if you can’t make it through the 15 seconds that each clip lasts for, you can move to another piece of content with a quick flick of your screen.

Hear more: China Tech Talk 44: Short video and China’s hottest app

It’s addictive. In fact, for regulators, it’s too addictive and last month the app was forced to include an alert that tells you when you’ve been doing nothing but watch mind-numbing selfie clips for 90 minutes:

As Sensor Tower’s report shows, such measures haven’t slowed the app’s growth. According to report on Sohu, in February this year, Douyin already boasted 66 million active daily users, while Sensor Tower’s report shows it was downloaded 45 million times in the first three months of this year.

Not bad for an app that was reportedly developed in just 200 days by a team of eight at ByteDance, Jinri Toutiao’s parent company.

Can its growth continue?

It’s not been all smooth sailing for Douyin however. In addition to coming under pressure for being highly addictive, the app made international headlines earlier this month after it supposedly “banned” kids cartoon character Peppa Pig from its platform.

Douyin refuted such claims, but the story reflects some of the issues such a quick-fire, user-driven app faces in the midst of an apparent online clean-up effort by the authorities.

However, Douyin has so far avoided the fate that befell ByteDance’s other flagship short video app Neihan Duanzi, which was axed after reportedly spreading “vulgar content”. As it sits pretty atop the worldwide iOS charts for non-game apps, it will be interesting to see whether Douyin can continue to balance its exploding popularity with avoiding further interference from the censors.

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Facial recognition at Jacky Cheung’s concerts used to capture two fugitives https://technode.com/2018/05/09/facial-recognition-jacky-cheung/ https://technode.com/2018/05/09/facial-recognition-jacky-cheung/#respond Wed, 09 May 2018 03:47:41 +0000 https://technode-live.newspackstaging.com/?p=66870 Chinese police have used facial recognition to identify and capture two fugitives at two different Jacky Cheung (张学友) performances (in Chinese), one in Zhangzhou, Fujian Province in May and one in Nanchang, Jiangxi Province in April. Jacky Cheung is a Hong Kong celebrity, once called Hong Kong’s “God of Songs” and grouped with other celebrities such as Andy […]]]>

Chinese police have used facial recognition to identify and capture two fugitives at two different Jacky Cheung (张学友) performances (in Chinese), one in Zhangzhou, Fujian Province in May and one in Nanchang, Jiangxi Province in April. Jacky Cheung is a Hong Kong celebrity, once called Hong Kong’s “God of Songs” and grouped with other celebrities such as Andy Lau and Aaron Kwok.

In both cases, the fugitives’ faces were caught during the security check and were later apprehended by local police. These two cases follow Chinese police using facial recognition technology to catch an escaped criminal who was traveling to Wuzhen, using Baidu-made face-recognition cameras installed across the town last October.

Read more: A year in constant review: China’s surveillance breakthroughs in 2017

China is now using facial recognition technology more and more in crowded areas such as concert halls, airports and even along the streets of tourist attractions. The Chinese government has been working on implementing a national system that could use surveillance cameras to identify any one of China’s 1.3 billion people within 3 seconds and with at least 88% accuracy since 2015.

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Tencent rolls out A-list Hollywood producers to announce better patriotic content https://technode.com/2018/05/08/tencent-hollywood-patriotic-content/ https://technode.com/2018/05/08/tencent-hollywood-patriotic-content/#respond Tue, 08 May 2018 10:23:43 +0000 https://technode-live.newspackstaging.com/?p=66551 Stories and characters, such as Harry Potter or Mulan, can link people from different backgrounds and across borders, build up trust and lead mankind in the right direction, says Cheng Wu, Vice President at Tencent. He believes China should contribute more to the existing pool of the influential intellectual property (IP) with Tencent’s help. Cheng […]]]>

Stories and characters, such as Harry Potter or Mulan, can link people from different backgrounds and across borders, build up trust and lead mankind in the right direction, says Cheng Wu, Vice President at Tencent. He believes China should contribute more to the existing pool of the influential intellectual property (IP) with Tencent’s help. Cheng also cited Tencent CEO Pony Ma’s proposals to China’s National People’s Congress to develop IPs that have Chinese “special characteristics”.

“IP is the core strategy of the pan-entertainment industry. It can refer to anything that’s followed and admired by people, such as a celebrity, comic book character, a story, a game, a cartoon, or TV series,” Cheng explained at a Tencent conference back in 2014 when the concept of IP was still new for the content industry. Since then, Tencent’s notion of IP hasn’t changed and now the social and entertainment giant is developing more Chinese IPs.

The company released its vision of the future content industry at its first Neo-Cultural Creativity Conference in late April, Beijing. It wants to tell more China stories and expand corporations in the international markets. More specific plans consist of developing intellectual properties from home and abroad and cooperating with production teams across borders.

At the conference, Tencent announced that they will be working with Skydance Media to produce the next Terminator trilogy of movies along James Cameron and David Goyer, screenwriter of the Dark Knight. This comes only a few months after Tencent made a strategic investment in the production company.

Before the new Terminator, Tencent had invested in other Hollywood blockbusters such as Kong: Skull Island and Wonder Woman. However, there’s a difference between investing in existing popular international IPs and developing Chinese ones.

Hollywood—and to a lesser degree European productions—are the biggest barriers for Chinese movies to expand internationally since audiences around the world are used to their narratives and not China’s, David Goyer said at the event. For Chinese movies to be successful internationally, despite the country’s rich tradition, they need to have themes that link the East and West. He thinks science fiction is a good start as space missions usually involve multinational crews.

Capital and content creation

Different sectors of Tencent Interactive Entertainment, which oversees online games, online literature, comics, and movies, also released their respective strategies on how they will contribute to the company’s plan, mainly trying to combine China’s elements, no matter contemporary or ancient, with digital formats.

“What neo-cultural means, in simple language, is that we want business to help culture achieve prosperity and culture to make business better,” Cheng said at the event. He cited how adding Forbidden City-related elements to Craz3 Match, a mobile game like Candy Crush, attracted more players.

Michael Dobbs—author of House of Cards—echoed this sentiment at the event saying that new technology such as streaming makes TV shows more flexible to watch and available around the globe. The union of culture and capital, however, is hardly new and Cheng’s words belie the delicate balance between them.

Fighters of Destiny (Chinese: 择天记), a fantasy drama produced by Tencent that premiered in 2017, had cast some of the most popular actors and actresses. Audiences, however, panned their performances. The TV series was adapted by the novel of the same name, whose copyright is owned by Tencent’s China Literature. Book fans were startled though to find that the TV series bore little resemblance to their favorite novel—and even more than adaptations usually get. Despite quite a few views, the series scored a mere 4/10 on Douban Movie, China’s IMDb.

Tencent isn’t the only production company that turns to use actors and actresses who have a large fan base to attract more views. General and I (Chinese: 孤芳不自赏), a historical fiction TV show produced by Zhejiang Huace Film & TV, replaced human faces with computer-generated images because the cast was too busy to be on set.

Reflecting the “Anthem of our Era”

Tencent Pictures also announced five series of productions that it has planned. The first will be “The Anthem of Our Time” series.

“Tencent film will pay special attention to themes related to China’s opening and reforming, national unity, crime crackdown, international peace-keeping operations and defending the nation,” Cheng said, “Via quality films and TV series, we hope to develop and expand Chinese national culture that is blooming under this great time.”

One of the TV series, We Are One Family (都是一家人), will tell stories about how people from different ethnic groups left their hometowns for cities and made great contributions to those cities after China’s economic reform policy in 1978. The show aims to show the union of people from different ethnic groups, a common theme in China’s patriotic propaganda, in the age of drastic social changes.

China has been promoting the mandarin language in places like Aksu in Xinjiang, home to many Uighur people who have their own language, to help them find work in other more developed in cities in the country. However, as concerns for terrorism grows, police have gotten stricter in Xinjiang.  The government also sets rules on beards and veils to combat extremism in the region in March 2017. In addition, to defeat “the infiltration of religious extremism”, state-owned media Global Times said in April that strict policies will remain but didn’t specify what the “strict policies” are.

Cheng also revealed cooperation with Hollywood partners on a script based on the popular adventure novel series Secret Codes of Tibet (藏地密码)—although some critics say the description of Tibet is unrealistic—as well as Zombie Brothers (尸兄/我的名字叫白小飞), a cartoon based on the comic of the same name. The comic is still being published in weekly installments but the author has deleted the “gory content” in back issues because of pressure from state authorities.

In 2017, China entertainment was worth RMB 548.4 billion and experts believe it could still grow rapidly to RMB 100 trillion. With the ambition to expand internationally, what the world’s second economy likes or dislikes is going to shape the global industry.

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NetEase and Sony are making live houses “as common as karaoke” https://technode.com/2018/05/03/netease-sony-live-houses/ https://technode.com/2018/05/03/netease-sony-live-houses/#respond Thu, 03 May 2018 04:43:55 +0000 https://technode-live.newspackstaging.com/?p=66250 A few hundred people gathered around a wooden stage on their tiptoes waiting for their favorite singer. With the spotlight pointed at the side of the stage, Zhou Xingzhe, a 22-year old singer from Taiwan, walked onto the stage in a black suit. The crowd burst out in screams. After a greeting and some interaction […]]]>

A few hundred people gathered around a wooden stage on their tiptoes waiting for their favorite singer. With the spotlight pointed at the side of the stage, Zhou Xingzhe, a 22-year old singer from Taiwan, walked onto the stage in a black suit. The crowd burst out in screams.

After a greeting and some interaction with the MC, the lights dimmed and Zhou started singing. The crowd sang with him and swung their bodies with the melody, extending their arms to clap to the beat. During the interludes, people were randomly selected to go on stage and talk with Zhou, leaving the rest wringing their hands in jealousy.  In the era of digital music and streaming media, it was a rare treat for fans.

This was one of ten live house performances that NetEase Cloud Music and Sony Music Entertainment, one of the world largest record labels, are cooperating to bring to China’s youth. Beginning next year, Yundou Live (云豆现场), the live house brand of NetEase Cloud Music, will play host to singers from home and abroad.

At a joint press conference, Ding Bo, vice president of NetEase Cloud Music said he aimed to make music live houses “as common as karaoke and movie theaters.” He anticipates Yundou Live to host its 1,000th shows in 2018, suggesting that NetEase Cloud Music is ready to expand its live music business.

Live houses, originally from Japan, are smaller music venues usually without seats. Performers stand on the stage and directly face their audience just a few feet away. “Live houses bring us closer to music, both physically and emotionally. It’s a visual and vocal treat for music fans,” Michelle Chan, PR Manager at NetEase’s marketing department told TechNode. “Offline performances also provide more ways of marketing and distribution and allow more interactions with fans.”

“Growing a live music business is consistent with China’s current consumption upgrade and Yundou Live will help NetEase Cloud Music build its music ecosystem, from online to offline,” Li Songlin told TechNode. Li works as an analyst with iiMedia Research, a consulting firm focusing on the new economy.

Launched in 2013, NetEase Cloud Music users reached 400 million in November 2017. The spinoff completed its Series A of RMB 750 million at a valuation of RMB 8 billion in April 2017, led by Shanghai Media Group. NetEase Cloud Music has become the center of the musical communities it’s built, including user-created and curated playlists, active comment areas, and independent singers.

A successful independent singer can generate large revenues from sales of their digital albums which are strengthened by Cloud Music’s precise targeting marketing strategy via the use of big data. Can’t Grow Up (无法长大), recorded by folk song singer Zhao Lei, sold more than 200,000 copies on Cloud Music, roughly worth RMB 3.6 million.

According to NetEase’s research on independent musicians in late 2016, the majority of musicians demand more effective and varied promotion and distribution channels and Yundou Live can provide that, Chan said.

Live performance at YunDou Live (Image Credit: TechNode)

Despite the emphasis on independent music, licensing issues are still an issue. In early April, Tencent, owner of QQ Music, told NetEase Cloud Music to take down Jay Chou’s music (in Chinese) after the license expired. This happened after China’s Copyright Administration demanded Tencent and NetEase to share 99% of their respective music licenses, implying Jay Chou being the other 1%. NetEase Cloud Music deleted all Jay Chou’s songs and was not able to confirm when they would be back on the platform.

A new business

The cooperation between NetEase and Sony is based on the common notion that live house business is promising, according to a NetEase press release.

In 2016 revenue from live music events increased to RMB 4.8 billion (in Chinese) from RMB 4.6 billion in 2015; live house revenues reached RMB 82 million, increasing 30% from RMB 63 million in 2015.

Tickets for live houses are usually around RMB 100, much more affordable than those of big concerts which are usually priced up to thousands of RMB. Chi Yongqiang, CEO of Mao Livehouse, once told China Business News that China’s live house market was on the eve of rapid growth. First opened in 2007, Mao Livehouse is among the first live houses in China and received tens of millions of RMB tens after pre-A funding in 2017.

“The advantage internet companies have in offline shows is that their large user traffic can facilitate the marketing and promotion, but the disadvantage is that they lack offline operation experience and physical venues, thus they usually cooperate with companies across the fields,” Li told us.

Currently, Zhou Xingzhe has more than 50,000 followers and 90,000 comments on NetEase Cloud Music, providing an easily accessible fanbase for live performances.

“Sony Music is experienced in offline shows. Zepp, operated by Sony Music, has a very active live house business,” Chan told TechNode. Zepp music halls hold both domestic and international shows and located in major cities in Japan, like Tokyo, Osaka, and Nagoya.

Despite the growth, China’s live house business hasn’t matured and companies still need to explore what business models fit best and identify their target audience. Li said this makes for a longer timeline

First launched on May 4, 2017, Yundou Live has held 469 live events for more than 130 performers and regularly performed in 32 cities. This partnership is the first time that Yundou has worked with a record label as big as Sony Music.

Benefits for Sony

“Apart from staying focused on the A&R [Artists and Repertoire, talent scouting and the commercial development of recording artists], we are also thinking about how to add value to the industry to be more competitive and provide better experiences for both performers and audience,” said Enrique Shen, Deputy General Manager at Sony Music’s Domestic Marketing and Artist Management and Development, “Cooperation with NetEase Cloud Music, is one of the areas we are exploring.”

Before NetEase, Sony Music Entertainment and Tencent Holdings, another China’s tech giant, jointly launched Liquid State, a new electronic dance music label.

According to Global Music Report 2017, Samuel Chou, CEO, China and Taiwan at Sony Music Entertainment, said labels should unite with the broader music industry, especially the live sector. “It’s not just about putting recorded music on streaming services, it is about supporting the artists and working together to build and define this new business.”

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Xbox China general manager Xie Enwei resigns after 24-year tenure https://technode.com/2018/04/26/xbox-china-head-resigns/ https://technode.com/2018/04/26/xbox-china-head-resigns/#respond Thu, 26 Apr 2018 06:02:17 +0000 https://technode-live.newspackstaging.com/?p=66251 Xie Enwei, the general manager of Xbox China, is stepping down from his position after serving 24 years in Microsoft. Microsoft’s response to media’s inquiries on this matter confirmed Xie’s resignation without giving reasons for his leave. “During the past 24 years, Xie worked with total devotion. We are thankful for all his work and hope […]]]>

Xie Enwei, the general manager of Xbox China, is stepping down from his position after serving 24 years in Microsoft.

Microsoft’s response to media’s inquiries on this matter confirmed Xie’s resignation without giving reasons for his leave. “During the past 24 years, Xie worked with total devotion. We are thankful for all his work and hope he can achieve something even greater in the future,” said the company.

After joining Microsoft in 1994, Xie led the company’s tool and server team and marketing and operations unit. But he is more widely known as the head of Microsoft’s Xbox business in China.

In 2014, China finally dropped the decade-long ban on gaming consoles, where the government citing the “mental wellbeing of China’s youth” as the primary factor. The change opened big opportunities for foreign game console manufacturers to access the Chinese market, where their products were only available on the grey market.

Along with a group competitors from home and abroad, Microsoft is among the first companies to tap on the changing trend. The tech giant has established a joint venture with Shanghai-based media service BesTV New Media by investing $79 million in 2014. Xie Enwei was named as the general manager of Microsoft’s Xbox Department China as well as the head of the joint venture back then. The company’s flagship product Xbox One landed in the country in 2014.

Although Xbox received a lot of interest in the Chinese market, it didn’t do very well, mostly because it’s expensive and lots of games are still region locked. This combination enraged lots of Xbox fans; the company lost lots of customers to its competitor Sony’s PS4, which is region free in China even though it entered the Chinese market half a year later than Xbox.

Image Credit: VGChartz

In addition, Xbox is having a tough time globally. Globally, Xbox One has only sold 37.2 million units as of April 14 this year. The figure for PS4 is 78 million, more than double that for Xbox, according to data from business intelligence and research firm VGChartz.

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A mini-game about balls just went viral on WeChat https://technode.com/2018/04/25/mini-game-balls-viral-wechat/ https://technode.com/2018/04/25/mini-game-balls-viral-wechat/#respond Wed, 25 Apr 2018 04:57:53 +0000 https://technode-live.newspackstaging.com/?p=66146 WeChat released a new selection of mini-games in April, and there is one that is on the rise to become one of the most popular mini-games the platform: “The Best Tan Yi Tan” or “The Best Bounce and Bounce ” (最强弹一弹; our translation). Tan Yi Tan resembles the classic arcade game pinball and has the qualities […]]]>

WeChat released a new selection of mini-games in April, and there is one that is on the rise to become one of the most popular mini-games the platform: “The Best Tan Yi Tan” or “The Best Bounce and Bounce ” (最强弹一弹; our translation).

(Screenshot of WeChat mini-game “Tan Yi Tan”)

Tan Yi Tan resembles the classic arcade game pinball and has the qualities of addicting mobile games—players simply press down on the screen and move in horizontal directions to determine the angle at which the ball will be released, and collect points for each geometric object hit. As with all mini-games, the scores can be shared with friends on WeChat.

(Screenshot of WeChat mini-game “Tan Yi Tan”)

Mini-games have taken WeChat by storm attracting 170 million daily active users on the messaging platform. The most popular of all is none other than Tiao Yi Tiao, also known as Jump and Jump, which was released last September. The game is so popular that WeChat recently dedicated an entire competition to Tiao Yi Tiao.

WeChat currently has over 1 billion monthly active users and mini-games are becoming one of the most popular features on the messaging platform. It took mini-games only four months to launch in-app ads, while WeChat Moments, another popular feature, waited four years for ads integration. Big corporations including Nike and McDonald’s are reportedly paying millions of yuan per day to put ads in Tiao Yi Tiao.

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China removes 370 live-streaming apps, cracks down on online games https://technode.com/2018/04/18/live-streaming-apps/ https://technode.com/2018/04/18/live-streaming-apps/#respond Wed, 18 Apr 2018 02:40:07 +0000 https://technode-live.newspackstaging.com/?p=65767 On April 17, 2018, local media reported that China’s Ministry of Culture and Tourism had inspected over 4,900 live-streaming apps and removed 370 from app stores for failing to comply with regulations. The ministry also blacklisted 14 companies for operating under fraudulent licenses and ordered the shutdown of 57 live-streaming apps produced by these companies. Larger […]]]>

On April 17, 2018, local media reported that China’s Ministry of Culture and Tourism had inspected over 4,900 live-streaming apps and removed 370 from app stores for failing to comply with regulations. The ministry also blacklisted 14 companies for operating under fraudulent licenses and ordered the shutdown of 57 live-streaming apps produced by these companies.

Larger live-streaming platforms such as Huajiao, Douyu, Huya, 6.cn, Panda.tv are currently undergoing investigation for hosting content promulgating “violence, pornography, gambling, superstition, and other values harmful to public morality.” Regulators are also looking into these platforms for possible infringement of other industry codes, including the requirement for live-streaming hosts to register under their real names and identities. So far, the ministry has identified 190 cases of violation among the 30 audited live-streaming platforms.

In addition to live-streaming apps and platforms, 50 online games are also being inspected by the ministry as part of the government’s ongoing efforts to police China’s gaming industry and protect Chinese children from Internet addictions. Games that fail to implement procedures to curb juvenile addiction, neglect to enforce real-name registration among its users, or contain content that “celebrates violence, incites crime” and include “illicit advertising” will be severely punished, according to the ministry’s inspectors.

A similar probe into China’s mobile games was conducted last year when the Ministry of Culture announced it was ramping up control over China’s fast-growing video game market. Last November, a full-on body search” of 50 randomly selected mobile games was conducted to ensure that the games were up to code with the administration’s regulations and that none contained content that was “violent, obscene, or detrimental to social values.” That round of inspections led to 41 mobile game operators being penalized for content violations.

Chinese government’s anxieties over the deleterious effects online content might have on its youngsters have led the country to declare internet addiction a clinical disorder in 2008. More extreme methods of tackling online addiction have included boot camps that employ electroshock therapy and draft laws banning minors from playing games online after midnight. While the draft law has yet to be officially enforced, companies like Tencent have been taking proactive measures in limiting the playtime of its most popular game, “King of Glory” (王者荣耀). Last July, Tencent announced that users under the age of 12 would only be allowed one hour of play each day and wouldn’t be allowed to log into the game after 9 pm. Users between the age of 12 and 18 would be allotted two hours of play time per day.

Much like the gaming industry, China’s live-streaming industry has faced increasing scrutiny from the administration in recent years. Most notably, in 2016, the Ministry of Culture prohibited hosts from suggestively eating bananas in their live streams. Shortly afterward, the government also passed new regulations that stipulated foreign streamers had to apply for a license before they were allowed to launch their live stream channels.

This latest crackdown comes on the heels of a series of actions from the State Administration of Radio and Television (SART) to “clean up the Internet.” In late March, the country’s media regulator released a notice banning videos from “distorting, mocking, and spoofing” classic movies and TV shows. And within the past few weeks, it has ordered the temporary removal of several news apps from Chinese app stores, the permanent shuttering of jokes app Neihan Duanzi(内涵段子), and put pressure on several video platforms, including Watermelon Video(西瓜视频), Huoshan(火山小视频), and Youku, to clean up “vulgar” or “inappropriate” content.

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PUBG Corp sues NetEase for infringing chicken and pan copyrights https://technode.com/2018/04/09/pubg-corp-sues-netease/ https://technode.com/2018/04/09/pubg-corp-sues-netease/#respond Mon, 09 Apr 2018 09:46:46 +0000 https://technode-live.newspackstaging.com/?p=65238 South Korea’s PUBG Corp, the developer of hit game Player Unknown’s Battlegrounds (PUBG), is suing NetEase in the US District of California in Northern California for copyright infringement, unfair competition and trade dress infringement–imitating the visual appearance of elements of intellectual property–over the Chinese company’s Knives Out and Rules of Survival. Even before PUBG Corp […]]]>

South Korea’s PUBG Corp, the developer of hit game Player Unknown’s Battlegrounds (PUBG), is suing NetEase in the US District of California in Northern California for copyright infringement, unfair competition and trade dress infringement–imitating the visual appearance of elements of intellectual property–over the Chinese company’s Knives Out and Rules of Survival.

Even before PUBG Corp created a mobile version of its island death match officially released in China via Tencent, NetEase had released Knives Out and Rules of Survival for smartphones. PUBG Corp has alleged the games bear striking similarities to theirs in terms of gameplay, visuals, themes and even the advertising of the game on Facebook.

The case has been filed in Northern California and the 155-page document (via Gadgets 360) makes for interesting and somewhat amusing reading, especially around the copying of PUBG’s “winner winner chicken dinner” (晚上吃鸡) terminology for celebrating, which has become so mainstream in Chinese gaming that it now refers to this type of game in general (吃鸡游戏). The use of pans in PUBG as both weapons and armor and the use of rubber chickens as weapons has appeared in Rules of Survival.

PUBG Corp’s previous attempt at complaining to Apple’s App Store and response from NetEase are mentioned in the filing.

PUBG Corp, a subsidiary of Bluehole, is suing NetEase for $150,000 per infringed work and $2,500 per violation, which could potentially run to millions of dollars depending on the court’s findings. The plaintiff also wants NetEase to cease operating both games.

NetEase announced via its WeChat account that Knives Out and Rules of Survival were both developed in isolation of PUBG, according to Tencent News (in Chinese).

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Alibaba props up its gaming unit by acquiring rights to Travel Frog https://technode.com/2018/04/02/alibaba-props-up-its-gaming-unit-by-acquiring-rights-to-travel-frog/ https://technode.com/2018/04/02/alibaba-props-up-its-gaming-unit-by-acquiring-rights-to-travel-frog/#respond Mon, 02 Apr 2018 11:09:54 +0000 https://technode-live.newspackstaging.com/?p=64939 Alibaba is keen on cashing in the world’s biggest market for video games—China. The company has signed a deal with Japanese Hit Point, the company behind Travel Frog and Neko Atsume: Kitty Collector. Alibaba will receive exclusive distribution rights in Mainland China for Travel Frog, the mobile phone game that has become a surprise hit among […]]]>

Alibaba is keen on cashing in the world’s biggest market for video games—China. The company has signed a deal with Japanese Hit Point, the company behind Travel Frog and Neko Atsume: Kitty Collector. Alibaba will receive exclusive distribution rights in Mainland China for Travel Frog, the mobile phone game that has become a surprise hit among Chinese players.

Alibaba is serious about challenging Tencent and NetEase in the gaming arena and Travel Frog is another step in that direction. The company formally established its video games division after it bought online games firm EJoy founded by former NetEase COO Zhan Zhonghui. Zhang joined Alibaba’s new gaming unit along with Chen Wei’an, EJoy’s product operation manager for World of Warcraft and Starcraft 2, and Wu Yunyang, who led development on Journey to the West 2 and Fantasy Westward Journey.

Read more: A mobile game about a traveling frog becomes surprise hit in China

Although Travel Frog did not have a Chinese version until now, the iOS version of the game has been downloaded more than 30 million times, TechNode’s Chinse sister site reports. The game is so popular in China there are now low-quality copycat games appearing in the App Store. A large portion of its fans are China’s female mobile phone gamers whose numbers have risen sharply over the last year to 367 million, according to the newest report from Jiguang.

The Chinese version of Travel Frog (aka Tabikaeru) will add more landscape animations inspired by Chinese culture, Hit Point has revealed to media earlier. Hit Point also plans to continue its cooperation with Alibaba.

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Short video platforms Douyin, Kuaishou accused of showing counterfeit products https://technode.com/2018/03/26/douyin-kuaishou-counterfeit-products/ https://technode.com/2018/03/26/douyin-kuaishou-counterfeit-products/#respond Mon, 26 Mar 2018 04:49:57 +0000 https://technode-live.newspackstaging.com/?p=64569 Chinese short video platform such as Douyin and Kuaishou are being criticized for featuring video hosts who make and distribute counterfeit products on their videos, Tencent News is reporting. Some video hosts on platforms such as Douyin, and Kuaishou are forming a black industrial chain: They openly demonstrate the process of homemade lipstick and foundation and […]]]>

Chinese short video platform such as Douyin and Kuaishou are being criticized for featuring video hosts who make and distribute counterfeit products on their videos, Tencent News is reporting.

Some video hosts on platforms such as Douyin, and Kuaishou are forming a black industrial chain: They openly demonstrate the process of homemade lipstick and foundation and then affix brand names, leaving their WeChat account details to receive money to send out goods. In addition to DIY brand-name cosmetics, when users search for keywords such as “luxury” and “prestige watches” on these platforms, they can find plenty of contents that show off fake luxury goods. Some suspected fake product videos even received these platform’s recommendations.

Douyin video creator demonstrating fake products (Image Credit: Tencent News)

In recent years, the Advertising Law and relevant Internet laws have become increasingly stringent, forcing e-commerce platforms to abide by the rules. For example, a few days before November 11 in 2017—when Chinese shoppers make new records of year-on-year swelling shopping volume—the standing committee of the National People’s Congress introduced new provisions that ban false or misleading advertising about a product’s features, functions or quality, forbid falsifying sales data, user comments and awards.

Seeing how authorities are heavily regulating these e-commerce platforms, the sellers have transformed into “Weishang (微商, WeChat merchant)” and pushed social marketing for product sales. The cosmetics industry is one of the areas that Weishangs are quickly monetizing on their own branded cosmetics. Because of the huge traffic on these platforms, there was also a blind spot for supervision for entertainment and social platforms compared to e-commerce.

Under Advertising Law (广告法), the short video platforms should understand that its commercial nature is a user traffic, and should follow advertisement publishing rules. It is also expected that Bureau of Commerce and Industry will follow up with them in a timely manner.

Douyin stated that it will mark out those video creators advertising fake products based on its system identification, and manual auditing. They also said that they will stop recommending users suspected of counterfeiting or violating other rules on the platform.

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Bytedance will have more than half of its users from overseas by 2020: CEO Zhang Yiming https://technode.com/2018/03/26/toutiao-overseas-users/ https://technode.com/2018/03/26/toutiao-overseas-users/#respond Mon, 26 Mar 2018 02:31:53 +0000 https://technode-live.newspackstaging.com/?p=64556 Zhang Yiming—CEO of Bytedance an AI-powered content platform and parent to Toutiao—said that the company’s 2018 keyword is globalization at the sixth anniversary of Toutiao. In an interview with Tsinghua University professor and Dean, Zhang revealed their goal to achieve globalization and have more than half of its users from overseas in the next three […]]]>

Zhang Yiming—CEO of Bytedance an AI-powered content platform and parent to Toutiao—said that the company’s 2018 keyword is globalization at the sixth anniversary of Toutiao. In an interview with Tsinghua University professor and Dean, Zhang revealed their goal to achieve globalization and have more than half of its users from overseas in the next three years (in Chinese).

He believes that the most important thing for a company is to stay young, and this is more important than having a matured company. This is the reason why startups like Douyin (抖音), Wukong(悟空问答), Xigua Video (西瓜视频) started by post-80s can attract post-90s, post-00s or even post-10s, Zhang explains.

“We have to stay young and we should not be willing to take a negative and critical attitude toward new things. There must be some reasons behind bringing new things. We must experience, try, and observe its development,” Zhang Yiming said.

About internet giants BAT and rising giants TMD, Zhang said they have similarities and differences. Zhang said he learned a lot from BAT entrepreneurs. For example, he read a book about Tencent’s history and applied the lessons he learned from the book to Toutiao: Understanding the user experience, focusing on the user, creating value for the user and putting importance to talents. However, there are also unique things about TMD:

First, the entrepreneurial environment is better. Second, it is much easier to do investment, financing, and recruitment. Third, increasing talents are joining Toutiao. Fourth, expand to global earlier. Fifth, they dare to develop new business.

In January, Toutiao bought a 100% stake in Ulpay (合众支付), an online payment agency, and acquired its own online payment license, implying that the company might enter the mobile payment market.

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Peking University opens first games industry course https://technode.com/2018/03/23/peking-university-offers-first-gaming-course/ https://technode.com/2018/03/23/peking-university-offers-first-gaming-course/#respond Fri, 23 Mar 2018 02:32:40 +0000 https://technode-live.newspackstaging.com/?p=64461 esports chinaPrestigious Peking University has opened a new course of studies in gaming this semester called 电子游戏通论 “The General Theory of Video Games” (our translation) according to The Beijing News. “This is not a training course for gaming competitions, rather, it touches upon the important topics including R&D, the technology, the gaming industry, the media, and […]]]> esports china

Prestigious Peking University has opened a new course of studies in gaming this semester called 电子游戏通论 “The General Theory of Video Games” (our translation) according to The Beijing News.

“This is not a training course for gaming competitions, rather, it touches upon the important topics including R&D, the technology, the gaming industry, the media, and the psychological aspects of gaming,” the course instructor, Chen Jiang, told The Beijing News reporter. Chen said the purpose of the course is not to defy or challenge academic conventions but to focus on the implications and problems in the rapidly developing gaming industry in China. Due to the recent boom of the gaming market, the industry has been attracting a lot of talent, Chen said, a lot of the students will likely join or become investors in the gaming industry when they graduate, so it is important to bring the conversation to the table.

The course has seen overwhelming popularity and had to open up new spots for more students. Chen said the course will invite industry experts and mentors to speak and will allow students to observe at professional gaming competitions up close.

China has one of the largest gamer-bases in the world, and it gaming craze is shared across all ages and genders. According to recent reports, females now make up 34.6% of China’s gaming community. Gaming streaming platforms, professional e-sports (video game competitions), PC and mobile video games have all been propelled by the country’s booming gaming market, which was estimated to register $27.5 billion in sales last year. Game developers like Tencent and NetEase, and other tech giants such as Alibaba, are all competing in the space. In 2016, China’s Tencent has become the world’s largest gaming company by revenue.

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Travel Frog spurs huge leap in female mobile gamers https://technode.com/2018/03/21/travel-frog-female-games/ https://technode.com/2018/03/21/travel-frog-female-games/#respond Wed, 21 Mar 2018 11:38:20 +0000 https://technode-live.newspackstaging.com/?p=64357 The number of Chinese female mobile phone gamers has risen sharply over the last year to 367 million, according to a report by Jiguang (in Chinese). Females now make up 34.6% of China’s gaming community, with the surprise hit Travel Frog boosting the numbers in recent months. The report examines the data behind women gamers […]]]>

The number of Chinese female mobile phone gamers has risen sharply over the last year to 367 million, according to a report by Jiguang (in Chinese). Females now make up 34.6% of China’s gaming community, with the surprise hit Travel Frog boosting the numbers in recent months.

The report examines the data behind women gamers as developers start to pay more serious attention to this market.

There are almost 60 million more female smartphone gamers now–the equivalent of the population of Italy–than in March 2017. Female gamers have an average of 3.77 game apps installed on their phones and the firm favorite is Kaixin Xiao Xiao Le (开心消消乐), similar to Candy Crush but with animal faces.

China female smartphone games
The top ten games among female players over the year. The unit is the app as a percentage of all game apps on female gamers’ phones. (Image credit: Jiguang)

48.8% of female smartphone gamers are in the 16-25 age bracket with the next largest being 37.4% for 26 to 35-year-olds. Perhaps even more revealing is what the data shows about where these players are. Just 6.3% are in China’s 19 first-tier cities and 63% are in third, fourth and fifth tier cities. However, it is not clear if the figures are adjusted for population.

Of the top 250 game-related apps, the biggest category among females are puzzles at 25.6% compared to 21.2% for gamers overall. A category more popular among women than the overall group was management simulation games (think Roller Coaster Tycoon) at 9.6% compared to 4.8%.

Snake Off app
The Snake Off game in the Apple App Store

Kaixin Xiao Xiao Le, released in 2014, is by far the most popular with 68.8% of female gamers having it. But when compared to all the gaming-related apps women gamers use, it has dropped in popularity over the past year. From making up almost 16% of all game-apps to 13.8% by the end of the year after a slight rebound.

Female gamers cities
Comparison of females (left chart) and all users (right) among first to fifth tier cities, top to bottom. (Image credit: Jiguang)

The second most popular game Snake Off (贪吃蛇大作战, a sort of group version of Nokia’s Snake) has dropped from 10% to 4% while Frog Travel has gone from 0 to 4% in just a few weeks since mid-January—all the more impressive as it is in Japanese as there is no Chinese version. This may prove to be a flash in the pan as for February as a whole Travel Frog was only attracting 102,000 new users a day compared to 1.1 million for Kaixin Xiao Xiao Le.

Kaixin Xiao Xiao Le has 27.1 million daily active users, way ahead of Binguo Xiao Xiao Xiao with 5.3 million in second place. Travel Frog is fourth with 3.8 million.

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China’s movie makers are leveraging iQiyi’s data to make the next blockbuster https://technode.com/2018/03/21/iqiyi-big-date-film/ https://technode.com/2018/03/21/iqiyi-big-date-film/#respond Wed, 21 Mar 2018 05:17:01 +0000 https://technode-live.newspackstaging.com/?p=64305 “You have to become part of the online scene, you can’t retreat into your own thinking,” Santo Han, screenwriter on The Ferry Man Manjusaka, told TechNode. On that day alone his film made RMB 160,000 on iQiyi, ranking app Maoyan tells us, still going strong five weeks after its release when it brought in over […]]]>

“You have to become part of the online scene, you can’t retreat into your own thinking,” Santo Han, screenwriter on The Ferry Man Manjusaka, told TechNode. On that day alone his film made RMB 160,000 on iQiyi, ranking app Maoyan tells us, still going strong five weeks after its release when it brought in over RMB 3 million a day.

Access to audience data is transforming the film industry in China. Movies made for streaming platforms have rapidly become high-quality feature films with lavish budgets and marketing allowances to match. The turf war between the mainstreaming platforms has coincided with changes in technology, changes that have brought more data about the audience and made it easier for them to pay. Add in business models that share revenues based on views with production companies, and the industry is awash with cash and data. This is generating sophisticated content that is expected to become increasingly fragmented to capture diversifying audiences.

iQiyi just about has the lead in terms of rival platforms in China. As it announced its $2.4 billion Nasdaq IPO filing which will give it even more cash to pump into content, we spoke to screenwriters and producers who work with iQiyi to understand the changes to the industry.

-Video by Timmy Shen

Know your audience–and talk to them

“One of the biggest differences between TV broadcasts and online platforms is ‘the user’,” Ma Zhongjun told TechNode. President and chairman of Ciwen Media Group—and a household name in China and Taiwan as a screenwriter—Ma has seen decades of change in China’s entertainment sector.

哀乐女子天团3 The Farewell Girls
Still from The Farewell Girls 哀乐女子天团 by Ciwen Media for iQiyi. (Image credit: iQiyi)

“We’re able to gather a lot of data about content from how it is viewed—at what point someone stops watching, which bits they go back and watch again—and then from the other facts such as age and gender,” explained Ge Xufeng, deputy general manager of the Membership Business Department at iQiyi. “This can be passed on to [production] partners along with the danmu from iQiyi and the discussion page, along with information about where people are sharing [links to] the content.”

Danmu (弹幕, sometimes translated as “bullet screen” or “bullet comments”) are the fascinating phenomenon of viewer comments tagged to a particular moment of a program. These comments hurtle across the screen while you watch, providing an additional layer of viewer experience (that thankfully can be switched off).

“The most successful online films have a mostly male audience, and for this, I considered targeting females,” said Santo Han, (who goes by the name Xiao Jixiang Tian 小吉祥天 in Chinese), who was recovering from getting female-friendly The Ferry Man Manjusaka finished and published. “There’ll be word of mouth. After a few years of observation, I’ve realized that females can be good for word of mouth.” All four interviewees talked about the gender difference of viewers of certain types of content.

“You determine which group of fans you want then might try to extend the catchment area out to include others, which is what we try to do,” said Santo Han.

奇树有鱼 qi shu youyu films
A lineup of titles made by Qi Shu Youyu. (Image credit: Qi Shu Youyu)

Another of iQiyi’s production partners is Qi Shu Youyu (奇树有鱼) which has specialized in online films from the outset. Founder and CEO Dong Guanjie explained the reality of who holds the data: “There are several thousand small production companies, but only a few massive platforms which means information asymmetry.” He pointed out that, at the other extreme, the box office only provides one type of data: how many tickets were sold.

Ma Zhongjun explained that knowing different audiences allows the company to tap into them. “With the big data generated, we can say let’s do this type of drama and tap into its fanbase, or into a previous fanbase or a particular actor’s fanbase or that of a novel. This way, even before we start production we’re already talking to them. Then when we start filming we can share trailers and have a conversation. It’s not like the closed circuit of the past,” said Ma.

Data from platforms such as iQiyi informs decision-making down to individual actors. According to Ma, “We’ll talk to the iQiyi team and say which actor or actors should we use. They might say ‘Definitely not this one’, or ‘You must use this one’. The platform has its own requirements.”

Once uploaded to iQiyi, films have on average 50 tags such as film type—action, drama—but also the emotion of a film. These are used to make recommendations based on the users’ preferences “This is very useful when a film is first put up and over 90% of views come from automatic recommendations,” said iQiyi’s Ge.

Business model and online box office

iQiyi’s Ge Xufeng explained the basics: “Our business model is simple. First of all, we buy. Lots of production companies have made content and we buy the rights from them. Then we’re also making our own. iQiyi puts up the investment and finds producers to come and make content with us. This model means we put up the money and a partner tailor-makes something for us and we give them a set proportion of revenue. The third type is revenue share, that’s the business model we use for films. In this case, the producers invest their own money to make the film and we put it on the platform. Then for every account holder who watches enough for this to qualify as an effective view—over 6 minutes—we allot the agreed amount per effective view to the producer.”

猫眼app ranking Maoyan
As with traditional cinema box office takings, the figures for streaming platforms are freely available, here on the Maoyan app. The date selected shows Santo Han’s The Ferry Man Manjusaka (灵魂摆渡黄泉) topping the table on its second day of release, taking RMB 3.2 million that day. (Image credit: Maoyan)

As for the payment amounts, it depends on how the film is categorized, in terms of quality and exclusivity. An additional allowance can be made per effective view of top-quality content for marketing costs incurred by the production company. Payments per view can span from RMB 0.5 per view through to a maximum of RMB 3.5 including marketing subsidy.

iQiyi content payments
Payments per effective view across categories of quality and exclusivity. Column six shows the additional allowances for marketing. (Image credit: iQiyi)

37.6% of iQiyi’s income is from subscriptions, 46.9% from advertising. The platform had 60.1 million subscribers at the end of February, 98% of whom are paying subscribers. This is up from 10 million in 2015, with 9.3 million added in the last two months alone. Loss-making from the outset, its latest announcement was a net loss of RMB 3.74 billion despite a 55% revenue increase for 2017 to RMB 17.38 billion yuan. Baidu is and will remain the controlling shareholder and recently propped up iQiyi with an interest-free $100 million loan at the beginning of the year.

How making films for online is (and isn’t) different

Online TV series are already pioneers in production and marketing. Individual episodes of top series cost over 8,000 times as much to make as they did a decade ago. Ma Zhongjun predicts that in the next three years online dramas will overtake broadcast (or broadcast first) dramas in terms of influence.

Budgets for online films are rising steadily. As an example, budgets at Qi Shu Youyu have gone from RMB 300-500,000 at the end of 2015 to RMB 1.5 million per film by the end of 2016. RMB 3.5 million was the going rate in 2017 and Dong is looking at around RMB 5 million by mid-2018 and between RMB 8 and 10 million by the end of the year with RMB 20 million not far over the horizon.

It is worth noting that production companies take around 35-40% of box office takings at cinemas in China, while the agreement with iQiyi is a 50:50 revenue share, meaning even a lower box office online could mean higher returns for makers.

灵摆黄泉2 Ferryman Manjusaka
Sill from The Ferry Man Manjusaka. (Image credit: iQiyi)

According to screenwriter Santo Han, “The stand-out feature about online films is speed. They are fast. The traditional film industry has been developing for over 100 years, whereas the online film sector has got this far in just 4 years.” His production cycle for a film is less than a month (at a grueling pace), but he doesn’t believe that online-first impacts production standards as people are watching his films on large TV screens. He also says you cannot overthink the 6-minute effective view target for trying to hook viewers.

“What the audience cares about is whether or not it’s a good story, whether it’s moving. Chinese audiences are actually very good,” he says. “They don’t have a requirement for a certain basis, but whether or not you can move them, make them happy. They’re more interested in the content.”

Meanwhile, at Qi Shu Youyu, over 80% of viewers are watching on small mobile devices, snatching moments while eating or waiting for the bus. They save money on special effects and make sure there’s a plot point every couple of minutes. “We have to make things very easy to jump back into so we don’t hold to the concept of 6 minutes [effective view],” said Dong.

The use of small screens requires other tweaks to production. Cinema films are designed to be watched in the dark, with the viewer far from the screen. Qi Shu Youyu’s films are watched at arm’s length at best and in all light conditions. “The distance is actually a psychological difference,” according to Dong.

Piracy and censorship

Platforms like iQiyi could be having an impact on piracy. The rampant VCD and DVD piracy of just a few years ago has moved online. “One approach is that we have improved the quality of content formatting,” said iQiyi’s Ge Xufeng. “We offer Dolby sound and 4k steaming.” This coincided with the sheer ease of mobile payments. Simply scan the QR code on your TV to pay a few RMB to watch a film.

哀乐女子天团2 The Farewell Girls
Still from The Farewell Girls. According to Ma Zhongjun, this film represents a high spend on a type of film aimed at the artsy or “hipster” (文艺青年) part of the Chinese audience. (Image credit: iQiyi)

“Requirements for online content are more stringent than for cinema releases. The authorities aren’t concerned which market is bigger. The cinema industry is worth RMB 60 billion, our market is RMB 3 billion. What they’re looking at is the influence of the user. More users, so the requirements are stricter,” explained Dong.

Certain content has been noticed to have been removed at politically sensitive times.

The future of film

The current Hollywood model is a top-down approach out of step with the internet age, according to our interviewees. The internet brings equality between producers and viewers. “It’s an equal exchange where criticism is welcome, which leads to a better conversation, better communication with audiences and greater satisfaction,” said Ma.

Qi Shu Youyu’s Dong believes the industry has yet to reach its rapid growth period.  A landmark film that proves that online can produce a blockbuster will change opinions for good and drive even greater development.

“Why do we dare to invest RMB 20 million to make an online movie now? Because the whole market acceptance is growing, people’s willingness to pay to view content is growing and it means box office returns are higher. That’s why we dare. Things are still in the early stages and just getting started,” said Dong.

“I think the subdivision of the internet will become clearer and clearer in the future because big data will give you a picture. A picture of what and where the audience is will emerge and tell you what to make. Small and medium cost movies, those based on specialist literature and art, will be able to find a corresponding crowd, which will be enough for them to live,” said Ma, who believes improving accuracy will go on to better box office successes as a result. “In fact, Americans actually do very well in targeting different groups. Take a look at audiences in cinemas there.”

Fewer than 500 films a year get a theatrical release in China whereas 1,900 films were added to the country’s online platforms last year—1,321 for iQiyi. This provides more space for experimentation. “Cinema releases tend to be more expensive which in turn means people are less likely to take a risk on smaller films or unknown directors. That’s why I think it’s possible that the Internet movie market will bring new opportunities to these people,” said Dong.

But all is not lost for traditional movie theaters. There will be a specialization of films made for the cinema. “The sense of ritual will become stronger and stronger,” says Ma.

Updated March 22 4.38pm: Paragraph 12 changed “91% of views” to “90%”; paragraph 15  changed “37%” to “37.6%”, “40%” to “46.9%” and “RMB 3.74” to “RMB 3.74 billion”. 

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Tencent invests in two game streaming platforms in one day: Huya & Douyu https://technode.com/2018/03/09/game-streaming-site-huya-pockets-461-m-from-tencent/ https://technode.com/2018/03/09/game-streaming-site-huya-pockets-461-m-from-tencent/#respond Fri, 09 Mar 2018 05:55:55 +0000 https://technode-live.newspackstaging.com/?p=63815 Chinese live-streaming platform Huya (虎牙) yesterday announced that it has pocketed $461.6 million in its series B financing round led by Tencent, marking Tencent’s second major investment in the live-streaming sector within one day after it revealed an RMB 4 billion ($630 million) investment in game streaming platform Douyu (斗鱼). Huya’s financing round was completed […]]]>

Chinese live-streaming platform Huya (虎牙) yesterday announced that it has pocketed $461.6 million in its series B financing round led by Tencent, marking Tencent’s second major investment in the live-streaming sector within one day after it revealed an RMB 4 billion ($630 million) investment in game streaming platform Douyu (斗鱼).

Huya’s financing round was completed yesterday. After the completion of the transaction, YY, the parent firm of Huya, maintains control over Huya. However, Tencent has also obtained the right, exercisable between the second and third anniversary of the deal’s closing date, to purchase additional Huya shares at fair market price to reach 50.1% of the voting power in Huya.

Huya has also announced plans to file for US IPO and has submitted a draft registration statement on a confidential basis to the US Securities and Exchange Committee for a possible listing in the US market.

Read More: The quiet rise of China’s $3 billion e-sports market

“We are very excited about Huya’s completion of series B equity financing from Tencent,” said David Xueling Li, Chairman and acting Chief Executive Officer of YY, in a press release. “Supported by Tencent’s strong capabilities in game development, distribution and operation, Huya will march into a new era of building and maintaining the largest game live streaming and e-sports community for young generations in China. Meanwhile, Huya remains a major asset of YY, continuously bringing significant value for YY shareholders,” he said.

It’s worth noting that Tencent is making efforts to establish influence in the live streaming sector in China. Tencent has poured money in Douyu for three times. It led a $100 million series B financing round in Douyu with Sequoia and Nanshan Capital in March 2016. Tencent has also in Douyu’s series C financing round worth RMB 1.5 billion ($236.5 million) in August 2016.

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Updated: Gaming streaming platform Douyu to get RMB 4 billion from Tencent https://technode.com/2018/03/08/gaming-streaming-platform-douyu-rumored-get-rmb-4-billion-tencent/ https://technode.com/2018/03/08/gaming-streaming-platform-douyu-rumored-get-rmb-4-billion-tencent/#respond Thu, 08 Mar 2018 04:52:00 +0000 https://technode-live.newspackstaging.com/?p=63750 Updated 8 March 2018, 1:40 pm: This post has been updated to include a confirmation from Douyu about its new financing deal with Tencent. Game streaming platform Douyu (斗鱼) will receive $630 million (RMB 4 billion) financing from Tencent and sign a strategic agreement with the company. The news was published by Xue Di Chu Wang official WeChat account […]]]>

Updated 8 March 2018, 1:40 pm: This post has been updated to include a confirmation from Douyu about its new financing deal with Tencent.

Game streaming platform Douyu (斗鱼) will receive $630 million (RMB 4 billion) financing from Tencent and sign a strategic agreement with the company. The news was published by Xue Di Chu Wang official WeChat account and confirmed by Douyu’s founder and CEO Chen Shaojie.

“I thank the shareholders for their support and thank my team for their effort and struggle even more,” said Chen. “In its new journey, Douyu will help Tencent dig deep into the game streaming field and complete the strategic collaboration between gaming and live streaming.”

A report from RFA Reuters published in January stated that Douyu is planning to raise about US$300-400 million from an IPO this year. However, the plan has not yet been confirmed by the company.

Gaming is the first area where China’s live streaming trend is really taking off. Just two days ago, TechNode reported that Chinese live streaming company YY is planning to spin off its gaming streaming unit Huya for an independent IPO. An earlier Bloomberg report put the unit’s valuation at around $200 million.

In January, Douyu’s COO Cheng Chao said that the company has had a breakthrough in revenue growth during 2017 lead by advertising and online gaming. In 2016, the company, which is known as China’s answer to Twitch, has recorded an income of RMB 1 billion. In 2017, this figure was increased thanks to China’s massively popular mobile game Honour of Kings AKA Arena of Valor.

Tencent has been backing the platform since March 2016 when it led a $100 million B financing round along with Sequoia and Nanshan Capital. It also participated in Douyu’s RMB 1.5 billion worth C financing round in August the same year. Last year, the company completed its D round of financing led by CMBI International Capital Corporation and Nanshan Capital.

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We need a Toutiao for podcasts https://technode.com/2018/03/06/bytedance-podcasts/ https://technode.com/2018/03/06/bytedance-podcasts/#respond Tue, 06 Mar 2018 09:54:18 +0000 https://technode-live.newspackstaging.com/?p=63597 Last month, I wrote an op-ed taking a critical eye to the globalization strategy of Bytedance, the Beijing-based parent company of ultra-popular Chinese news aggregation platform Jinri Toutiao. Riding a soaring valuation, Bytedance has stated its ambitions to apply their sophisticated AI-based recommendation engine to platforms aimed at overseas markets. In an ideal situation, this […]]]>

Last month, I wrote an op-ed taking a critical eye to the globalization strategy of Bytedance, the Beijing-based parent company of ultra-popular Chinese news aggregation platform Jinri Toutiao. Riding a soaring valuation, Bytedance has stated its ambitions to apply their sophisticated AI-based recommendation engine to platforms aimed at overseas markets. In an ideal situation, this technology produces a win-win-win-win scenario in which readers get tailored content, creators reach the right audiences, advertisers efficiently reach their target market, and Bytedance cashes in as well.

While the platform and those in charge of it were certainly not intentionally creating a place for fake news, the issues with the platform come at a time when sensitivity around news content, and its relationship with the online platforms that distribute it, is particularly high. Western democracies are growing increasingly concerned over foreign governments’ attempts to influence voters through online media. For a Chinese news aggregator to succeed in entering those markets at this time, careful navigation will be required.

That being said, there are areas of the overseas internet in which Bytedance’s aggregation and recommendation competencies are sorely needed, and are not particularly sensitive. They just need to pick their spots. 

Bytedance’s global acquisitions

In their globally-focused acquisitions, they have made thus far, Bytedance has targeted China-connected firms with overseas popularity. In 2017, they acquired France-based news app News Republic from Chinese company Cheetah Mobile, who had acquired them the previous year. The crown jewel of their shopping spree, however, was undoubtedly Musical.ly, the Shanghai-based video app that took off with Western teenagers in 2016 and 2017, and for which Bytedance reportedly spent anywhere from $800 million to $1 billion. The acquisition makes sense. The videos on the app are mostly short, fun, and light, and since there is little political sensitivity around their subject matter, it is feasible that they could be a rare app to achieve a large userbase both inside and outside of China.

That being said, teens are fickle, and business models that focus on them can struggle in achieving sustainable success. Take Snap for example, who after IPO-ing at 25 dollars per share a year ago, has been trading mostly in the teens since June of 2017. Its stock plummeted again in late February after reality TV star Kylie Jenner declared it “dead” on Twitter.

Bytedance needs audio, and audio needs Bytedance

But where Bytedance may be most needed, and where their greatest overseas opportunity may be, is in audio. In fact, they are possibly better suited than anyone else to entirely revolutionize the podcast industry.

For those of you who don’t know what a podcast is…

Podcasts are downloadable audio files, most of which listeners enjoy on their smartphones. Most last anywhere from 20 minutes to 3 hours. Some focus on story-telling, others on news, but most popular ones involve in-depth interviews with experts or public figures.

Since podcasts are quite cheap to produce, it means just about anyone can start a podcast, on just about any topic. I recently was a guest on marketer Lauren Hallanan’s “China Influencer Marketing Podcast,” an English-language podcast which focuses on influencer marketing on Chinese social media platforms. A niche within a niche within a niche. But for the group of people for whom that topic is important, the information shared on Lauren’s podcast is pure gold.

Podcasts also hold tremendous influence and advertising potential. “From an advertising perspective, you have the listener trapped,” explained Bill Simmons, founder of The Ringer, a Los Angeles-based media platform which, according to Simmons, is achieving profitability primarily from the ad revenue of their robust network of sports and culture podcasts. “If someone is listening to your podcast while they’re exercising or doing dishes, they’re not going to stop what they’re doing in order to fast-forward while you talk about a sponsor for 30 seconds.”

Podcasts have become a central component to just about every major media company in the English-speaking world. From CNN to Vox to The Wall Street Journal, if a media company isn’t producing podcasts, they’re falling behind. For many of these companies, there are fewer rights restrictions on their audio content. For example, while the New York Times website limits me to ten articles per month before asking me to pay for a subscription, I can listen to their daily podcast, aptly named The Daily, for free, without limits. The same principle applies to aggregation platforms. While many media outlets seem to be getting stingier about allowing their articles to be accessed through other platforms, this doesn’t seem to be the case with podcast aggregation platforms.

However, despite the wealth of content that has become accessible through podcasts, there seems to be a consensus that both as a media format and business model as a whole, podcasts are far underperforming their potential. This is due to a number of issues, all of which Bytedance is uniquely suited to solve-and profit from.

The podcast industry is chaotically fragmented. It is in desperate need of centralization, and the efficiencies and monetization that can come from that.  What Google did for the internet as a whole, what Youtube has done for video, and what Jinri Toutiao has done for digital content in China, someone needs to do for podcasts.

Apple’s lazy pace, and missed opportunities

Apple’s iTunes is by far the worlds’ most popular podcast player—as well as being the first—offering directories, a rating system, and features which are now standard on most podcast apps. However, since their initial centralization, they have done little to continue to capitalize on the opportunities that present themselves in the podcasting space.

In June of last year, they did announce some slight advancements, offering in-episode analytics, allowing podcast producers (and likely advertisers as well) to view what parts of each episode are listened to, including whether or not listeners skip over the ads.

This is certainly an improvement, but really only a drop in the bucket. Apple seems reluctant to fully commit to being the centralized aggregator that the podcasting industry needs, an aggregator that Ben Thompson envisions would look like this:

  • The centralized aggregator would likely offer hosting to podcast creators, not only to secure the user experience and get better analytics (including on downloads through other apps) but also to dynamically insert advertisements. Those advertisements would also be available to smaller podcasts that are currently not worth the effort to advertisers.
  • Advertisers would get their own dashboard for those analytics and, more importantly, the opportunity to buy ads at far greater scale across a large enough audience to make it worth their while. Ideally, at least from their perspective, they would actually be able to target their advertising buys as well.
  • Users would, at least in theory, benefit from a far broader array of content made possible by the growth in revenue for the industry broadly.

Why hasn’t Apple capitalized on this opportunity? It’s hard to say for sure, but most convincing arguments center around the company’s identity and priorities. After all, Apple is a phone company. They specialize in making user-friendly and stylish hardware and operating systems. A hard shift into end-to-end audio content aggregation and an advertising-based business model would require a fairly dramatic overhaul of their business model, organization, and brand. When they have dipped their toe in the advertising waters, it hasn’t turned out that well, so diving in seems unlikely.

And then there’s Midroll, the podcast advertising network which acquired Stitcher in 2016. They have a few pieces of the puzzle already put together, but likely lack the financial resources or tech capabilities to become an aggregation giant. However, they would make an interesting acquisition target for a company that did…

Bytedance, on the other hand…

There are a few key areas in which centralization can have a dramatic effect. The first is through search and recommendation. Since podcasts are in audio form, searching for appropriate podcasts has long been challenging. Most search functions only search through titles of keywords, which makes search results easy for savvy podcasters to manipulate. They also tend to not search specific episodes of podcasts, just the names of the podcast series’ in general. If you’re looking for specific information, or an interview with a particular guest, finding that has long been tricky.

This is beginning to change with the advent of Natural Speech Processing (NLP) algorithms which can automatically transcribe audio into text, allowing for far more precise data on the content of each audio file.

There is one podcast app that has begun integrating audio-to-text technology into their search: an app called Castbox. Founded in 2016, Castbox is already one of the most highly-recommended podcast apps on the Apple App and Google Play stores. The brainchild of a former Google engineer, Castbox allows users to search by podcasts series title, episode title, and in-audio text. In October, they secured $12.8 million in A-round investment. I wrote a piece on them in January.

But Castbox is still a small startup, with limited resources. While it may be the best podcast app out there, it is far from reaching its potential. If Bytedance were to acquire or invest in Castbox and apply their resources and recommendation engine, it could revolutionize how the world consumes audio content.

Consider these scenarios:

Jason likes listening to the news every morning but feels as though the negativity of many news podcasts cause him to start his day in a bad mood. A sophisticated recommendation engine, coupled with the data provided by the speech-to-text algorithm, would be able to comb through the words used in each podcast and identify each’s ratio of positive words to negative words, recommending a news podcast that is a bit more upbeat.

Lucy speaks English, but it is not her first language. She also has never lived in an English-speaking country and is frustrated when cultural references are used that she doesn’t understand. The recommendation engine evaluates the level of vocabulary and complexity of language used in each podcast, as well as the speed of the speech in it, recommending one that she can easily understand and enjoy.

Janice has an 11-year-old son who enjoys listening to podcasts, but Janice is concerned about they are appropriate for children. A powerful AI could detect the subject matter and language used in each podcast, and set different levels of parental controls, so Janice can be confident, knowing that her son is only listening to content suitable for children.

Improvements in recommendation could be a world-changer for podcast producers as well, who often have to rely on their own networks, or SEO manipulation tricks to bring attention to their content. “I rely largely on my own networks on social media to get the message out about my podcast,” explains Lauren Hallanan. “An accurate recommendation engine would be very helpful.”

One more thing about Castbox: They’re a Chinese company, based in Beijing. So here is Castbox’s profile: Chinese company, popular overseas, with standout tech that could be exponentially improved, with a top-notch recommendation engine. Certainly sounds like Bytedance’s “type,” right? Methinks…

A match made in podcast distribution heaven.

But this is just the start of how Bytedance-orchestrated centralization could revolutionize the podcasting universe. Currently, despite their success as a content medium and potential for advertisers, podcasts currently suffer from crippling fragmentation across their value chain.  The media companies who produce them (The Ringer, CNN, etc) are separate from the platforms who host them (Soundcloud, Podbean, etc), which are usually separate from the apps that curate and play them (Castbox, iTunes), which are separate from the centralized ad sellers (Midroll). Each player has a piece of the data picture, but without being able to centralize and organize the data, it doesn’t mean much. Without useful data, its difficult to build a reliable and targeted ad model, and without a convincing value proposition to advertisers, it’s difficult to monetize content.

To make matters more difficult, since podcasts are downloaded by users all over the world, with relatively small numbers of listeners for each podcast, they are both nearly impossible to survey, and not worth a large-scale ad buy. In the words of tech industry analyst and blogger Ben Thompson, “podcasts suffer from being both too small and too big at the same time.”

As a result, podcast advertising is nearly entirely limited to transaction-initiated subscription-based services, which Thompson explains this way:

The “transaction-initiated” bit means that there is a discrete point at which the customer can indicate where they heard about the product, usually through a special URL, while the “subscription-based” part means these products are evaluating their marketing spend relative to expected lifetime value. In other words, the only products that find podcast advertising worthwhile are those that expect to convert a listener in a measurable way and make a significant amount of money off of them, justifying the hassle.

Regular podcast listeners will likely be very familiar with brands like Harry’s Razors, Blue Apron, and Squarespace, all subscription-based services that offer a discount if the listeners use a special URL. This is because, under the current podcasting system, they are the only products for whom podcast ads offer a tangible ROI.

Bytedance, more than perhaps any other tech company in the world, has content centralization, aggregation, recommendation, and targeted advertising in its very DNA. Take a second, scroll back up, and read Ben Thompson’s description of what an ideal podcast aggregator would look like.

….

Am I mistaken, or is that not precisely what Jinri Toutiao has done with written content in China? It is hard to imagine a company in the world more suited to revolutionize the audio content industry.

So why not?

It’s hard to know for sure, but here are some possible theories:

  • Podcasts aren’t popular in China. In fact, they seem to be mostly confined to the anglophone world. Even for my tech-savvy millennial friends in Beijing, they seem confused when I mention podcasts. It’s highly possible that given a lack of familiarity with the medium, Bytedance decision-makers may not feel comfortable in such territory.
  • The monetization paradox. As explained above, podcasts aren’t exactly printing money these days, and therefore attract less investment from those looking to centralize the medium… and because podcasts aren’t centralized, they’re difficult to monetize… and around and around we go…
  • My own bubble. The demographic for whom podcasts are most popular is middle-class white American men in their 20s and 30s. I am a 31-year-old middle-class white American man. I also listen to a ton of podcasts. My proximity to the medium may not provide the necessary perspective.
  • Unknown factors. I don’t pretend to know what’s going on in Bytedance’s leadership meetings, so there could be any number of reasons miles away from my radar or that of those I know.

Regardless, podcasting is poised to be disrupted, and no company has the capability to do it more than Bytedance. As they make their global expansion, it may be at least worth a try. After all, there’s far less fake news in audio form…

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NetEase and Alibaba copyright swap deal may put an end to China’s music streaming war https://technode.com/2018/03/06/netease-ali-music-copyright-swap/ https://technode.com/2018/03/06/netease-ali-music-copyright-swap/#respond Tue, 06 Mar 2018 08:53:31 +0000 https://technode-live.newspackstaging.com/?p=63628 Tencent Music TME quarterly earnings revenueChina’s copyright re-licensing circle is now complete. NetEase Music and Ali Music Group announced today that they have signed an agreement to swap music copyrights in a bid to enlarge the music pool of both platforms. NetEase Music has access to catalogs of leading music producers like EE-Media, Avex Group, Forward Music and HIM International Music […]]]> Tencent Music TME quarterly earnings revenue

China’s copyright re-licensing circle is now complete. NetEase Music and Ali Music Group announced today that they have signed an agreement to swap music copyrights in a bid to enlarge the music pool of both platforms.

NetEase Music has access to catalogs of leading music producers like EE-Media, Avex Group, Forward Music and HIM International Music Inc., who hold the copyrights from a series of hit singers in Taiwan, Japan, and the Chinese mainland.

Read more: Music streaming apps upping the ante in a crowded market

On the other hand, Ali Music Group is reciprocating with a copyright swap for the catalogs of Taiwan’s Rock Records, Korean’s S.M. and BMG. These music production firms have a rich list of highly-coveted titles from Chinese and Korean top musicians such as Jonathan Lee, Wakin Chau, Fish Leong, Super Junior, Girl’s Generation, EXO, etc.

In order to regulate the music market, China issued a ban on unlicensed music streaming in 2015, which thereafter sparked heated competition for exclusive music copyrights. For instance, NetEase’s deal with Taiwan’s leading music production company HIM International Music Inc. for less than 2,000 songs cost them a whopping RMB 150 million ($23 million), local media reported.

The country’s copyright authorities play as important a role in settling the money-burning battle as in starting it. Since last year, China’s copyright office called for major music streaming players to discuss issues confronting the industry.

Through governmental mediation, Tencent Music and Entertainment Group (TME), which owns over 75% share in the country’s music streaming market, collaborated with Ali Music Group last year. TME then reached cross-licensing agreement with NetEase Music in this February after their copyright disputes. In addition to collaboration with local firms, Tencent is also actively seeking partnerships with foreign counterparts like Spotify in preparation for its estimated $10 billion initial public offering.

Read more: How Tencent’s empire is making music pay

China’s music streaming market is becoming a field for big players. Upon completion of the current deal, a copyright alliance among China’s top music streaming players has been formed. The formation of this alliance may ease the competition to some extent, but it leaves little space for smaller players. Smaller digital music streaming app Duomi has terminated its music streaming service this week.

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YY’s esports video streaming arm Huya files for US IPO https://technode.com/2018/03/06/yys-esports-video-streaming-arm-huya-files-us-ipo/ https://technode.com/2018/03/06/yys-esports-video-streaming-arm-huya-files-us-ipo/#respond Tue, 06 Mar 2018 05:18:21 +0000 https://technode-live.newspackstaging.com/?p=63613 esports chinaChinese live streaming company YY is planning to spin off its gaming streaming unit Huya for an independent IPO. The company has submitted a draft registration statement on a confidential basis to the US Securities and Exchange Committee for a possible listing in the US market. The parent firm made the news public in its […]]]> esports china

Chinese live streaming company YY is planning to spin off its gaming streaming unit Huya for an independent IPO. The company has submitted a draft registration statement on a confidential basis to the US Securities and Exchange Committee for a possible listing in the US market.

The parent firm made the news public in its annual report without giving further details about the IPO timetable and size. An earlier Bloomberg report put the unit’s valuation at around $200 million.

“In the fourth quarter of 2017, driven by both YY Live and Huya, our mobile live streaming monthly active users increased by 36.6% year over year to 76.5 million, and our total live streaming paying users increased by 25.0% year over year to 6.5 million,” stated David Xueling Li, Chairman and acting Chief Executive Officer of YY.

Huya’s improving financial performance may add appeal to investors. Its total net revenue nearly doubled YoY from RMB 339 million ($53 million) to RMB 741 million in the fourth quarter of 2017.

Read More: The quiet rise of China’s $3 billion e-sports market

China’s live streaming boom spans many verticals from online shopping to education, but gaming is where it first prospered and therefore one of the most crowded areas with several established dominators. In addition to Huya, another Chinese Twitch counterpart Douyu is rumored for an IPO in Hong Kong at $300 million to $400 million valuation (paywall).

A major driver for the quick rise of game streaming is the prospering e-sport industry. Valued at $3 billion in 2016, the e-sports market in China is expected to hit 220 million audiences at the end of 2017, says the CTI e-sports report.

After a lackluster 2017, several long-rumored Chinese IPO candidates are making their moves. Local media is brimmed with details about Xiaomi’s listing. Last week, both video streaming service iQiyi and anime streaming platform Bilibili filed for US IPO.

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China’s Quora Zhihu tightens content control amid 7-day app store delisting https://technode.com/2018/03/06/zhihu-content-control/ https://technode.com/2018/03/06/zhihu-content-control/#respond Tue, 06 Mar 2018 03:01:20 +0000 https://technode-live.newspackstaging.com/?p=63600 Zhihu, China’s answer to Quora, announced Monday that the platform has upgraded its community management rules, comment system, and security system, local media is reporting (in Chinese). The platform will maintain the rights to suspend comment functions and open pre-publication review for comments. At the same time, a machine plus human approach was adopted as […]]]>

Zhihu, China’s answer to Quora, announced Monday that the platform has upgraded its community management rules, comment system, and security system, local media is reporting (in Chinese).

The platform will maintain the rights to suspend comment functions and open pre-publication review for comments. At the same time, a machine plus human approach was adopted as well to strengthen content regulation, according to a statement released by the firm.

This announcement can be translated as quick response from the company under pressure from government. On March 2, Beijing cyberspace authorities ordered Zhihu delisted from all app stores due to their inefficiency to purge “illicit information” on the platform. The suspension spans seven days from March 2 to March 9. The app is unavailable during the period, but people who have already installed the app will not be affected.

Launched in December 2010, Zhihu is the go-to place for Chinese internet users who want to seek expert insights into various areas. The firm has become China’s first unicorn in knowledge sharing sector upon the completion of $100 million Series D in Jan. 2017.

Chinese internet giants are getting more restrictive and knowledge sharing service, which may easily involve sensitive topics like politics and human rights, is one of the most closely watched sectors by local authorities.

Fenda, the voice message Q&A app that went viral in June 2016, has gone through something similar. The service was suspended for 47 days in August 2016. The firm claimed the prolonged time out was meant for scheming larger plans. But the more popular theory is that the service is restructuring under the pressure of regulators, because would be weird for a new hit app to suspend over a month only for updating, losing the best timing for obtaining users.

Governmental influence expands well beyond knowledge sharing. Some of China’s most popular apps like Weibo and Toutiao all faced backlash once they touched a nerve with the authorities.

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Duomi music shuts down after 10 years https://technode.com/2018/03/05/duomi-music-shuts-down-after-10-years/ https://technode.com/2018/03/05/duomi-music-shuts-down-after-10-years/#respond Mon, 05 Mar 2018 09:37:34 +0000 https://technode-live.newspackstaging.com/?p=63549 Digital music streaming app Duomi (多米音乐) has “terminated its music streaming service indefinitely” our sister site TechNode Chinese is reporting. The smart speaker company Sonos sent out an email to its users on February 28 announcing that it will no longer support the Duomi music app on its speaker. Sonos, which supports most major music streaming services such […]]]>

Digital music streaming app Duomi (多米音乐) has “terminated its music streaming service indefinitely” our sister site TechNode Chinese is reporting.

The smart speaker company Sonos sent out an email to its users on February 28 announcing that it will no longer support the Duomi music app on its speaker. Sonos, which supports most major music streaming services such as Apple Music, QQ Music, and NetEase Music has already taken Duomi out from its site.

Screenshot of the list of music streaming services supported by Sonos

There were glaring signs of Duomi’s crisis.  According to a Beijing Business Today article, Duomi has been operating at a loss the last couple of years. A top executive said in an interview last year that the company can “no longer afford to acquire music licenses.” The company’s official Weibo account has been idle since February 9. The last update of the company was an official announcement made on February 14 stating that the company has applied to terminate Duomi’s listing on the OTC market. At the moment, Duomi’s webpage appears wonky and has trouble loading, but users can still listen to music on its app.

Screenshot of Duomi’s site

Unlike most of its peers, Duomi started in 2009 as a music streaming platform on mobile rather than PC. The company saw rapid success not long after it was founded and has earned the title of one of “China’s first digital music service platform to go public.” In 2013, it was one of China’s top 5 music apps and reported having 150 million users.

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Spring Festival data shows just how much Chinese love their smartphones https://technode.com/2018/02/28/questmobile-2018-spring-festival/ https://technode.com/2018/02/28/questmobile-2018-spring-festival/#respond Wed, 28 Feb 2018 11:31:16 +0000 http://technode-live.newspackstaging.com/?p=63282 For Chinese people, Spring Festival is all about seeing family and celebrating the new year, but it’s also the optimal time for using screens. Have you ever been on a train for 20+ hours? In China you’ll find, from little kids to 60-year-olds, everyone is using their smartphones. Surely, to kill time, content is king […]]]>

For Chinese people, Spring Festival is all about seeing family and celebrating the new year, but it’s also the optimal time for using screens. Have you ever been on a train for 20+ hours? In China you’ll find, from little kids to 60-year-olds, everyone is using their smartphones. Surely, to kill time, content is king in China.

During the Spring Festival, from February 15th to 21st, the number of app users in three segments—mobile games, photo app, and mobile video app—increased significantly, according to QuestMobile’s “2018 Spring Festival Entertainment Insights Report,” Chinese media CSDN is reporting.

The report pointed out that Chinese people have both online and offline ways to enjoy Spring Festival. Online was mobile games and video; offline was watching movies.

Top 20 apps that shows biggest daily active user increase during Spring festival (Image Credit: QuestMobile)

Spring Festival’s top 5 apps based on the number of daily active users were:

  1. Honour of Kings – 128 million
  2. Douyin short video – 61 million
  3. Huashan short video – 53 million
  4. Toutiao – 97 million
  5. Youku – 83 million
Top 20 apps that showed the biggest DAU increase during the Spring Festival. Top 5 (from left to right): Mini World, Douyin, Honour of Kings, FaceU, and Wuta Cam (Image Credit: QuestMobile)

Top 20 apps that showed the biggest DAU increase during the Spring Festival included: Mini World that showed whopping 116% increase in DAU, Douyin short video (78%), Honour of Kings (76%), Faceu (69%), and Wuta Cam (64%).

Mobile games

The number of daily active users from different genres of games during Spring Festival. Honour of Kings on the left; Mini World on the right (Image Credit: QuestMobile)

Playing mobile games (手游) is one of the major leisure and entertainment activities of the Spring Festival. Apps encouraging social interaction saw amazing growth. During the Spring Festival, mobile games with social attributes such as the Tencent’s Honour of Kings—already boasting 200 million users—and Speed QQ (QQ飞车) saw some amazing increases in use. Games showed significant increase as Mini World that showed whopping 116% increase in DAU while Honour of Kings showed 78% increase in DAU.

Game live streaming market was less affected by the Spring Festival, and saw a small peak a week before New Year’s Eve.

Watching short videos

How many times short video apps were opened from Feb 1st to 21st. Kuaishou in yellow; Douyin in orange; Huoshan in blue; Xigua in grey (Image Credit: QuestMobile)

Number of users watching short videos during the Spring Festival also increased. Having to move long distances, and loving to share videos, Chinese people are increasingly watching short videos over live streaming.

China’s three major telecoms companies reduced data fees over the holiday, allowing short video apps to grow even further. Users watched and shared short videos of wishing “Happy New Year,” hongbao, and short videos from Spring Festival Gala. Popular short video apps saw user numbers peaking up around New Year’s Eve. Kuaishou (快手) users opened the app 161,929 times on February 16th, and Douyin (抖音) users opened the app 134,253 times on February 14th.

Another trend in was watching anime or reading manga on mobile phone. In the New Year ‘s Eve, both the total number and the app usage duration of mobile anime apps increased. After the New Year’s Eve, users of mobile anime app users dropped over a long period of time and then picked up rapidly to reach new highs.

Photo apps

Daily active user numbers on photo apps from Feb 1st to 21st. FaceU in yellow; Meitu in orange; Meiyan in blue; Tiantian in grey (Image Credit: QuestMobile)

During the Spring Festival, all the photo apps had their own photo contests, giving a small boost to the platforms on New Year’s Eve and Day. On February 19th,  Toutiao announced the acquisition of Faceu (Chinese). Faceu recorded the most DAU with 2,892 DAU at its peak, followed by Meitu Xiuxiu’s DAU of 2,622.

Watching movies

Active user numbers on movie ticket booking apps from Feb 1st to 21st. Taopiaopiao in yellow; Maoyan in orange; Migu in blue. (Image Credit: QuestMobile)

When not looking at a mobile phone screen, Chinese people filled the movie theaters during Spring Festival with movie ticket booking apps saw a significant increase. Six high-quality movies were released on this year’s Spring Festival, including “Red Sea Campaign (红海行动, our translation)” and popular children’s cartoon “Monster Hunt 2 (捉妖记 2)”. During the Spring Festival, the daily active users of Alibaba’s ticket-buying Taopiaopiao (淘票票)  and Meituan’s movie ticket unicorn Maoyan (猫眼) almost doubled.

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China Tech Talk 39: PUBG and the future of Steam in China with Charlie Moseley https://technode.com/2018/02/27/china-tech-talk-39-pubg-steam-in-china/ https://technode.com/2018/02/27/china-tech-talk-39-pubg-steam-in-china/#respond Tue, 27 Feb 2018 05:45:42 +0000 http://technode-live.newspackstaging.com/?p=63155 Matt and John talk with Charlie Moseley, an American games developer based in Chengdu. We start the conversation about PlayerUnkown’s Battlegrounds and then go into the future of Steam as well as PUBG’s prospects in 2018. [This was recorded on 01 Feb 2018] Links Early access to Chinese mobile version of PUBG opens tomorrow Chinese […]]]>

Matt and John talk with Charlie Moseley, an American games developer based in Chengdu. We start the conversation about PlayerUnkown’s Battlegrounds and then go into the future of Steam as well as PUBG’s prospects in 2018.

[This was recorded on 01 Feb 2018]

Links

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Download this episode

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China moves against anime on streaming sites https://technode.com/2018/02/12/is-anime-the-next-in-line-in-chinas-ban-list/ https://technode.com/2018/02/12/is-anime-the-next-in-line-in-chinas-ban-list/#respond Mon, 12 Feb 2018 06:57:16 +0000 http://technode-live.newspackstaging.com/?p=62884 Last December, China announced plans to increase regulation on explicit and inappropriate online games and it was only weeks ago when China decides to ban hip-hop culture and tattoos from all media outlets. Anime seems to be next on the list. Chinese regulators are making moves to clamping down Japanese anime on video streaming sites […]]]>

Last December, China announced plans to increase regulation on explicit and inappropriate online games and it was only weeks ago when China decides to ban hip-hop culture and tattoos from all media outlets. Anime seems to be next on the list. Chinese regulators are making moves to clamping down Japanese anime on video streaming sites Sina reports (in Chinese). Most recently Baidu’s video streaming service iQiyi was asked to take down two popular anime shows from its platform—the DARLING in the FRANXX and Slow Start. Both shows have garnered a lot of attention and fans in China.

The Ministry of Culture has begun investigating platforms that post inappropriate anime videos on the internet. The clean-up aims to protect underage children from anime videos that are deemed too bloody and violent, which the government fear could be detrimental for the physical and mental health of children. This time, the crackdown seems to direct toward mainstream online video platforms like iQiyi.

Currently, the government division responsible for internet culture has ordered take-downs of more than 279 thousand anime videos, banned 771 explicit online video games, and blacklisted 1079 user accounts who appear to have violated the policy.

Many speculated that the ban of the popular DARLING in the FRANXXX might signal the tightening of online content regulations. It is rumored that the government will require all future imported content to be reviewed before releasing on streaming platforms—the domestic anime market and Japanese anime industry could both take a huge hit from the policy change. China is the currently the largest buyer (in Chinese) of Japanese anime and Japan has profited from the explosive popularity of anime in China in recent years.

iQiyi told local media that they do not plan to acquire less anime content in spite of the ban. If the government decides to implement the policy and further tighten its policies on online content, it will for certain influence online streaming platform’s content acquisition strategies.

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Early access to Chinese mobile version of PUBG opens tomorrow https://technode.com/2018/02/08/playerunknowns-battlegrounds-china-tencent/ https://technode.com/2018/02/08/playerunknowns-battlegrounds-china-tencent/#respond Thu, 08 Feb 2018 09:57:44 +0000 http://technode-live.newspackstaging.com/?p=62665 Tencent announced today that early access to PlayerUnknown’s Battlegrounds: Battlefield (绝地求生:刺激战场) will be available tomorrow (in Chinese). Battlefield is the mobile IP of PUBG made by Chinese game developer Lightspeed and Quantum Studios. The registration for early access of Battlefield opened in December and has attracted over 18 million players to register. Battlefield is one of two versions of PUBG […]]]>

Tencent announced today that early access to PlayerUnknown’s Battlegrounds: Battlefield (绝地求生:刺激战场) will be available tomorrow (in Chinese). Battlefield is the mobile IP of PUBG made by Chinese game developer Lightspeed and Quantum Studios. The registration for early access of Battlefield opened in December and has attracted over 18 million players to register.

Battlefield is one of two versions of PUBG (in Chinese) of the much-anticipated video game that will be released this year. The other version of the game, Army Attack (绝地求生:全军出击) developed by TIMI Studio, already launched its early access the end of last month. Battlefield features the last-man-standing gameplay, while Army Attack focuses on naval warfare and helicopter fights.

Tencent also got diehard PUBG fans excited when it teased the Battlefield poster with the tagline: “Mysterious Training Officer.” It is rumored that local celebrities including Peng Yu-Yan, Wu Jing, Jay Chou are being considered as spokespeople for the wildly popular video game.

PlayerUnknown’s Battlegrounds: Battlefield poster (Image Credit: Tencent)

The PC version of PUBG was developed and published by PUBG Corporation, the subsidiary of the Korean publisher Bluehole. The beta version was first released for Microsoft Windows in March 2017, the full release was available in December. The video game quickly became one of the most popular survival shooter games out there and has sold over 20 million copies since the beta launch. The partnership with Tencent, the Chinese entertainment behemoth, has already pushed out a number of smash success including Honour of Kings.

The months leading up to the early access release weren’t trouble-free, however. In October, the Chinese government attempted to ban PUBG (in Chinese) due to the bloody, violent nature of the content. In response, Tencent promised to “make adjustments to content and make sure they accord with socialist core values, Chinese traditional culture, and moral rules.”

The video game already caused a big fuss even before it comes to China. In January, Tencent enlisted Chinese police to root out the cheaters and hackers who help design and sell cheat software that gives some players unfair advantages such as the ability to see through walls. At least 120 people were arrested.

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Are the good times over? AcFun goes offline (again) https://technode.com/2018/02/02/are-the-good-times-over-acfun-goes-offline-again/ https://technode.com/2018/02/02/are-the-good-times-over-acfun-goes-offline-again/#respond Fri, 02 Feb 2018 08:14:18 +0000 http://technode-live.newspackstaging.com/?p=62239 First and formerly foremost ACG (anime, comic, games) video site, AcFun, has gone offline again following rumors that it was struggling to pay the bills. Attempts to reach the website return errors citing unresponsive servers and the app is not loading. Rumors yesterday suggested the company’s servers had been or would be switched off. According […]]]>

First and formerly foremost ACG (anime, comic, games) video site, AcFun, has gone offline again following rumors that it was struggling to pay the bills. Attempts to reach the website return errors citing unresponsive servers and the app is not loading. Rumors yesterday suggested the company’s servers had been or would be switched off.

AcFun Weibo announcement
AcFun’s official Sina Weibo announcements just before its service went offline. (Image credit: TechNode)

According to local media (in Chinese), the platform’s channels became unresponsive around 10.30am this morning. The company itself said at 9.50am this morning via Weibo: “[crying emoji] We want to live for 500 years”. This followed its 00.12am announcement: “[cat face emoji]”. Previous to that, its Weibo feed had been its run-of-the-mill content postings.

Popularly known as A Station (A), AcFun was previously the largest ACG content video platform in China until Bilibili surpassed it.

AcFun browser error
Servers not responding for AcFun.cn. (Image credit: TechNode)

The company has seen a high turnover of management and previous financial and regulatory difficulties. In November we reported on the platform shutting down after which AcFun staff told us it may have been due to a cyber attack.

2017 was a tough year for AcFun as it ran into trouble with the regulators multiple times for not having the correct licenses for supplying certain types of video content. This time, however, finances are thought to be the company’s problem as losses have continued to mount in recent years (in Chinese), thought to be RMB 146 million for the first 9 months of 2016.

AcFun app errors
AcFun app unable to load content today “Loading failed”. (Image credit: Sina Tech News)

Whereas Bilibili diversified in terms of content and business scope and has gone on to thrive, AcFun has dithered, losing fans in the meantime. According to 36kr (in Chinese), user numbers dropped from 120 million daily active users in January 2017 to just 1.6 million by November 2017. With figures like these, even if the site bounces back one more time, its days could still be numbered.

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A mobile game about a traveling frog becomes surprise hit in China https://technode.com/2018/01/31/travel-frog/ https://technode.com/2018/01/31/travel-frog/#respond Wed, 31 Jan 2018 06:57:15 +0000 http://technode-live.newspackstaging.com/?p=62082 Travel Frog, or Tabi Kaeru, a Japanese mobile game about rearing a pet frog and supplying him with equipment to travel, has in recent weeks risen to become the most downloaded free game from Apple’s App Store in China. So popular is the game in China, presently the world’s largest gaming market, that there are […]]]>

Travel Frog, or Tabi Kaeru, a Japanese mobile game about rearing a pet frog and supplying him with equipment to travel, has in recent weeks risen to become the most downloaded free game from Apple’s App Store in China. So popular is the game in China, presently the world’s largest gaming market, that there are now low-quality copycat games appearing in the App Store, as well as unauthorized assistant software that helps users cheat in the game.

China’s obsession over Travel Frog has come as a surprise to many, not least to its Japanese developers at Hit-Point, who released the similar-natured game Neko Atsume, or Kitty Collector, back in 2014. In an interview with Sina, the developers behind Travel Frog expressed that they had also been taken aback by the news of how much of a hit the game is with Chinese youths. While Travel Frog is currently only available in Japanese in App Store (an unsanctioned Chinese version of the game, however, is available in Android systems), the language barrier appears to have no effect in deterring Chinese players. According to a statement released by Hit-Point, Travel Frog has hit 10 million downloads in Apple’s App Store and Chinese users alone are responsible for 95% of the downloads. Japanese users, on the other hand, contributed only 2%.

Image credit: Hit-Point

There have been many theories about why the mobile game is so beloved in China. The cuteness of the character, the titular frog, and the interface of the game may play a significant factor. The game developers themselves have stated that when they designed the game, they had initially envisioned young females between the age of 10 and 30 as the target demographic. The fact that the game calls for less time commitment or skills from its players—most of the time when you’re playing Travel Frog, your frog is traveling and all you can do is patiently wait for him to come back home or wait to hear from him via postcards—has also set it apart from other mobile games, which are more demanding of the users’ focus and energy.

But perhaps it’s the traveling aspect of the game that has appealed the most to Chinese players. By playing Travel Frog, users are able to travel vicariously through the postcards and mementos given to them by their frogs. A Weibo user has remarked that the best part of the game is that she is able to savor a taste of freedom and wanderlust that she desires, but is unable to satisfy in real life.

The popularity of Travel Frog has, unfortunately, led to a slew of copycat games that are looking to bank on the game’s fame. Last week, a Chinese version of Travel Fog that required users to pay 30 RMB ($4.74) before downloading appeared on China’s App Store. The copycat game, developed by Song Yang, and not Hit-Point, garnered nearly 8,000 reviews, most of them from angry customers claiming they had been scammed. While the game was later removed from the store, Chinese knockoffs of Travel Frog are still prevalent. In Apple’s App Store, there currently is an app called Frog Traveling!, as well as another game that bears a similar name to the Chinese translation of “Travel Frog.” Both games unsubtly ape the design of the real Travel Frog.

In addition to the influx of copycat games, there have also been reports of illegal assistant software that is being used to help users gain more in-game currency. The longevity of software like this, however, may be short-lived, as many users are claiming that the software led to data loss and malfunctions of their phones.

According to the Hit-Point developers, they are currently working on producing an international version for Travel Frog in response to the game’s largely international user base.

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Video: Bilibili’s dance cover stars https://technode.com/2018/01/31/bilibili-dance-covers/ https://technode.com/2018/01/31/bilibili-dance-covers/#respond Wed, 31 Jan 2018 01:18:46 +0000 http://technode-live.newspackstaging.com/?p=61994 Bilibili, also known as “B Station” (b站 in Chinese), is the spiritual home for Chinese ACG (anime, comic, and games also known as 二次元 erciyuan) fans. Founded in 2009, the site quickly gained popularity over the years. As of July 2017, Bilibili has 150 million registered users and 100 million monthly active users. Previously known as a […]]]>

Bilibili, also known as “B Station” (b站 in Chinese), is the spiritual home for Chinese ACG (anime, comic, and games also known as 二次元 erciyuan) fans. Founded in 2009, the site quickly gained popularity over the years. As of July 2017, Bilibili has 150 million registered users and 100 million monthly active users.

Previously known as a place to watch (sometimes pirated) anime and discuss the latest in ACG, Bilibili has grown into a haven for erciyuan (or 2D in English, a reference to the “flat” nature of ACG) aficionados to create and share their own fan content.

We talked to two popular Bilibili stars, who upload “Zhaiwu” (宅舞, literally meaning “house dance”), or ACG dance covers. Their videos have drawn tens of thousands of views.

If you can’t see anything, try QQ video instead.

“Danmu” (弹幕, “bullet screen” in English or “danmaku” in Japanese), real-time comments that skim across and atop the streamed videos, are also very popular on Bilibili. With the feature, viewers are able to leave instant comments and even interact live with other viewers.

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Authorities to reinforce inspection over games “distorting history” https://technode.com/2018/01/24/authorities-reinforce-inspection-games-distorting-history/ https://technode.com/2018/01/24/authorities-reinforce-inspection-games-distorting-history/#respond Wed, 24 Jan 2018 09:21:17 +0000 http://technode-live.newspackstaging.com/?p=61654 Authorities in several provinces in China, including Beijing, Hunan, Zhejiang, and Hebei, are reportedly reinforcing inspection over online games (in Chinese) which distort history and spread explicit content, as reported by state media Xinhua. The reinforcement came after the state’s plan jointly released last month by China’s publicity department, cyberspace management department and other relevant ministries […]]]>

Authorities in several provinces in China, including Beijing, Hunan, Zhejiang, and Hebei, are reportedly reinforcing inspection over online games (in Chinese) which distort history and spread explicit content, as reported by state media Xinhua.

The reinforcement came after the state’s plan jointly released last month by China’s publicity department, cyberspace management department and other relevant ministries to combat explicit and inappropriate online games. The statement also pointed out that many games lack cultural connotation as the market scale continues to grow.

The inspection this time focuses more on reviewing and removing games that “distort history, defame heroic figures, or spread deviant values.” Also, the move underscores a broader state’s plan to regulate content. WeChat, for instance, recently announced that its media platform will regulate user’s information dissemination behavior and those trying to conduct marketing activities by distorting China and CCP history.

Many popular online games are rumored to be included on the authorities’ list (in Chinese) for further inspection, including games like NetEase’s Onmyoji (“阴阳师” in Chinese), female-targeted romance game Miracle Nikki (“奇迹暖暖” in Chinese), and Tencent’s Contra Comeback (our translation, “魂斗罗:归来” in Chinese). These games are said to spread violent, exotic, and gambling content.

The state’s move might also get in the way of Tencent’s smash-hit game Honour of Kings. The game reportedly has over 100 million daily active users, and was criticized by state media last year for “spreading negative energy.” The game, also known as Kings of Glory and Strike of Kings, has already debuted in Europe and is available in the US under the name Arena of Valor.

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The numbers behind China’s mobile quiz game craze: Jiguang report https://technode.com/2018/01/24/mobile-quiz/ https://technode.com/2018/01/24/mobile-quiz/#respond Wed, 24 Jan 2018 02:48:14 +0000 http://technode-live.newspackstaging.com/?p=61592 While app-based live game show HQ Trivia took the US by storm in 2017, app-based quiz shows are also gaining popularity in China with more and more apps launching since the end of 2017. As the live game show app Chongdingdahui (冲顶大会) went live in the end of 2017, more and more apps like Zhishichaoren […]]]>

While app-based live game show HQ Trivia took the US by storm in 2017, app-based quiz shows are also gaining popularity in China with more and more apps launching since the end of 2017.

As the live game show app Chongdingdahui (冲顶大会) went live in the end of 2017, more and more apps like Zhishichaoren (芝士超人 in Chinese, meaning “Cheese Superman”) and Millionaire Hero powered by ixigua.com have gone viral following the surging popularity of live game apps.

 Number of app installation (Green: Chongdingdahui; Yellow: Zhishichaoren)

It’s worth noting that Chongdingdahui has seen over 5.64 million installed users as of January 14, whereas Zhishichaoren has over 2.09 million users, according to a report from the Chinese mobile data research firm Jiguang.

Daily Active Users (Green: Chongdingdahui; Yellow: Zhishichaoren)

Also, both games have a large number of active users. The number of daily active users (DAU) for Chongdingdahui has exceeded 3.81 million, and Zhishichaoren sees over 1.74 million DAU as of January 14.

Other than that, the live quiz games powered by existing live streaming platforms have also drawn in users for those platforms. For example, Toutiao’s ixigua.com, the platform that released Millionaire Hero on December 25 in 2017, saw 19.07 million daily active users on January 14, according to Jiguang’s report.

Screenshot from Zhishichaoren showing a sharing screen (l) and example question (r)

However, it’s unclear how long the live trivia game hype may last. Industry experts have been questioning the profitability (in Chinese) of the business model as apps keep pouring money for prizes to attract more players. Also, cheating issues may persist as programs that help players cheat have emerged and players can even purchase “resurrection coins,” or “lives” on Taobao.

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Tencent hires hundreds of content patrols with QQ virtual coins https://technode.com/2018/01/04/tencent-content-patrols/ https://technode.com/2018/01/04/tencent-content-patrols/#respond Thu, 04 Jan 2018 08:51:18 +0000 http://technode-live.newspackstaging.com/?p=60596 China’s content controls show no signs of slowing anytime soon. At the turn of the new year, social network and gaming behemoth Tencent posted a notice (in Chinese) to hire 200 content “patrollers”, who will filter content that are illegal and deemed “inappropriate” by the authority across the firm’s multiple open content platforms, including news portal […]]]>

China’s content controls show no signs of slowing anytime soon. At the turn of the new year, social network and gaming behemoth Tencent posted a notice (in Chinese) to hire 200 content “patrollers”, who will filter content that are illegal and deemed “inappropriate” by the authority across the firm’s multiple open content platforms, including news portal Tencent News, news aggregator app Tiantian Kuaibao, messaging giants WeChat and QQ, and video streaming service Tencent Video.

The new recruits—whom Tencent calls the “Penguin Patrol Unit” referring to the firm’s lovable mascot—will consist of 10 veteran journalists, 70 experienced writers from Tencent’s content platforms, and 120 netizens with adequate knowledge on cybersecurity.

Jinri Toutiao, a fast growing personalized news aggregator and an arch-rival to Tiantian Kuaibao, also put up a notice this week to recruit content review editors, preferably members of the Communist Party. Many college students and low-skilled workers have been taking up these content auditing jobs—which are dry but provide a flexible work schedule—to make extra yuan. Toutiao reportedly maintains a censor factory of thousands of auditors in Tianjin.

Each month the Penguin patrols are asked to spot no fewer than 300 pieces of content. They are paid in neither cash nor bitcoin, but QQ Coins, a virtual currency that can be used to purchase QQ-related products like game credits. The popularity of QQ coins, which are retailed at one yuan ($0.15) each, once gave rise to a black market.

China’s media watchdog is pushing the new wave of content distributors into stricter self-censorship as they gradually replace institutional news outlets. According to the latest data from Talking Data, Tencent News is the second largest news app in China at 10.82% penetration rate after Toutiao at 17.53%. NetEase News comes third at 6.35% and state-backed Yidian Zixun follows at 5.92%.

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Toutiao hiring Party members to comb content, number of censors to reach 10,000 https://technode.com/2018/01/03/toutiao-hiring-party-members-comb-content-number-censors-reach-10000/ https://technode.com/2018/01/03/toutiao-hiring-party-members-comb-content-number-censors-reach-10000/#respond Wed, 03 Jan 2018 10:00:32 +0000 http://technode-live.newspackstaging.com/?p=60556 toutiaoNo rest for the wicked (or the lustful) in the Middle Kingdom. News aggregation platform Jinri Toutiao is hiring 2000 content review editors to comb its app for unsavory content, The Paper has reported (in Chinese). Last week, Toutiao and Phoenix News received punishments for spreading pornographic materials and publishing news without proper licenses. Both […]]]> toutiao

No rest for the wicked (or the lustful) in the Middle Kingdom. News aggregation platform Jinri Toutiao is hiring 2000 content review editors to comb its app for unsavory content, The Paper has reported (in Chinese). Last week, Toutiao and Phoenix News received punishments for spreading pornographic materials and publishing news without proper licenses. Both outlets had to suspend updating several news channels for 24 and 12 hours respectively.

The editors will be based in Tianjin and will have to review about 1000 pieces of content per day. According to the job posting, the ideal candidate will have an interest towards news and current affairs, a good sense of politically sensitive content, a Bachelor degree or above, and, preferably, a Communist Party membership.

Jinri Toutiao (Today’s Headlines) uses artificial intelligence to recommend content to users. However, it’s rapid expansion has led to a flood that cannot be stopped even by the most priggish censors: 20 million pieces of new content are uploaded to the platform every day by more than one million content creators. Toutiao’s content review editing team currently has more than 4000 people, including staff working on overseas products. It is the largest censoring team in China but according to Toutiao’s deputy chief editor Xi Yilong, that number is expected to reach 10,000 soon.

The company will also be hiring international content auditors responsible for checking Japanese videos for violence, pornography, and gore. Toutiao is also engaged in a battle against “fake news” but here the army of editors is being replaced by AI.

After last week’s punishment, Toutiao promised to investigate and correct its mistakes. It has already banned 36 media accounts and halted publishing for 1064 accounts that were suspected of spreading “low content.” Within just three days, more than 2500 illegal accounts were scraped off the platform, The Paper has reported.

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A female-targeted relationship simulation game has taken China by storm https://technode.com/2017/12/29/female-targeted-relationship-simulation-game-taken-china-storm/ https://technode.com/2017/12/29/female-targeted-relationship-simulation-game-taken-china-storm/#respond Fri, 29 Dec 2017 09:22:04 +0000 http://technode-live.newspackstaging.com/?p=60449 Who says gaming isn’t romantic? A female-targeted mobile game Love and the Producer (恋与制作人) (our translation) has taken China by storm in little over two weeks after it went live on iOS on December 13th. Developed by Suzhou-based gaming company Page Games (苏州叠纸网络科技), the game is a relationship simulation targeted at women and girls. The […]]]>

Who says gaming isn’t romantic? A female-targeted mobile game Love and the Producer (恋与制作人) (our translation) has taken China by storm in little over two weeks after it went live on iOS on December 13th. Developed by Suzhou-based gaming company Page Games (苏州叠纸网络科技), the game is a relationship simulation targeted at women and girls. The game has taken over Honour of Kings and is now ranked the second most popular download on the App Store in the gaming category.

The game’s storyline begins like this: you take over a family business, a TV production and entertainment company, and while building your empire you develop romances with four possible male suitors. All of them are handsome and in love with you. During the game, you are able to chat with the hotties and even produce a variety show for your virtual “sweetheart.”

The game has seen 766,000 downloads on iOS since the game’s release, according to gaming news site Youxi Putao. The game, which went live on all platforms on December 20, is expected to pocket RMB 50 million ($7.6 million) in revenue during its first month.

On Weibo, the Chinese equivalent of Twitter, the hashtag “Love and the Producer” remains a trending topic with over 600 million views, 17,000 posts, and 39,000 subscribers. Here’s a sneak peek of just how romantic the male characters can be.

“Come. Come to me,” says Bai Qi, one of the four male suitors in the game. “Don’t worry. I won’t put myself in danger. It’s difficult for me to see you cry.”  (Screenshot from Love and the Producer)
“He suddenly grabs my waist and pulls me to his chest. I closely lean onto his chest, and his body temperature is hot to a point where it’s melting me.” (Screenshot from Love and the Producer)

“I have to share this ‘hot chest’ dating plot,” wrote one player on Weibo. “My husband Bai Qi is too good at flirting. He’s just awesome,” she wrote, followed by some “crying” emoticons.

A player shares her love for one of the game’s characters on Weibo. (Screenshot from Weibo)

A joke has been circulating on the internet about the game referring to the paid features of the game: “Woman, you can bankrupt yourself and you still won’t be able to support these four men (老娘砸锅卖铁也养不起的四个野男人).”

Fans, however, seem undeterred. The rapid rise of Love and the Producer shows that female-targeted gaming market still has much potential.

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Video: Inside a Chinese girls’ e-sports team training spot https://technode.com/2017/12/29/video-inside-chinese-girls-e-sports-team-training-spot/ https://technode.com/2017/12/29/video-inside-chinese-girls-e-sports-team-training-spot/#respond Fri, 29 Dec 2017 06:09:33 +0000 http://technode-live.newspackstaging.com/?p=60368 E-sports, or competitive video gaming, is quietly on the rise in China. We visited a training spot of KillerAngel, an all-female e-sports club, in Shanghai to find out how gamer girls are professionally trained. If you can’t see anything, try QQ video instead. This is how e-sports teams are trained in China. The clubs usually […]]]>

E-sports, or competitive video gaming, is quietly on the rise in China. We visited a training spot of KillerAngel, an all-female e-sports club, in Shanghai to find out how gamer girls are professionally trained.

If you can’t see anything, try QQ video instead.

This is how e-sports teams are trained in China. The clubs usually rent houses on the outskirts of metropolitan areas, where professional players live together to focus on their training. Often times before a tournament, coaches and managers would arrange “friendly” matches with the other listed teams—to spy on each other.

KillerAngel (KA, 杀戮天使 in Chinese) Women’s E-sports Club is one of the best professional teams in China. Just before Christmas, the six-woman team, who were top players in League of Legends, pocketed the championship of 2017 NTF Women’s Super League in China.

Read also: The quiet rise of China’s $3 billion e-sports market

“With more young girls becoming professional (e-sports) players, nurturing the young talent is fulfilling for me,” said Nini, a former professional gamer on KillerAngel. She currently works as the team’s manager.

Valued at $3 billion in 2016, China’s e-sports market is expected to hit 220 million spectators by the end of 2017. To put that into perspective, one in every six people in the country will have watched e-sports matches and have some understanding of the matter.

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China’s new rules targeting ‘inappropriate’ online games send NetEase’s shares down https://technode.com/2017/12/29/chinas-new-rules-targeting-inappropriate-online-games-send-neteases-shares/ https://technode.com/2017/12/29/chinas-new-rules-targeting-inappropriate-online-games-send-neteases-shares/#respond Fri, 29 Dec 2017 04:13:01 +0000 http://technode-live.newspackstaging.com/?p=60443 China’s leading internet portal and gaming company NetEase saw its shares drop by 3.23% on NASDAQ (in Chinese) on Thursday US time after Xinhua reported that the government plans to clean up “illegal” and “inappropriate” online games. China’s publicity department, cyberspace management department and other relevant ministries jointly released a statement (in Chinese) on Thursday outlining the […]]]>

China’s leading internet portal and gaming company NetEase saw its shares drop by 3.23% on NASDAQ (in Chinese) on Thursday US time after Xinhua reported that the government plans to clean up “illegal” and “inappropriate” online games.

China’s publicity department, cyberspace management department and other relevant ministries jointly released a statement (in Chinese) on Thursday outlining the government’s plan to regulate explicit and inappropriate online games. The statement specified that it is targeting games with large numbers of players which have significant social influence. The statement also said that the government will strictly ban games that contain illegal content from going abroad.

NetEase and Tencent are the companies that are most likely to be affected by the newly released guidelines. During the first three quarters of 2017, Tencent’s online gaming arm pocketed RMB 73.52 billion (roughly $11.28 billion) in revenue while revenues for the entire year are expected to exceed RMB 100 billion ($15.34 billion). For the first half of 2017, NetEase’s net profit reached RMB 6.89 billion ($1.05 billion). Tencent and NetEase are undoubtedly the two major players in China’s online gaming market, holding up 49% and 18% of the market share respectively, according to a report from GPC.

The state’s move may also get in the way of Tencent’s smash-hit game Honour of Kings. The game reportedly has over 100 million daily active users, and was criticized by state media earlier this year for “spreading negative energy.” The game, also known as Kings of Glory and Strike of Kings, has already debuted in Europe and is now available in the US under the name Arena of Valor.

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Google’s first major investment in game streaming goes to a Chinese startup https://technode.com/2017/12/28/google-game-streaming-china/ https://technode.com/2017/12/28/google-game-streaming-china/#respond Thu, 28 Dec 2017 03:51:00 +0000 http://technode-live.newspackstaging.com/?p=60415 Google has put RMB 500 million into the Chinese game streaming platform Chushou TV (触手TV), local media is reporting. This marks the first major investment Google has made in live broadcasting for video games since it lost the acquisition opportunity of the immensely popular Twitch to Amazon three years ago. Insiders see the move as another […]]]>

Google has put RMB 500 million into the Chinese game streaming platform Chushou TV (触手TV), local media is reporting. This marks the first major investment Google has made in live broadcasting for video games since it lost the acquisition opportunity of the immensely popular Twitch to Amazon three years ago.

Insiders see the move as another step in Google’s comeback to a market it left seven years ago when its search engine refused to self-censor at the Chinese government’s behest. Less than a month ago, Google made headlines for launching its Beijing-based AI China Center powered by several hundred China-based engineers. The search giant has also been ramping up promotion of its machine-learning platform TensorFlow in China.

Live streaming has been one of the hottest markets in China since 2016. A flurry of platforms was born across industries such as sports, education, finance, and the more lucrative entertainment and video games. A report (in Chinese) by research company Analysys shows that by 2018, China will have an estimated 300 million users of video game streaming. Streaming of mobile game sessions is in high demand as the mobile-first country saw several blockbuster titles like Tencent’s Honor of Kings in recent months.

Other major players in China’s video game broadcasting sector include Tencent-backed Douyu TV which claims it controls over 70% of the market with nearly 200 million monthly active users.

First launched in July 2015, Chushou TV (meaning “tentacle” in Chinese) specializes in live streaming for mobile games. So far it has attracted over 100,000 streaming hosts and over 10 million audiences, according to a report by local media. In January, the company completed its series C round of RMB 400 million from GGV Capital, Shunwei Capital, Qiming Venture Partners, and Feidian Capital.

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iQIYI nabs exclusive China rights to acclaimed films of 2017 https://technode.com/2017/12/18/iqiyi-exclusive-rights-three-billboards/ https://technode.com/2017/12/18/iqiyi-exclusive-rights-three-billboards/#respond Mon, 18 Dec 2017 06:16:33 +0000 http://technode-live.newspackstaging.com/?p=60110 three billboardsBaidu-owned iQIYI, widely regarded as a Netflix of China, has announced that it secured exclusive online broadcasting rights in China for six films nominated by this year’s Golden Globe Awards, including the acclaimed “Three Billboards Outside Ebbing, Missouri” and “The Shape of Water.” This means film buffs will not be able to watch these films […]]]> three billboards

Baidu-owned iQIYI, widely regarded as a Netflix of China, has announced that it secured exclusive online broadcasting rights in China for six films nominated by this year’s Golden Globe Awards, including the acclaimed “Three Billboards Outside Ebbing, Missouri” and “The Shape of Water.”

This means film buffs will not be able to watch these films through the other Chinese video platforms such as Alibaba’s Youku-Tudou and Tencent Video. The video streaming sector in China has become hotly contested as players clamor to squeeze out competitors with big checks for exclusive rights, patents, as well as original productions.

Earlier this year iQIYI also picked up exclusive China rights to “La La Land” and “Moonlight”, two clear favorites among the film critics in 2016.

“Through the precise prediction of AI and big data, and coordination between our experienced procuring teams, iQIYI will continue to capture quality movie resources, delivering a more international angle and more superior content,” says iQIYI in a statement.

Protectionism has prevented Netflix and Amazon from entering China, but even local players are not guaranteed to import foreign content without a hitch. Ahead of China’s top-level political reshuffle in October, several major streaming sites took off the majority of their foreign dramas and movies, either at the government’s behest or voluntarily. Piracy crackdown is often cited as the official explanation, but insiders reckon the cleanup might also be a result of protecting China’s domestic content and giving media watchdogs more ideological control.

According to data from QuestMobile in June, iQIYI topped the ranks for users with a 36.6% penetration rate. Tencent Video and Youku followed at 32.9% and 13% respectively. The war on exclusive rights, coupled with affordable subscription fees, has prompted Chinese users to pay for more than one video streaming services.

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13: Small town youth and China’s IPv6 push https://technode.com/2017/12/15/node-worthy-13/ https://technode.com/2017/12/15/node-worthy-13/#respond Fri, 15 Dec 2017 14:01:01 +0000 http://technode-live.newspackstaging.com/?p=60101 This week we talk about youth entertainment in small cities and the need to switch to IPv6. Download this episode Links Rita Liao: Free time in smaller cities behind rapid growth in China’s entertainment market Masha Borak: China’s big IPv6 push is not just about faster internet, it’s about mass industrial and IoT upgrade Podcast information […]]]>

This week we talk about youth entertainment in small cities and the need to switch to IPv6.

Download this episode

Links

Podcast information

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Youku signs licensing deals with NBCUniversal and Sony Pictures Television https://technode.com/2017/12/14/youku-ncbuniversal-sony-pictures/ https://technode.com/2017/12/14/youku-ncbuniversal-sony-pictures/#respond Thu, 14 Dec 2017 06:50:36 +0000 http://technode-live.newspackstaging.com/?p=60064 Youku, the video hosting and streaming arm of the Alibaba Digital Media and Entertainment Group, today announced the signing of two significant licensing deals with NBCUniversal and Sony Pictures Television. As a result of the deals, subscribers to the Youku service will be able to watch hundreds of films from NBCUniversal and Sony Pictures Television’s […]]]>

Youku, the video hosting and streaming arm of the Alibaba Digital Media and Entertainment Group, today announced the signing of two significant licensing deals with NBCUniversal and Sony Pictures Television.

As a result of the deals, subscribers to the Youku service will be able to watch hundreds of films from NBCUniversal and Sony Pictures Television’s respective libraries for no additional fee. The films are also available to all Youku users via multiple Youku distribution channels, including its flagship online platform, SmartTV solutions, and set-top boxes.

The multi-year agreements with NBCUniversal and Sony Pictures Television will not only add to Youku’s already broad content offering, but they also reinforce the strength of the partnerships that Youku has with these studios.

Tencent video, iQiyi, and Youku are the top3 video startups in China (Image Credit: QuestMobile)

Tencent video, iQiyi, and Youku were named as the top 3 video apps in China (Source in Chinese), according to QuestMobile’s data on 2017 2Q.

In China, where YouTube, Netflix, and Amazon have been unable to penetrate, there is certainly a content war between many video streaming players in China trying to work with these US players to stream their popular content in China. The leading online video and streaming service platforms in China are trying to partner with international studios that own content IPs that can bring in other sources of revenue. They are also busy doubling down on their original content.

Yang Weidong, President of Youku, Alibaba Digital Media and Entertainment Group said, “I am confident that expanding our relationships with more international studios will further enhance our platform’s penetration into the home entertainment business and push the online video and OTT (over the top) businesses to greater heights.”

The agreements will also enable Youku users to have faster access to the latest and upcoming movies from each of the two studios such as Sony’s Blade Runner 2049, which was recently released in the cinemas and was highly acclaimed in China, and Jumanji: Welcome to the Jungle.

NBCUniversal will provide Youku with a full lineup of blockbuster Hollywood movies, including the entire collection of films from hit franchises such as The Fast and the Furious, Despicable Me, The Mummy and more. Sony Pictures Television will provide award-winning movie series such as Resident Evil, The Smurfs, and The Spider-Man.

To offer its users the best film offerings, Youku has been aggressively signing deals with international studios since 2015. Youku has also partnered with Disney, Warner Bros., Paramount, FOX and other major Hollywood companies.

Youku claims that its content reaches 580 million devices such as mobile phones, PCs, and televisions with 1.18 billion daily video views, as well as a wide selection of acquired movies in its library.

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Free time in smaller cities behind rapid growth in China’s entertainment market https://technode.com/2017/12/14/small-town-youngsters/ https://technode.com/2017/12/14/small-town-youngsters/#respond Thu, 14 Dec 2017 06:45:40 +0000 http://technode-live.newspackstaging.com/?p=60001 small town chinaYoung workers in China’s sprawling metropolises peck at their computers, worm through ugly commutes, and sometimes come home to find that their overpriced, run-down apartments are soon to be torn down. Many have moved to smaller cities where they can have a more comfortable life with more leisure time. These young souls are not as […]]]> small town china

Young workers in China’s sprawling metropolises peck at their computers, worm through ugly commutes, and sometimes come home to find that their overpriced, run-down apartments are soon to be torn down. Many have moved to smaller cities where they can have a more comfortable life with more leisure time. These young souls are not as tempted by the urban glamor as many would expect, and part of it might be because the country’s tech giants have kept them well entertained and contented.

“Life in small cities is much simpler,” says Xiao Ye, a 25-year-old mother of one. She runs a beauty shop in a small coastal city in south China. “The young people here like to hang out at bubble tea shops. The girls watch dramas and reality TV shows on their phones, and the guys play Honor of Kings on their phones.”

Unlike their parents’ generation, many young people in China’s lower-tier cities, which include prefecture- and county-level urban areas, have a college degree and a decent job. They stay in affordable and spacious homes, with plenty of disposable income.

Instead of spending on gyms or in bars as the urbanites would do in their spare time, China’s small-town youngsters (小镇青年) are pouring money into various forms of online entertainment: Videos, games, music, literature, and anime. The rapid development of broadband connection has made consuming digital content ever easier. According to media company GroupM, internet penetration in China reached 89% in Tier 3 and Tier 4 cities in 2016, closing in on 93% and 98% in Tier 2 and Tier 1 cities respectively.

Small-town leisure: Games, videos, and literature

Penguin Intelligence, the independent research unit of China’s online entertainment giant Tencent, recently released a white paper on how small-town youngsters aged 15~24 spend their leisure time. The report finds that 34.2% of the respondents spend over two hours on online video games. Online literature, along with online movies and TV shows, follows at around 19%.

small town chinese
Forms of online entertainment which small-town young Chinese spend over two hours on every day (Data source: Penguin Intelligence; graph by TechNode)

“I used to be on iQIYI for almost three hours a day,” says 21-year-old Xian Yu who left her small city to attend university in Guangzhou. “Now I rarely watch these shows because there’s a lot to do in the city.”

China’s appetite for mobile games is voracious. In 2017, revenue from the sector is booked at around RMB 110 billion ($16.62 billion), taking up 28% of the global revenue and almost on a par with the worldwide box office in 2016, says a recent report (in Chinese) by the China Culture & Entertainment Industry Association.

With its aggressive mergers and acquisitions as well as licensing deals, Tencent has gained a firm grip on the gaming industry domestically—and even globally. Its house-made Honor of Kings overtook Monster Strike in May to become the world’s top-grossing game, and the giant has set its sights on another potential winner, PlayerUnknown’s Battleground. Tencent has also made a mark in online literature through the impressive IPO of China Literature in Hong Kong this November.

Competition in the video market is fierce as consumer tastes get pickier and licensing fees surge. All major video platforms have started to bring production in-house to make dramas and reality shows. Baidu’s iQIYI, which is set to go for an IPO next year, has shown the commercial possibility of an internet-made show by reaping huge advertising revenues and generating month-long buzz on the Chinese social media.

Willingness to pay

Over the past two years, the hottest topic for China’s media business is the growing willingness to pay for digital content. According to the Penguin Intelligence report, movies and TV shows streamed online have the highest conversion rate—60% of free users will become paid subscribers. Online video games trail behind at 54.9%; online literature, anime, music, and live streaming hover around the 20% percentile.

This willingness to pay is matched by that of the urban youngsters, among whom 62.5% are willing to pay for online movies and TV shows, and 54.3% for games. The numbers signal the narrowing gap in consumer power between China’s big and small cities as a result of diminishing income divide. A decade ago, per capita disposable income for families in China’s smaller cities was 55% lower than those in top-tier cities; the difference has slipped to 45% today, notes Robin Xing, Chief China Economist at Morgan Stanley, in a June report.

“While much attention is paid to China’s largest cities, the country’s smaller urban centers could become the larger driver of growth and consumer spending in the coming decade,” says the Morgan Stanley report.

Converging tastes

Small-town young Chinese are not just becoming more like their urban counterparts in spending power, but also in tastes. This is reflected in the types of movies they watch online: Imported movies from the US and Europe are top picks in both demographics, domestic big productions come next, followed by internet-made ones. The small towns are no longer reliant on what is shown at the local cinemas as the internet provides a level playing field to see the outside world.

One exception in taste is anime, a field investors believe is primed for an explosive growth. Government officials also see the subculture as a component to their national plan to invigorate the country’s cultural industry. Anime, however, is still largely an urban phenomenon. Bilibili and AcFun, the top anime streaming sites in China,  have a combined 19.8% penetration rate among urban youngsters, compared to 14.8% in smaller cities.

“Due to different cultures and environments, the 2D culture [referring to anime, comics, and games] is more popular in Tier 1 and Tier 2 cities,” says the Penguin Intelligence report. “As more anime enter video streaming sites, however, the 2D culture will expect increasing penetration rates among small-town young people.”

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Toutiao and beyond: How Bytedance will keep making global headlines https://technode.com/2017/12/01/toutiao-and-beyond-how-bytedance-will-keep-making-global-headlines/ https://technode.com/2017/12/01/toutiao-and-beyond-how-bytedance-will-keep-making-global-headlines/#respond Fri, 01 Dec 2017 15:16:30 +0000 http://technode-live.newspackstaging.com/?p=59712 AI-powered news recommendation app Jinri Toutiao is as sticky as apps get. Plus the user data it generates could be far richer than the likes of social data harvested by WeChat. It has made its parent company Bytedance a major player in China’s tech scene. According to Liu Zhen, Bytedance senior vice-president for corporate development, […]]]>

AI-powered news recommendation app Jinri Toutiao is as sticky as apps get. Plus the user data it generates could be far richer than the likes of social data harvested by WeChat. It has made its parent company Bytedance a major player in China’s tech scene. According to Liu Zhen, Bytedance senior vice-president for corporate development, the company is going to continue to grow aggressively at home and abroad, following its recent acquisitions of News Republic and Musical.ly. Speaking at a briefing to journalists during Bytedance’s Global Festival for A.Ideas in Beijing, the first time Bytedance has spoken to a group of international journalists, Liu revealed:

  • Revenue for 2018 is expected to be around RMB 50 billion
  • 50% of time spent on Toutiao is on watching videos
  • 50% of revenue could come from overseas in five years’ time
  • A million content creators produce 20 million pieces of new content per day
  • 90% of content is moderated via AI, the rest by humans

Read more: See our report on Toutiao’s upcoming AI advances

Bytedance was started in 2012, after its founder Zhang Yiming realized when commuting that there were ever fewer news kiosks and that people were spending more time on their phones. Just five years later, Bytedance has over 200 million daily active users (DAU) across its apps and the flagship Jinri Toutiao sees its users spending 74 minutes a day on the app. “That’s probably the longest in terms of time spent on content platforms [in China],” said Liu.

“Traditionally we had a lot of OGC providersorganization generated content–but nowadays we see increasing numbers of PGC and UGC creators [professionally- and user-generated content] and now Toutiao has about a million what we call OGC/PUGC creators, with about 20 million new creations every day and about 90% of those are created by PGC an UGC,” said Liu, adding that users prefer these to longer reads by traditional media.

Distribution and long tail content are core strengths of the app. Its AI allows an efficiency of data handling that makes it easy to push obscure content to users. Content generators are incentivized by the platform, taking a share of advertising revenue. She would not divulge how much creators get for any specific metric.

Advertising is so central to the business model that the company “considers advertising as another form of content” via personalization.

Acquisitions are also vital to the company’s growth, though Liu said 10% of the company’s efforts went into acquisitions and 90% into improving the apps. Bytedance is pushing its apps–Toutiao is known as Topbuzz outside China–into Japan, Korea, Southeast Asia, Brazil and North America. Though in more mature markets they find it “easier to leverage existing platforms” by buying them. Topbuzz is doing particularly well in Japan, Tik Tok is proving a hit in Thailand.

“We realize that in mature markets where you have very high smartphone penetration, the IT infrastructure is already there and you have mature creator communities–there are synergies with those companies which have a very good brand, very good content, very good creators and follower [numbers]. What they’re lacking is a more efficient way to distribute their content to reach the audience. We could use the recommendation engine we have… They have the region coverage we don’t have.”

Bytedance has around a dozen platforms, many of which are video-based content. Internationally, video is vital. “For short video type products, it’s easier to make that a global platform,” said Liu. Speaking about the integration with recently-acquired US short video platform Musical.ly, Liu said,  “We share a vision of building a global video platform” for providing content access to the China market, and giving Chinese users access to overseas influencers and creators. The platforms will probably remain distinct as it is difficult to find success with apps that offer combinations of services such as news, messaging, microblogging, due to cultural differences and even language.

Liu would not be drawn on profitability for the company but stated that the business is “very healthy and capitalized:” “We will continue to aggressively grow. By acquisition or expanding into new markets”

The company has a range of priorities at home and abroad. Domestically, Toutiao will continue to work on advertising efficiency. Another priority there is driving growth for UGC short videos such as Douyin, Huoshan, Duanzi which have over 20 million DAUs and growing. Overseas growth is expected from Musically and Flipagram: “I believe Musical.ly is going to be a very strong brand and will be a strong focus for overseas expansion strategy,” said Liu.

The company reckons the ad market in China is huge and will continue to grow–“In China there’s still lots of potential space for us to continue our growth revenue-wise and user-wise”–yet in five years’ time half of revenue is expected to come from outside China, though argued it is very hard to plan anything beyond six months ahead given the pace of China’s tech scene. When pushed on revenue predictions for 2018, Liu acknowledged that RMB 50 billion is about right, though in future “Mature parts will be profitable, new parts will need more capital”.

Liu was not concerned about the hit app’s structure being copied before they have chance to expand worldwide. She stated they were building up Musical.ly and have 2,000 engineers and product engineers, plus five years’ experience moderating and recommending content. She was confident the company’s technology advantage, skills at monetization, driving growth and user acquisitions will help it grow internationally.

Back at home, competition could be fiercest. “Everybody in China is concerned about Tencent,” said Liu, “We all think more about how we co-exist.” However, one advantage Toutiao has over WeChat is the data it collects, both qualitative and quantitative. Toutiao gets gets 74 minutes a day of user data, on the user’s core interests. Compare that to a social platform. On a platform such as WeChat, user data is divided among different activities: “the data that you’re able to retrieve is less than from the reading data,” said Liu. WeChat knows a lot about its users, but not all of that data is useful in terms of targeting and servicing them better. News articles that friends recommend on WeChat might not be what you’re interested in.

There are dangers that the algorithms that have made the app so successful (and, let’s admit it, addictive) could over amplify certain types of content at the expense of others or even achieve a race to the bottom as clicks are rewarded. Liu said that the company wants to train its algorithm to be more like human beings and be able to push content that goes beyond just reflecting the interests it has got you pinned down to, but offer relevant general interest content to keep users interested.

Given the strict regulatory conditions Toutiao is working in, officialdom also has to be taken into account, but apparently this also has its positives according to Liu:

“We shouldn’t only purely focus on technology, but focus on social responsibilities and regulations and policies and take all those factors to train the algorithm to make the content better. We have data showing that the healthier the content is, the longer people tend to spend more time in the long term.”

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New report paints glowing future for online video in China, users finally ready to pay up https://technode.com/2017/11/30/new-report-paints-glowing-future-for-online-video-in-china-users-finally-ready-to-pay-up/ https://technode.com/2017/11/30/new-report-paints-glowing-future-for-online-video-in-china-users-finally-ready-to-pay-up/#respond Thu, 30 Nov 2017 10:15:32 +0000 http://technode-live.newspackstaging.com/?p=59623 Online video is booming in China. The number of users reached 565 million or 75.2% of the total online population, according to the China Netcasting Services Association (CNSA). The online broadcasting body just released an annual report on the online audiovisual environment in China which was presented at the 5th China Online Audio-visual Conference which kicked […]]]>

Online video is booming in China. The number of users reached 565 million or 75.2% of the total online population, according to the China Netcasting Services Association (CNSA). The online broadcasting body just released an annual report on the online audiovisual environment in China which was presented at the 5th China Online Audio-visual Conference which kicked off on Wednesday in Chengdu.

The report has identified five key trends in China’s online audio-visual sphere: the quality of audiovisual content is becoming better, mobile penetration for video consumption is increasing, more users are paying for content, and online videos are becoming a crucial part of the online entertainment ecosystem.

CNSA deputy secretary-general Zhou Jie has pointed out that the status of traditional media is declining. According to the survey data, more than 40% is users no longer have contact with traditional media. The mobile trend is especially notable—95% of users said they use mobile phones to watch online video programs.

Good news is that users are more likely to cash out for their favorite shows. More than 40% of users have paid for watching online videos and 25.5% of those who haven’t paid before said they are willing to chip in for good content. Compared with last year, the payment capacity has also improved: the number of users who pay more than RMB 40 a month for video content has increased from 20.2% in 2016 to 26% in 2017.

Zhou also said that the online audio-visual industry has become more standardized thanks to the strengthening of regulatory policy.

But not everyone seems to be pleased with the direction in which China’s online video industry is heading. In a speech, the deputy director of the PRC State Administration of Press, Publication, Radio, Film, and Television (SAPPRFT) Tian Jin called on all levels of radio and TV broadcasting institutions and online audio-visual institutions to clean up online programs and avoid their “poisoning.”

“Programs that are not approved or not broadcast on radio and television stations are also not allowed to spread on the internet,” said Jin. “[We will] resolutely put an end to the problem of programs with ‘unabridged edition,’‘deleted content,’ ‘highlights’ and similar names being broadcasted.”

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The rise of China’s pan-entertainment industry: A conversation with Creation Venture Partners https://technode.com/2017/11/27/pan-entertainment-creation-venture-partners/ https://technode.com/2017/11/27/pan-entertainment-creation-venture-partners/#respond Mon, 27 Nov 2017 05:08:29 +0000 http://technode-live.newspackstaging.com/?p=59238 jia keJia Ke excuses himself from the afternoon tea break with colleagues and gestures me to a glass-enclosed office: “So, what are we talking about today? The pan-entertainment industry?” The 34-year-old investor is the founding partner of Creation Venture Partners, a three-year-old Chinese venture firm focused on investing in the so-called “pan-entertainment” industry, a term coined by […]]]> jia ke

Jia Ke excuses himself from the afternoon tea break with colleagues and gestures me to a glass-enclosed office: “So, what are we talking about today? The pan-entertainment industry?”

The 34-year-old investor is the founding partner of Creation Venture Partners, a three-year-old Chinese venture firm focused on investing in the so-called “pan-entertainment” industry, a term coined by Cheng Wu, chief executive of Tencent’s filmmaking arm, back in 2011. The concept refers to multi-level products developed from intellectual property, such as games, anime, drama, films, and fiction. By its three-year anniversary in September, 70% of Creation Venture’s portfolio companies have completed follow-on investments, 35% have raised two rounds of funding, and 15% have raised three rounds.

The two-dimensional space

Jia grabs the cartoon cushion from his desk and sits in a chair across from me.

“Are you an erciyuan (二次元) fan?” I asked, pointing to the row of anime model figures lined up by the office window overlooking Shenzhen Software Park. The term erciyuan literally means the “two-dimensional space,” but comes to a concept originated from Japan referring to the subcultures of anime, comics, games (ACG), and sometimes light novels and plastic model figures. The term also alludes to the 2-D fictional world ACG fans reside in, in contrast to the 3-D “real” world.

“No, no, I’m far from that. At best, I’m a shouban (手办) fan,” Jia says, using the word for garage kits in Mandarin. “I’m too old for the two-dimensional space. She’s not,” Jia grins at Phoebe, his 20-something colleague who is taking notes for our meeting. The eleven-people venture firm has quite a few employees like Phoebe—ACG fans born after the 1990s.

Jia goes on to caution me not to oversimplify the definition of erciyuan. “Media outlets and amateurs today tend to lump things together as erciyuan, which has become a buzzword in the tech world in recent years. Not all manga belong to erciyuan, and not all post-90s Chinese are erciyuan users. My shouban are characters from Dragon Ball, but Dragon Ball doesn’t belong to erciyuan, and post-90s youngsters can be fans of hip-hop, which are completely different from erciyuan.”

The two-dimensional subcultures, once marginal in China, are gaining momentum as its core users grow up and their purchasing power increases. The term “two-dimensional economy” was coined in 2015 to refer to the consumption environment based on content from the 2D world.

“[Erciyuan] grew rapidly in 2016 and underwent a phenomenal explosion in 2017,” writes the China News Service, China’s second largest state-owned news agency, of the new trend. “China’s erciyuan population reached nearly 219 million in 2015 and 300 million in 2016. Each user is spending an average of RMB 1746.3,” the paper writes.

“Avoid calling the young generation two-dimensional fan, even if they are,” Jia adds. “You got to be more specific. Which sub-genre do they like? Which artist? Which author? They want to be perceived as unique. Entrepreneurs building a business in this industry should respect them and not confuse one vertical with another, otherwise, they will fail to win over the independent-minded young Chinese.”

Pan-entertainment and IP

From the onset, Creation Ventures has focused on the gaming industry; its initial funding came from Ourpalm, the $4-billion-valued mobile and web gaming company best known for a series of mergers, acquisitions as well as investments, including in Bilibili. Just as erciyuan started to enter China’s mainstream media, Jia and his team have started to venture away into other assortments of entertainment IP. “We thought erciyuan was getting obsolete and cliched. We’ve made enough investments in the field. What we are looking at now is content, or IP, in general.”

According to the Ministry of Industry and Information Technology, China’s pan-entertainment industry is worth about RMB 415 billion in 2016 and growing at 15% to reach RMB 480 billion in 2017 (in Chinese). Jia compares the investment strategy in pan-entertainment to a tree. At the root is content, which grows into IP (the trunk), and finally branches out into the development of these IPs. The third level doesn’t only refer to merchandise, but can be industry crossovers such as the Porsche-inspired Huawei Mate 9 smartphone, or the application of IP in VR/AR like Pokemon Go, Jia adds.

Chinese tech giants are also clamoring to capitalize on the fast-growing, lucrative industry. Like investors, they seek to build an “IP empire” through acquisitions, partnerships, and in-house projects across the production chain. At the upper level are anime and online literature, which can be adapted into film, TV dramas, music, and finally turned into games, offline shows, and merchandising products at the bottom.

For example, Tencent, the original brain behind pan-entertainment, has a foothold across all verticals: literature, making waves in the capital market through a successful IPO via China Literature; film and TV, taken care of by one of China’s largest video streaming platforms Tencent Video; music, where Tencent claims the biggest share of China’s music streaming market; and finally games, the tech giant’s most lucrative business.

“One of the earliest IPs to monetize in China is games,” said Jia at Creation Venture’s three-year anniversary in Shenzhen. “When I think about what the core of IP is, I conclude with three qualities. A good IP is an imprint on users, a medium for feelings and aesthetics, and a magnet for traffic… Ma Dong once said that people’s anxiety gives rise to the need for content,” Jia added, quoting the veteran media producer-turned iQIYI’s chief content officer. “I want to add another point: The inefficient use of time [commuting or waiting for public services] gives rise to big consumer spending in the content economy. In other words, people are bored.”

IP made in China

All content creators in China must face the issue of government control. Jia, however, seems unconcerned about the impact of media regulation on creators. “The bottom line is if you are going to make vulgar content, of course, the government will ban you. Like those live streaming platforms that direct users to so-called ‘beauty shows’ after midnight.”

“You have to understand China well. Media regulation has always been in place, not just because of the Congress this year,” Jia says when I ask for his view on the tightened media oversight ahead of the Communist Party’s twice-a-decade leadership reshuffle in October. “We are different from most of the countries because we have the so-called propaganda department, which prefers to see positive, uplifting thinking. Chinese might resemble Japanese on the surface because erciyuan is getting popular, but at the core, we are more like Americans—both countries embrace positivity.”

Jia gives the example of funv, a term originating from the Japanese fujoshi, which literally means “rotten women.”

“We have a portfolio company that produces content for funv. Morally there is nothing wrong with funv. It’s neither illegal nor propagating LGBT. Funv is simply a social phenomenon—some women fantasize about beautiful men falling in love. But content creators should have their bottom line. We’ve seen really disgusting funv content, which has definitely crossed the red line and should be banned. If you produce things that are positive and healthy, why should you be afraid of the censors?”

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PlayerUnknown’s Battleground to get China release via deal with Tencent https://technode.com/2017/11/22/playerunknowns-battleground-to-get-china-release-via-deal-with-tencent/ https://technode.com/2017/11/22/playerunknowns-battleground-to-get-china-release-via-deal-with-tencent/#respond Wed, 22 Nov 2017 07:26:47 +0000 http://technode-live.newspackstaging.com/?p=58978 PUBG mobile, Tencent BlueholeThe world’s current most popular game, PlayerUnknown’s Battleground (PUBG), is to be approved for release in China after “strategic cooperation” between Tencent and the game’s Korean developer PUBG Corporation, Tencent Games announced on Sina Weibo. The deal will give Tencent exclusive rights to the game in China. In late October, China’s media regulators announced that […]]]> PUBG mobile, Tencent Bluehole

The world’s current most popular game, PlayerUnknown’s Battleground (PUBG), is to be approved for release in China after “strategic cooperation” between Tencent and the game’s Korean developer PUBG Corporation, Tencent Games announced on Sina Weibo. The deal will give Tencent exclusive rights to the game in China.

In late October, China’s media regulators announced that the multiplayer PUBG was unlikely to receive a publishing license in China (in Chinese). The State Administration of Press, Publication, Radio, Film, and Television (SAPPRFT), is that the game is too bloody and violent.

According to Tencent’s Weibo announcement, Tencent’s senior vice president Ma Xiaoyi said that Tencent will provide the best localized operational support for the game and will work to improve the player experience, for example by expanding server capacity. Tencent will also cooperate with PUBG Corporation to “work with all live-broadcasting, media and online partners to create a fair, healthy and sustainable ecosystem” for the game.

The statement claimed:

“As an enterprise with a sense of social responsibility, as well as ensuring game play experience, Tencent will at the same time insist on providing gaming content that transmits a sense of educational guidance to users. For players who are minors there will be a particular focus on transmitting healthy cultural concepts and values.”

Tencent made further pledges to socialist values in the statement. SARFT’s late October announcement had been quite clear on such areas: “Similar to ancient Rome’s gladiator battles, [PUBG] severely deviates from China’s core socialist values, as well as Chinese traditions and morality, thus leaving a negative impact on the mind-body health of teenage consumers”.

Even without a publisher, China had been the game’s biggest market making up over 40% of its player base. Players here had complained about server lag impairing gameplay. PUBG takes its inspiration from the cult film Battle Royale and parachutes up to 100 players onto a deserted island where they have to find weapons to fight for survival.

TechNode has reached out to Tencent for comment and will update when we get a response.

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China’s version of Twitch secures fresh D round and starts to make profits https://technode.com/2017/11/21/chinas-version-of-twitch-secures-fresh-d-round-and-starts-to-make-profits/ https://technode.com/2017/11/21/chinas-version-of-twitch-secures-fresh-d-round-and-starts-to-make-profits/#respond Tue, 21 Nov 2017 00:47:02 +0000 http://technode-live.newspackstaging.com/?p=58910 DouyuChina’s live-streaming frenzy is still on, at least in the e-sports space. Douyu TV, China’s Twitch counterpart, just finalized an undisclosed amount in a Series D round led by CMB International. The funding size is over RMB 1 billion ($150 million), raised at a valuation of over RMB 10 billion, according to local media citing […]]]> Douyu

China’s live-streaming frenzy is still on, at least in the e-sports space. Douyu TV, China’s Twitch counterpart, just finalized an undisclosed amount in a Series D round led by CMB International. The funding size is over RMB 1 billion ($150 million), raised at a valuation of over RMB 10 billion, according to local media citing people familiar with the matter.

After the round, the Hubei and Shenzhen arm of CMB International will take 4.69% and 0.53% stakes in Douyu TV. State-backed Nanshan Capital, an existing investor of the company, will control 0.04% of the firm through this round. Douyu TV‘s previous $100 million C round was led by Tencent in 2016.

On top of the funding news, Douyu TV also disclosed that it is recording profits now and is expanding actively through external investments. As of present, the firm has invested in 11 live-streaming and video game startups, including e-sports club LCD-Gaming, e-sports fan community Famulei.com and live video streaming social network NonoLive.

Founded in 2013, Wuhan-base Douyu TV is the apparent frontrunner in China’s live e-sports broadcasting vertical. The company claims it controls over 70% of the market after gathering 30 million daily active users and nearly 200 million monthly active users.

However, Douyu TV is not without competitors. Panda TV, a live-streaming venture created by Wang Sicong, the only son of Chinese billionaire Wang Jianlin, just received RMB 1 billion funding in May this year. Other players in the field include Tencent’s Penguin E-sports and Huya.

Behind the hefty investment comes the e-sports and live-streaming boom in China, a market which worth RMB 40 billion last year.

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Q&A platform Zhihu just opened a pop-up shop, attracting brands https://technode.com/2017/11/15/zhihu-pop-up-shop/ https://technode.com/2017/11/15/zhihu-pop-up-shop/#respond Wed, 15 Nov 2017 03:17:57 +0000 http://technode-live.newspackstaging.com/?p=58564 zhihuThe Chinese Q&A platform Zhihu put up a pop-up shop this week at Beijing’s fashion and shopping hub Sanlitun, attracting the city’s knowledge lovers as well as brands looking to tap into the platform’s well-educated, wealthy user base. Named the “Don’t Know Clinic” (our translation of 不知道诊所), the offline installation featured six “hospital departments” with booths themed around […]]]> zhihu

The Chinese Q&A platform Zhihu put up a pop-up shop this week at Beijing’s fashion and shopping hub Sanlitun, attracting the city’s knowledge lovers as well as brands looking to tap into the platform’s well-educated, wealthy user base. Named the “Don’t Know Clinic” (our translation of 不知道诊所), the offline installation featured six “hospital departments” with booths themed around popular questions asked on Zhihu.

Over the past six years, the Beijing-based startup has risen to become the go-to website and app for knowledge sharing and searching. According to research firm iResearch (in Chinese), 80.1% of Zhihu users have a bachelor degree or above (in Chinese), and 76% of the users are in the middle- and upper-income tiers. In September the platform reached 100 million registered users (in Chinese) who spend an average of one hour per day, the company said.

Despite Zhihu’s steady growth and positive reputation among Chinese elites, industry observers have been questioning its money-making capacity. So far the company hasn’t revealed much about its financials but this week’s pop-up shop sheds some light on its commercial possibilities.

zhihu
Zhihu’s pop-up shop in Beijing this week attracted a lineup of brands (Image credit: @Kelly涵宝宝 on Weibo)

Divided into “surgery”, “dental”, “psychology”, “ENT” (eyes, nose, throat), “radiology”, and “internal medicine”, the offline store partnered with brands and key opinion leaders who acted as answer contributors. For the question “What are some of classic sneakers?” for example, Nike placed its line of signature shoes in rows of glass display boxes. The question “What perfume smells like mist in a forest?” hosted perfume brand Aro Mag’s “Reading Lab” that let attendees test shelves of scents.

Like Weibo and WeChat, Zhihu allows organizations and companies to set up their own official, verified accounts to connect with customers. As of September, the knowledge platform has attracted over 3,000 enterprises, media, government organs, research institutes (in Chinese), NGOs and the likes, the company says. Some of Zhihu’s current revenue streams are organic advertising, online live Q&A events, and e-publishing. It also recently became a darling to Chinese recruiters. The company achieved unicorn status in January as it completed a $100 million Series D round.

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With “3 x 10 billion” open platform, Tencent is transforming into a big content company https://technode.com/2017/11/10/with-3-x-10-billion-open-platform-tencent-is-transforming-into-a-big-content-company/ https://technode.com/2017/11/10/with-3-x-10-billion-open-platform-tencent-is-transforming-into-a-big-content-company/#respond Fri, 10 Nov 2017 11:47:15 +0000 http://technode-live.newspackstaging.com/?p=58376 Tencent New Tech and Big ContentTencent announced its ambition to transition from being a tech company to a “new tech + big content” company at the seventh annual Tencent Global Partners Conference held in Chengdu this week. Traffic, resources and commercialization support will all be provided for content creators in greater quantities to fuel the transition and protect the resulting […]]]> Tencent New Tech and Big Content

Tencent announced its ambition to transition from being a tech company to a “new tech + big content” company at the seventh annual Tencent Global Partners Conference held in Chengdu this week. Traffic, resources and commercialization support will all be provided for content creators in greater quantities to fuel the transition and protect the resulting copyright.

The headline message at the conference was the “3 x 10 billion” support for driving the transition to content. Sounding more like a Chinese political campaign, it is actually designed to make content production easier, allowing creators to make more diverse content for more channels which will then be made available on a revenue sharing basis with Tencent taking a cut of profits. To protect these revenues, and those going to creators, more will be done to protect the content’s copyright.

After subsequent clarification with Tencent staff, the three elements are as follows. (It’s also worth bearing in mind that, in Chinese, numbers such as a hundred and ten thousand can be used to mean “a lot”.)

10 billion traffic: traffic is the life source for Tencent’s partners. Tencent can turn it on and off, allowing entrepreneurs to access vast numbers of potential users. After clarification from Tencent staff, we leant that the 10 billion figure itself is a vague representation of the amount of traffic generated per day across Tencent’s various channels such as WeChat, QQ, QQSpace.

10 billion industry resources: this is an RMB amount ($1.5 billion) and not all strictly an investment but the making available on demand resources up to this value. This includes tech services such as AI, APIs, cloud computing and storage available on demand. Plus WeStart incubators (already 32 across China) and the building of studios and adding content-making equipment to incubators. Tencent’s Qingteng University for entrepreneurs is in this category.

10 billion commercialization and revenue sharing: another RMB amount, this time of money available for commercializing the content provided, against Tencent revenues. Tencent will take a cut of revenues that come from the sale of content generated through the platform. Further efforts will be made in enforcing copyright through IP化 (IP-ification).

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Tencent’s China Literature sets record as demand for e-book stock spikes https://technode.com/2017/11/08/china-literature-stock-spike/ https://technode.com/2017/11/08/china-literature-stock-spike/#respond Wed, 08 Nov 2017 05:37:08 +0000 http://technode-live.newspackstaging.com/?p=58161 china literature, internet literatureTencent’s China Literature broke the record set by online insurer ZhongAn before it started trading on the Hong Kong Stock Exchange on Wednesday. Investors overbought the stock of China’s largest online publishing and e-book site by over 600 times, surpassing ZhongAn at 391 times. The brand effect of Tencent has turned China Literature into a hot stock, suggests Alvin Cheung, a director for […]]]> china literature, internet literature

Tencent’s China Literature broke the record set by online insurer ZhongAn before it started trading on the Hong Kong Stock Exchange on Wednesday. Investors overbought the stock of China’s largest online publishing and e-book site by over 600 times, surpassing ZhongAn at 391 times.

The brand effect of Tencent has turned China Literature into a hot stock, suggests Alvin Cheung, a director for Prudential Brokerage, to SCMP. The stock started trading above HK$90, compared with the offer price of HK$55, and rapidly climbed to HK$104 as of this writing. The e-book giant raised about $1.1 billion through the IPO, making it the city’s second-largest stock sale by an internet company in 2017 after ZhongAn. The funds will be used for acquisitions and expanding its digital publishing business, Reuters IFR reported.

The e-book site has a business akin to Amazon’s Kindle Store, operating a platform of 9.6 million literary works from over six million authors. About 6% of its nearly 200 million monthly active users paid to read in the first half of the year. Most of its traffic has come from phones amid a booming market for mobile reading, which reached RMB 11.86 billion in revenue by the end of 2016, according to data from Analysys.

The profitable China Literature earns revenues when users pay for a book after sampling the first few chapters. The e-book site also makes money by licensing its popular content to film, TV, and game producers. 

Tencent owns an ecosystem of entertainment businesses, the most lucrative of which is its gaming division. Tencent Music Entertainment Group, which gobbles up over 75% of China’s online music streaming market, is also on course for an IPO. Tencent Video takes up about 33% of Chinese users with online one video app as of July.

Tencent currently owns 62% of China Literature, while private equity firm Carlyle Group LP  has a 12.2% stake. The e-book company, now the country’s biggest online book publisher, was founded in 2014 through a merger of Tencent Literature and Cloudary, which Tencent later acquired.

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Bilibili and regulation: How one video company is thriving on youth-generated content https://technode.com/2017/11/07/bilibili/ https://technode.com/2017/11/07/bilibili/#respond Tue, 07 Nov 2017 09:05:21 +0000 http://technode-live.newspackstaging.com/?p=57946 bilibiliOn the morning of July 13, users woke up to find that the majority of foreign TV shows and films had disappeared from Bilibili, an online video sharing and social platform. Months before the 19th Communist Party Congress, China’s tech firms had already been feeling the chill of media regulation. Real-name registration was enforced for users and many companies hired extra staff […]]]> bilibili

On the morning of July 13, users woke up to find that the majority of foreign TV shows and films had disappeared from Bilibili, an online video sharing and social platform. Months before the 19th Communist Party Congress, China’s tech firms had already been feeling the chill of media regulation. Real-name registration was enforced for users and many companies hired extra staff to screen online discussions.

Bilibili announced (in Chinese) the next day that the blackout was a result of “self-censorship” without elaborating on what that entailed. There was no notice from state media watchdogs. Fans flocked to online forums fathoming what might have happened, lamenting Bilibili’s future prospects in an increasingly strict media environment.

In the past eight years, Bilibili has evolved from an obscure and sometimes marginalized community for anime, comic, and gaming (ACG) fans into a “spiritual home” for over 7,000 culture groups that has turned the heads of Chinese tech titans. A whopping 90% of its users are under 25, who post, view, and comment on videos in the form of danmu, real-time audience commentaries that roll across and atop the streamed videos.

BILIBILI
Users trying to access foreign TV shows and films on Bilibili after July 12 are met with the message: “This video has disappeared”

The Pessimists

Netizens came up with two theories to make of Bilibili’s content blackout—copyrights infringement, or media crackdown.

For years, the video sharing site thrived under contribution by the so-called “porters”—fans who volunteer to transport programs from other websites once a new episode is released. This speculation was dismissed by many because much of Bilibili’s foreign content was long gone by the time of the incident. In recent years, China has been stepping up its copyrights oversight. Well-oiled video streamers like iQIYI, Youku-Tudou, and Tencent Video, who respectively belong to the Chinese tech trinity of BAT (Baidu, Alibaba, Tencent), started to gobble up exclusive licensing deals for popular content, forcing smaller sites like Bilibili to clean up.

Moreover, Bilibili has been buying its own content to meet the needs of its core ACG users. But owning copyrights doesn’t mean Bilibili is free to stream anything. Among the videos that got pulled down in July were shows that Bilibili had already bought, including the smash hit Japanese TV series Shinya Shokudo.

This is where the theory of media crackdown came into play. In China, foreign programs can be pulled if they are deemed too popular or pose a threat to domestic content. Foreign entities are already restricted from publishing content online without having a local media partner.

Chinese companies are not immune either. In 2014, the nation’s media watchdog State Administration of Press, Publication, Radio, Film and Television (SAPPRFT) unveiled a tough stance to regulate video streaming services: If websites do not seek a license from SAPPRFT for their foreign programs by April 1, 2015, they won’t be able to broadcast them online. By the end of that April, shows like The Good Wife and The Big Bang Theory were yanked from a number of popular video sites.

Obtaining that audio-visual publishing license isn’t easy. “Everyone is circumventing the system, that is, settling the problem by acquiring a company with a broadcasting license,” Chen Taifeng, vice president of Yixia Technology, Weibo’s official live streaming partner, told local media.

Bilibili actually holds that official license. Earlier in June, Bilibili’s arch-rival AcFun, along with Sina Weibo (NASDAQ: WB) and Phoenix New Media (NYSE: FENG)’s news portal ifeng.com, were asked to stop streaming videos for they have “provided audio-visual services without gaining the appropriate certificates,” SAPPRFT said in a statement. There was another verdict: These sites have been screening many politically-related programs that do not conform with state rules.

While Bilibili was undergoing self-censorship over the night of July 12, AcFun also shuttered its entire TV show and film channel. The lack of government approval might have explained why AcFun suffered a bigger loss from this wave of media crackdown, says Yiyi Yin, who researches pop culture and cinema studies at the Chinese University of Hong Kong.

Did Bilibili, who now holds not only content copyrights but also the government green light, cross the political line like its competitor did? One would need to inspect all of the missing content to find out.

The Optimists

On October 9, three months after Bilibili’s self-censorship exercise, third-party data firm JPush published a seemingly perplexing number: Contrary to the pessimistic public view, Bilibili saw an average of 553,000 new users added to its mobile app each day from July 14-31.

“Foreign films and TV shows only make up about 5% to 10% of Bilibili’s traffic, so the unshelving will not create a noticeable impact,” Bilibili responded in a statement. The user growth during this period was reflective of the website’s steady uptrend in user number in the last six months, according to analysts.

“Most users are still used to watching original user-generated content,” Bilibili adds. This means that the UGC-driven site does not have to rely on licensing expensive programs—which the media regulators mainly target at the moment—to acquire users like conventional video streaming services do.

“Compared to other websites who are betting big on content licensing or producing their own, the impact of heightened media regulation on Bilibili is actually not that obvious,” Kenneth Tang, who oversees JPush’s research division, told TecNode.

Instead of calling it a video streaming website, some have proposed to call Bilibili a social platform for youths. The experiences of a video inundated with text and an originally pleasing video remade mad perplexes the older generations. But to young Chinese, mashup videos are outlets of fandom and creativity and danmu, which Bilibili has popularized in China, acts as a participatory tool.

danmu
A mashup video of the blockbuster Japanese animated movie Your Name posted on Bilibili, with danmu flying by

Some leave danmu on to find a sense of companionship as they sit alone in front of the screen. Others, who have seen a video first without danmu, come back for the commentary which are often no less incisive than professional film critiques. To maintain the exclusiveness and “quality” of its user base, Bilibili sets a high bar for newcomers: One must either receive an invitation or score 20/40 in a Bilibili-related quiz under 120 minutes to successfully register.

User participation isn’t limited to pop cultures. Yin’s research suggests that the mostly entertaining site can also inspire public discussion. “As a subcultural space, Bilibili enables youth to organize their own community. In addition, it provides the technological infrastructure for the youths to play with certain form of public discussions.” The research examines the instance in which the court hearing on Kuaibo was uploaded onto Bilibili, where young users “create, entertain and celebrate jokes and myths around the case.”

“When I first knew about Bilibili, I had the same reaction as most post-80s and even post-70s, that danmu is against human nature,” said Wang Shiyu, managing partner of one of Bilibili’s investors K2VC, in his blog (in Chinese). “But then I saw Bilibili’s numbers. Besides the millions of daily active users, the number of commentaries and activeness of video uploaders is very good too. Users are also extremely sticky. This boosted my confidence in investing in it.” As of July, the site boasts 100 million active users.

The Future

Though anime is still the most consumed video type on Bilibili, new channels such as technology and lifestyle have been added to appeal to China’s next generations. Old users protest at the move, complaining that it would “pollute” Bilibili. The company is obviously not contented with being an ACG-only hub on its way to let “everyone find the content they like and the friends who share common interests.” Bilibili will also need to prove user growth and revenues if its IPO rumor materializes. The user registration quiz has already gotten easier and shorter—there used to be 100 questions. The site currently makes money from selling paid subscriptions, imported and self-made games, as well as ACG merchandise. It declined to comment on its profitability.

“I used to devote all my weekends to Bilibili, incessantly refreshing the homepage for new video uploads, not just anime episodes, but all the stuff that we ACG fans like. But I don’t use it as often now,” says Phillip Yuan, a 24-year-old graduate student at Shenzhen University. “It’s changed a lot through the years. Now you see a lot of non-ACG stuff.”

The danmu and UGC phenomenon that has let youth participation bloom and Bilibili thrive is also looking rocky. Any form of restriction on original content will hamper user interaction and video mashup production, Tang suggests.

“I think the major impact of the regulation is that it will scare many users who tend to think Bilibili and other subcultural sites are not their safe space anymore,” Yin echoes that sentiment, though expressing some cautious optimism. “The video industry, as well as ACG industry, are still commercially significant so that the restriction itself is negotiated with capital as well. There is still room for related youth practices and consumptions to carry on.”

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Southeast Asia is a blue ocean for Chinese gaming firms: report https://technode.com/2017/11/07/southeast-asia-is-a-blue-ocean-for-chinese-gaming-firms-report/ https://technode.com/2017/11/07/southeast-asia-is-a-blue-ocean-for-chinese-gaming-firms-report/#respond Tue, 07 Nov 2017 06:15:08 +0000 http://technode-live.newspackstaging.com/?p=58097 Like the mobile payment industry, China’s gaming market is a highly cleaned-up field, where Tencent and NetEase take a dominating 70% of the market. Instead of diving into the competitive market, increasing domestic internet companies are turning their sights to Southeast Asia (SEA), a relatively untapped region that not only shares a similar culture with […]]]>

Like the mobile payment industry, China’s gaming market is a highly cleaned-up field, where Tencent and NetEase take a dominating 70% of the market. Instead of diving into the competitive market, increasing domestic internet companies are turning their sights to Southeast Asia (SEA), a relatively untapped region that not only shares a similar culture with China but also has more relaxed control from the governments.

A recent report from market research firm Niko Partners further demonstrates the potential of this area by giving impressive projections for the market size. The combined PC online and mobile games revenue in SEA is projected to reach $2.2 billion in 2017, rising to $4.4 billion by 2021, the report pointed out. This forecast has been revised upward from last year, based on the strength of e-sports and new hit international games entering the SEA market.

The number of PC online and mobile gamers in SEA is projected to reach 300 million by the end of 2017, rising to more than 400 million by 2021.

171027_NIKO_Infographic_Mobile-Games_simplified_V01-800x450
Image credit: Niko Partners

Like elsewhere in the world, mobile games are recording a strong uptick in revenue, expecting to surpass PC games revenue in 2018. However, mobile games revenue is additive, not cannibalizing, PC games usage, the report added.

In the wake of globalization initiative of Chinese tech giants, several domestic companies have been accelerating their layout in the SEA region, including Alibaba Games, Perfect World, LineKong, and more.

Tencent has already established a foothold in the region with investment in Sea Limited, (formerly known as Garena) a leader in SEA for PC and mobile games operations and distribution. The company went public on last month in the US, raising $884 million in the IPO.

“E-sports has had a huge impact on the Southeast Asia region and is the primary driver for the explosive growth in PC online games. The heavy growth of the MOBA genre is a major contributor to mobile e-sports as well,” said Lisa Cosmas Hanson, managing partner of Niko Partners.

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Tencent’s China Literature $1.1bln IPO speaks volumes about value of IP in China https://technode.com/2017/11/02/tencents-china-literature-1-1bln-ipo-speaks-volumes-about-value-of-ip-in-china/ https://technode.com/2017/11/02/tencents-china-literature-1-1bln-ipo-speaks-volumes-about-value-of-ip-in-china/#respond Thu, 02 Nov 2017 01:38:33 +0000 http://technode-live.newspackstaging.com/?p=57842 Online reading tencent ebook china literatureChina Literature (阅文集团), the online reading unit of Chinese tech giant Tencent, has raised $1.1B after pricing its Hong Kong IPO at the top of its range, Bloomberg reports. The company, which Tencent has a 65.38% stake, offered 151.37 million shares globally at an indicated range of HK$48 to HK$55 each. Following this hefty IPO, Tencent […]]]> Online reading tencent ebook china literature

China Literature (阅文集团), the online reading unit of Chinese tech giant Tencent, has raised $1.1B after pricing its Hong Kong IPO at the top of its range, Bloomberg reports. The company, which Tencent has a 65.38% stake, offered 151.37 million shares globally at an indicated range of HK$48 to HK$55 each.

Following this hefty IPO, Tencent is planning another listing for its music spin-off in the near future. “It’s already fielding pitches from banks to handle an IPO for its music arm that could raise at least $1 billion next year,” the report citing people with knowledge of the matter.

China’s heated battle for online publishing broke out in 2013 when new players enter the arena poised to challenge existing incumbents. To tap the rising trend, Tencent acquired China Literature’s predecessor, Cloudary Corp., which was owned by Shanda Interactive Entertainment Ltd., for $730 million in 2014.

In China, a whole new industry chain surrounding online literature IPs is taking form and now involves music, games, TV dramas, and movie production. Tencent, Alibaba, and Baidu have all entered the battle to compete for the best IPs. For example, the TV version of Chinese fantasy epic Eternal Love, based on stories written by online novelist Tang Qi, became an instant hit at the beginning of this year. The film, OST,  and mobile game version all thrived in the wake of this heat.

The global capital market has been responding exceedingly well to China’s tech stocks in the past few months. Both Hong Kong and the US, the two main destinations for an overseas listing of Chinese companies, have recorded sizable listings from domestic tech firms from online-only insurance service ZhongAn to small loan lending platform Qudian.

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Chinese regulator slams PUBG-like games, but Xiaomi is still launching new feature https://technode.com/2017/10/31/chinese-regulators-slams-pubg-like-games-but-xiaomi-is-still-running-one/ https://technode.com/2017/10/31/chinese-regulators-slams-pubg-like-games-but-xiaomi-is-still-running-one/#respond Tue, 31 Oct 2017 02:49:07 +0000 http://technode-live.newspackstaging.com/?p=57711 xiaomi guns pubgChinese media regulators announced on Friday that PlayerUnknown’s Battlegrounds (PUBG), the world’s most popular computer game of the moment, will probably not receive a publishing license in China. Soon after, however, China’s smartphone giant Xiaomi held a launch event for a new PUBG-like feature for their mobile game Xiaomi Guns (小米枪战). The problem with PUBG, according to the State Administration […]]]> xiaomi guns pubg

Chinese media regulators announced on Friday that PlayerUnknown’s Battlegrounds (PUBG), the world’s most popular computer game of the moment, will probably not receive a publishing license in China. Soon after, however, China’s smartphone giant Xiaomi held a launch event for a new PUBG-like feature for their mobile game Xiaomi Guns (小米枪战).

The problem with PUBG, according to the State Administration of Press, Publication, Radio, Film, and Television (SARFT), is that it’s too bloody and too violent (in Chinese). “Similar to ancient Rome’s gladiator battles, it severely deviates from China’s core socialist values, as well as Chinese traditions and morality, thus leaving a negative impact on the mind-body health of teenage consumers,” the body’s statement said. As such Chinese media regulators advise gaming companies to avoid developing games or related products such as live streaming platforms or e-sports which carry that ideology.

Published by South Korea’s Bluehold Inc., PUBG’s concept is similar to the young-adult dystopian fiction The Hunger Games, in which players are stranded on a remote island where they were told to scavenge for weapons and kill other players to win. The game has sold nearly 18 million copies globally since its release in March as of this writing, according to data from SteamStats, the data service for online PC gaming platform Steam.

Although PUBG doesn’t currently have a local publisher in China, 41.62% of its players have come from China—the largest player base—by October 17th. Meanwhile, Chinese players have complained about high server lag as Bluehole struggles to deal with the influx. Tencent, China’s social media giant who is also a top gaming publisher globally, was in discussion to purchase PUBG’s licensing rights in China.

Eyeing PUBG’s massive success, Chinese publishers have flocked to make PUBG-like games, one of which is Xiaomi Guns. The game did not have a PUBG experience until October 18, when Xiaomi’s founder and CEO Lei Jun announced the soon-to-come popular feature through his Weibo account. The launch event on Monday signals that Xiaomi has gotten a nod from the content regulators, a Chinese PUBG expert told TechNode. They prefer to remain anonymous.

“It’s not impossible for PUBG-like games to get government approval down the road, if they modify the content according to the official rules, or if they have close ties with the content regulators,” the expert added. “The reason why Xiaomi Guns is able to release the PUBG feature is likely because the game was approved before carrying the now controversial feature.”

Nasdaq-listed NetEase, the second largest gaming publisher after Tencent in China, issued a notice (in Chinese) on Monday that it will adjust its content in accordance with the government rulings over PUBG-like games as soon as possible. NetEase was the major force in helping to get World of Warcraft back online in China in 2010 by taking “necessary corrective measures” to address the government’s issue with the monster-fighting game.

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Sogou input, Taobao, and JD Daojia mobile apps dominate penetration rates in Q3 2017: Jiguang report https://technode.com/2017/10/29/jiguang-q3-2017-report-apps/ https://technode.com/2017/10/29/jiguang-q3-2017-report-apps/#respond Sun, 29 Oct 2017 09:37:04 +0000 http://technode-live.newspackstaging.com/?p=57606 As smartphones have become more and more accessible, China has seen a vibrant mobile app scene, ranging from gaming and shopping to dating. In the third quarter of 2017, smartphone users in China downloaded 34 apps on average and used the apps for an average 3.7 hours per day, according to a report from the […]]]>

As smartphones have become more and more accessible, China has seen a vibrant mobile app scene, ranging from gaming and shopping to dating. In the third quarter of 2017, smartphone users in China downloaded 34 apps on average and used the apps for an average 3.7 hours per day, according to a report from the Chinese mobile data research firm Jiguang.

Jiguang recently put together a data report on the overall ranking of the mobile apps across verticals in the third quarter of 2017. Here are some of the highlights.

Sogou dominates the keyboard input method vertical

Data source: Jiguang
Recreated by TechNode (Data source: Jiguang)

Sogou (搜狗) dominated the keyboard input method vertical with a high penetration rate at 41.2% in September, boasting 150 million daily active users (DAU). Baidu came in second with a 25.7% penetration rate, and saw 49 million daily active users. The third largest player went to iFly (讯飞) with its penetration rate at 13.6%. It has 34 million daily active users.

Taobao remains dominant on mobile

The e-commerce sector remains a very hot and very competitive vertical. Taobao (mobile), unsurprisingly, topped the list with the penetration rate at 51.3%, while JD (mobile) followed behind with an 18.4% penetration rate.

However, it’s worth noting that JD saw a higher quarter-on-quarter growth rate than Taobao, where the former secured a 5.1% growth rate and the latter saw 1.0% growth. Following closely with JD, VIP (唯品会, formerly known as Vipshop.com) came in third with the penetration rate at 15%.

JD Daojia (京东到家) leads the fresh produce O2O vertical

With “New Retail” strategy becoming a buzzword in the retail sector, more and more retailers are looking to online-to-offline development–delivery fresh produce to consumers’ homes. Among the players, JD topped the chart with its Daojiao app with the penetration rate at 0.29%.

Closely following JD was the Tencent-backed Miss Fresh (每日优鲜) with its penetration rate at 0.26%. It’s important to underline the fact the Miss Fresh’s business has been burgeoning and has seen a 33.9% quarter-on-quarter growth. Initially starting out with offline fresh produce sales, Pagoda (百果园) came in third with a 0.09% penetration rate.

Didi continues to lead the ride-hailing service sector

Recreate by TechNode (Data source: Jiguang)
Recreate by TechNode (Data source: Jiguang)

Didi Chuxing, China’s leading car-hailing service, remains the largest player with an 11.3% penetration rate. UCAR (神州专车) came in second with the penetration rate at 1.16%. UCAR may appear to fall a lot behind Didi; however, it’s important to underline the fact that UCAR saw a 44.4% quarter-on-quarter growth, reflecting that the UCAR is a player which we shouldn’t overlook.

Mobike and ofo dominate the bike-rental market

It didn’t come as a surprise that the top two players in the bike-rental vertical are Mobike and ofo. As more players have either gone out of business in the bike-rental sector in the third quarter this year or were revealed to have issues with deposit withdrawals, it’s clear that Mobike and ofo have both secured stable spots in the industry.

Mobike held a 5.6% penetration rate, and ofo saw its penetration rate at 5.2%. In terms of DAU, Mobike surpassed ofo and had 5 million daily active users in September.

Honors of King leads the mobile gaming sector

Honors of King saw the most traffic among apps in the gaming sector, with its penetration rate at 23.9%. Its DAU number, however, has slightly declined from 7.1 million in July to 6.8 million in September.

Kaixin Xiaoxiaole (开心消消乐) came in second with a 12.7% penetration rate, and Fight the Landlord (欢乐斗地主) secured the third place with the penetration rate at 8.7%.

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Honour of Kings opens for pre-registration in North America with name “Arena of Valor” https://technode.com/2017/10/20/honour-of-kings-opens-for-pre-registration-in-north-america-with-name-arena-of-valor/ https://technode.com/2017/10/20/honour-of-kings-opens-for-pre-registration-in-north-america-with-name-arena-of-valor/#respond Fri, 20 Oct 2017 09:54:01 +0000 http://technode-live.newspackstaging.com/?p=57333 Tencent’s top-grossing game Honour of Kings has opened for pre-registration in North America with its rebranded overseas version, “Arena of Valor”, to be available on iOS, Android and Nintendo Switch, Chinese media  Sohu is reporting. The first report of Tencent’s “free-to-play MOBA (Multiplayer Online Battle Arena)” game Honour of Kings landing in Europe and the United States […]]]>

Tencent’s top-grossing game Honour of Kings has opened for pre-registration in North America with its rebranded overseas version, “Arena of Valor”, to be available on iOS, Android and Nintendo Switch, Chinese media  Sohu is reporting.

The first report of Tencent’s “free-to-play MOBA (Multiplayer Online Battle Arena)” game Honour of Kings landing in Europe and the United States game market traces back to this July. Foreign media said this move is a “curve strategy” for Tencent to attract overseas gaming fans.

Nintendo has announced that the “Honour of Kings” will be available on the Nintendo Switch platform in September, which brought a polarized reaction from game players and investors. Game players, especially Chinese players who tried out overseas version of Honour of Kings on Switch and either showed restrained or opposed attitude. There was even a game player who wrote a long article to explain why Tencent is not suitable for the Switch platform.

Related investment and the industry is generally favorable to this Tencent move. Citigroup said that it is too early to comment on whether the current “Arena of Valor” will be successful or not, and this will help “Honour of Kings” to expand its global gamers, especially in the United States and Japan. Citigroup also said that if the “Arena of Valor” in the Nintendo’s Switch platform is successful, it will help the success of “Honour of Kings” mobile version in the long term.

Currently, overseas version of “Honour of Kings” has landed in Southeast Asia, South Korea, UK and other regions, but the game is not as popular as it is in China. In the UK, “Arena of Valor: 5v5 Arena Game” is not even on the top 200 game chart. When it comes to the MOBA genre, most players in Europe and the United States still prefer playing  MOBA games on PC such as DotA2 and LoL, rather than playing it on mobile.

The game is seeing fluctuating rank in Southeast Asia and South Korea region, ranking inside top 100 game chart. Despite Tencent’s efforts to localize “Honour of Kings” to meet gamer’s taste in different regions, it seem to have little effect on the overall result.

In South Korea, “Honour of Kings” is named Pentastorm (펜타스톰) and launched through Kakao. The Chinese game ranked 15th among all iOS app games in South Korea based on the data gathered in this July by Daily Game (in Korean). In a country famous for e-sports matches, Arena of Valor International Championship: Asia 2017 (AIC Asia 2017) will be held on November 24th and 25th for semi-final and final match, gathering top game teams from South Korea, Taiwan, Vietnam and Indonesia.

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Chinese video giants are becoming production powerhouses https://technode.com/2017/10/13/chinese-video-giant-production-powerhouses/ https://technode.com/2017/10/13/chinese-video-giant-production-powerhouses/#respond Fri, 13 Oct 2017 07:55:18 +0000 http://technode-live.newspackstaging.com/?p=56723 “When it comes to quality of reality shows, internet companies are really closing in on or have even surpassed their TV counterparts,” Chulin Luo, who has been on the production crew of several Chinese blockbuster TV shows, recently told TechNode. That sentiment reflects a new normal in the video production industry. Chinese video sites have rolled up their sleeves to make […]]]>

“When it comes to quality of reality shows, internet companies are really closing in on or have even surpassed their TV counterparts,” Chulin Luo, who has been on the production crew of several Chinese blockbuster TV shows, recently told TechNode.

That sentiment reflects a new normal in the video production industry. Chinese video sites have rolled up their sleeves to make original content—from mainstream sitcoms and reality shows to the more niched genres of anime and documentaries. This past summer, millions of young Chinese spent their Saturdays rallying for their favorite rappers from The Rap of China. Unlike other smash hit shows that preceded it, The Rap of China (中国有嘻哈) takes on a culture that used to be largely underground in the country. Moreover, it’s produced and streamed exclusively by iQIYI, the online video platform owned by Chinese search giant Baidu. The craze for the rap reality show then turned into 2.6 billion views for the 12 episodes and 6.8 billion views of the hashtag for The Rap of China on Weibo  (in Chinese), iQIYI claims.

Big Production

Gone is the Youtube model of traffic-driven user-generated content that makes money from advertising; Chinese video giants are now going all-in to make expensive, producer-driven content. iQIYI, for example, shelled out over 250 million RMB (about $38 million) for The Rap of China and nabbed two highly respected TV veterans: Chen Wei, who produced the popular singing contest The Voice of China at Zhejiang Television, and Che Che, who directed So You Think You Can Dance China for Star China Media.

Baidu is not the only mover and shaker. Like most other markets, the battle in China’s online video space has become a proxy war for the internet trinity of BAT—Baidu, Alibaba, and Tencent.

In 2015, Tencent founded Penguin Pictures to ramp up original programming. This year, the social media and gaming giant is expected to produce eight times (in Chinese) as much original video content as it did in 2016, Sun Zhonghuai, CEO of Penguin Pictures said recently at an industry conference. Youku and Tudou, which merged in 2012 and were acquired by Alibaba in April 2016, have laid out steps to seize full control of production and broadcasting. Across the cyberspace, the number of premium TV dramas rose from 36 in 2015 to 239 in 2016 (in Chinese) according to EntGroup, a third-party research company focusing on media. Both Tencent Video and iQIYI produced over 30 premium dramas last year, surpassing Netflix which posted 29.

Together the three giants attract over 80% of Chinese consumers who use only one mobile video app (many have more than one), based on QuestMobile data (in Chinese) from June. Tencent Video and iQIYI are competing neck-and-neck. While iQIYI leads with 36.6% penetration rate among users with one video app, Tencent Video claims 104 million mobile daily active users (DAU), compared to iQIYI’s 78 million, for the first six months of 2017, says data company JPush (in Chinese). Youku trailed behind at 36 million DAU.

chinese video sites
Data source: QuestMobile, June 2017

All-in for Original Content

Video licensing fees in China have gotten too expensive, even for China’s well-oiled internet juggernauts. My Own Swordsman (武林外传), one of the most watched TV series from mid-2000, was licensed at 100k RMB for 80 episodes. Today, one episode of an in-demand series like Legend of Mi Yue (芈月传) can cost up to 10 million RMB—up 8,000 times from a decade ago. Like their Western counterpart Netflix, all three major Chinese video sites continue to burn cash for content and operate at a loss.

“We are lucky enough to have backings from internet giants like the BAT,” Han Zhijie, Vice President of Penguin Pictures told Yicai (in Chinese). “Regular video platforms can hardly afford such high costs.”

By bringing production in-house, nonetheless, internet companies gain control over how the content is made and used. For example, shows and series—including those produced by TV networks—now come in fewer episodes and are released over a longer cycle. In doing so producers can leverage viewer data to fine tune the upcoming narrative and elongate the buzz. Because content is now exclusive, streaming platforms can charge users for value-added services like an exclusive premiere or ad-free experience. And it’s getting ever easier to lure video users to pay, thanks to their growing respect for copyright and the advance of mobile payment. EntGroup estimates that paying video subscribers in China will hit 100 million by this year.

Most appealing is the commercial possibility of intellectual property: from advertising, paid subscriptions, publishing, distribution, licensing, gaming, to e-commerce. The Rap of China alone has derived over 200 distinct products, local media is reporting.

“Any online video sites who want to purchase a top reality show from a top TV station needs at least 100 million RMB in their pocket, and this 100 million RMB only gets you through three months. But if I use that same amount of money to make The Rap of China, it becomes our own IP!” Chen Wei said in an interview with local media. Indeed, “IP” has become a new buzzword for China’s content providers: its industry value surged from 295 billion RMB in 2014 to 562 billion in 2016, according to Creation Venture Partners, a Shenzhen based venture firm with a focus on media and entertainment.

On the creativity level, internet productions enjoy more freedom than traditional TV networks, at least for now.

“China’s TV networks are run by the state,” says Luo. “That means every second of content must be approved by the SARFT [The State Administration of Press, Publication, Radio, Film and Television]. The internet, on the other hand, has way too much content to be monitored at that minuscule level.”

Censors have, however, already tightened the grip on digital content as online viewership expands. By this June 75.2% of Chinese netizens were watching videos online. The highly anticipated internet reality show Who’s the Murderer (明星大侦探) was called off by regulators after broadcasting two episodes in September.

“I watched the first episode and to be honest, I didn’t see anything sensitive,” Luo says. That type of arbitrary crackdown is not uncommon in China. Ahead of the twice-a-decade party reshuffle, Chinese regulators have ordered strict measures on the internet industry, from holding WeChat group owners accountable to enforcing real-name registration across social media networks.

Burning money

Despite its steady growth, iQIYI has been seen as a drain on Baidu’s balance sheet, one that has paled in comparison to Alibaba and Tencent in recent years. Last February, Baidu founder Robin Li and iQIYI founder Gong Yu proposed a sell-off for the video company at $2.8 billion, but the buyout collapsed and was criticized by Baidu investors as “too low.” In February, the video giant raised $1.5 billion from its issue of convertible note—the largest fundraising for an online video business in the history of China. Most recently, a source told Bloomberg that the site is on course for an IPO in the US as early as next year. The series of moves suggest that cash burn might have to continue for many years for China’s major video sites.

Upping the ante in original content seems, at least in the long term, a more financially viable move. iQIYI has already had some success with The Rap of China. The show is around the break-even mark, a source that prefers to remain anonymous told TechNode, with most of the revenue coming from big advertisers wooing the show’s young audience. Shortly after The Rap of China proved its success, Tencent Video announced hitting 43 million paid subscribers in late September, topping the rank of Chinese online video platforms, the giant claims. Sun Zhonghuai hailed quality, rather than quantity, as the competitive advantage in this stage of the video arm race. Indeed, Chinese video giants often speak of Disney as the Holy Grail: Make money by being an intellectual property generator above all else.

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China’s smash-hit mobile game Honour of Kings is coming to Nintendo Switch https://technode.com/2017/09/14/chinas-smash-hit-mobile-game-honour-of-kings-is-coming-to-nintendo-switch/ https://technode.com/2017/09/14/chinas-smash-hit-mobile-game-honour-of-kings-is-coming-to-nintendo-switch/#respond Thu, 14 Sep 2017 02:42:27 +0000 http://technode-live.newspackstaging.com/?p=55473 Chinese tech giant Tencent is bringing its blockbuster game Honour of Kings to Nintendo Switch platform. The free-to-play MOBA game will receive a beta test this winter. Instead of the original game that features Chinese characters and stories, the game landing on Nintendo Switch platform will be the global edition that’s been rebranded under the new title of […]]]>

Chinese tech giant Tencent is bringing its blockbuster game Honour of Kings to Nintendo Switch platform. The free-to-play MOBA game will receive a beta test this winter.

Instead of the original game that features Chinese characters and stories, the game landing on Nintendo Switch platform will be the global edition that’s been rebranded under the new title of “Arena of Valor”.

To cater to the appetites of global users, Tencent reinvented most of the game’s characters for the global edition. The 60-plus characters coming from Chinese history and myth have been replaced by American-style heroes such as Batman, Superman and Wonder Woman.

Even though the characters are different, the core gameplay mechanics are the same. Nintendo Switch players will be able to enjoy all the game’s the signature multiplayer play modes of 5v5, 3v3 and 1v1 as well as the features mobile fans love such as first blood, double-kill, and triple-kill.

Welcoming a new mega title to the platform is indeed exciting news for Switch fans, especially when this is the first time for Nintendo to introduce a MOBA game to the platform. For the game itself, on the other side, smartphone and mobile users will constitute its major fan base. It is unclear how console gamers will react to a mobile-first game.

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Alibaba and Tencent collaborate on music copyright https://technode.com/2017/09/12/alibaba-and-tencent-collaborate-on-music-copyright/ https://technode.com/2017/09/12/alibaba-and-tencent-collaborate-on-music-copyright/#respond Tue, 12 Sep 2017 04:57:20 +0000 http://technode-live.newspackstaging.com/?p=55296 The Tencent Music and Entertainment Group (TME) and Ali Music Group are to collaborate on a copyright access swap that will enlarge the catalogs of both streaming services. This comes ahead of TME’s estimated $10 billion initial public offering. Cooperation between Tencent and Alibaba within China is rare. But TME and Ali Music both have […]]]>

The Tencent Music and Entertainment Group (TME) and Ali Music Group are to collaborate on a copyright access swap that will enlarge the catalogs of both streaming services. This comes ahead of TME’s estimated $10 billion initial public offering.

Cooperation between Tencent and Alibaba within China is rare. But TME and Ali Music both have exclusive rights to music that the other services want to add to their offerings. TME has access to Universal, Warner, and Sony—the world’s top three record companies. It also has the rights for streaming the catalogs of YG Entertainment (South Korea), JVR Music (Taiwan) and LOEN Entertainment (Taiwan). It is granting access to these catalogs to Ali Music—more than a million tracks (in Chinese).

Ali Music is reciprocating with a copyright swap for the back catalogs of Taiwan’s Rock Records, HIM International Music, B’in Music, and Hong Kong’s Media Asia. This access to music from Hong Kong and Taiwan is believed to have been highly coveted by TME.

Users of Ali Music’s Xiami service can now listen to tracks by BIGBANG, Jay Chou and TFBOYS (whose recent concert TME used as a money maker via streaming it through seven of its apps), and TME apps users will be able to get their fix of Mayday and Yoga Lin, previously exclusive to Ali Music. Ali is retaining rights to other music that it is not sharing.

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Top music streaming apps in China 2016-2017 (Data source: DCCI; graph by TechNode)

TME is expected to launch an IPO later this year. Tencent Holdings owns 62% of TME after merging with China Music Corporation last year and spinning off its music division. China Music Corporation brought KuGou and Kuwo streaming platforms to the merged company, meaning TME with its QQ Music now has 75% market share and over 600 million monthly active users (compared to 140 million globally for Spotify).

Copyright trading was already happening among the music streaming services. NetEase had been buying copyright access from Tencent until their copyright dispute in August, but the Ali Music and TME deal is more reciprocal.

Both companies are able to enlarge their catalogs via the deal. Ali Music is one of the smaller players in China’s fast-growing music streaming industry, while TME is the largest. Securing access to further music will no doubt help in shoring up the company’s value ahead of an IPO.

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How Tencent’s empire is making music pay https://technode.com/2017/09/07/tencent-music-kingdom/ https://technode.com/2017/09/07/tencent-music-kingdom/#respond Thu, 07 Sep 2017 02:37:52 +0000 http://technode-live.newspackstaging.com/?p=54839 On a scorching night in August, thousands of Chinese youngsters filled a grand stadium in Nanjing to celebrate the four-year anniversary of the Chinese boyband TFBoys. Those who couldn’t attend—118 million of them—spent a no less memorable night by watching the shows aired over the internet. Screams became a waterfall of real-time comments, called danmu, rolling across the […]]]>

On a scorching night in August, thousands of Chinese youngsters filled a grand stadium in Nanjing to celebrate the four-year anniversary of the Chinese boyband TFBoys. Those who couldn’t attend—118 million of them—spent a no less memorable night by watching the shows aired over the internet. Screams became a waterfall of real-time comments, called danmu, rolling across the live video. Regrets over not making it in person materialized into 340 million units of virtual gifts sent through the live streams, all of which were run by Tencent that night: QQ Zone, QQ Video, QQ Music, WeSing, Kuwo, KuGou, and KuGou Live.

None of these products, except KuGou Live, were designed specifically to live stream. That’s the point. A user of the social network QQ Zone, for example, wouldn’t have to switch over to KuGou Live to watch her idol TFBoys. Tencent—the Chinese tech giant that has revolutionized how people communicate, pay for, and play video games—is now ready to redefine the ways music is consumed.

To start with, Tencent has been able to dominate almost the entire market. Last July, its flagship music streamer QQ Music merged with competitor China Music Corporation (CMC) to form Tencent Music and Entertainment Group (TME). Together, Kuwo and KuGou—formerly owned by CMC—and QQ Music, control a whopping 75% market share, according to a report by the Data Center of China internet (DCCI).

china music streaming
Top music streaming apps in China 2016-2017 (Data source: DCCI; graph by TechNode)

That dominance alone, however, doesn’t equal a lucrative business. For decades, Chinese people have gotten used to getting music for free in a piracy-unhampered country. “Our number of monthly active users accessing music is actually over 600 million, which means, at 15 million [paying subscribers], our conversion to subscription is still less than 3%,” says Vice President of TME Andy Ng in an interview with International Federation of the Phonographic Industry (IFPI). He adds that in more mature markets, the percentage is around 20-30%.

But Ng is optimistic: “We see a huge opportunity and potential for growth.” The numbers are no doubt promising. In 2016, recorded music revenue in China grew 20.3 percent driven by a 30.6 percent growth in streaming alone, according to IFPI. And the music giant is looking to lure Chinese people into paying something that used to be so easily free.

Unmatched copyright control

While licensing fees can easily eat up the bulk of revenues, Tencent knows that in the long run, a firm control over copyright will give it an edge over competitors. In May, TME signed with Universal Music Group (UMG), the last one of the “Big Three” record labels to strike an exclusive licensing deal with the Chinese music giant. With the added roster of major Chinese labels through the CMC merger, Tencent’s streaming rights in China is unrivaled.

The music giant also sub-licenses this content to competitors. One of them is NetEase Cloud Music, the music subsidiary of Nasdaq-listed NetEase Inc. Over the past two years, QQ Music and NetEase Cloud Music have been aggressively suing each other over copyright infringement, hoping to snag users once certain music became exclusive on their own platform.

The copyright bloodbath is happening against a backdrop of China’s tightened regulation over online music. In July 2015, the government finally stepped up to order all internet music providers to delete their pirated content. Samuel Chou, CEO of Sony Music Entertainment China and Taiwan, went as far as calling 2016 “the first year of a new era for music in China”.

Beyond music streaming

Adding more legal gunpowder, however, is not enough. “Music was considered a free commodity in China for so long that it will take time to change people’s perception,” reckons Simon Robson, President of Warner Music Asia. “We’re talking about a situation where about 90% of the market was piracy.”

To help smooth the transition, Tencent charges little. QQ Music has a three-tier monthly fee at RMB 8 and 12, and 15 ($1.22/$1.83/$2.18). In comparison, Spotify Premium is priced at $9.99 a month. But this is nothing new to Chinese users, who have long been beneficiaries of the constant price wars between internet companies heavily subsidized by investors. The bike-rental battle is a sobering example. Kuwo, KuGou, and NetEase Cloud Music all offer similar price points as QQ Music.

Just as Tencent’s WeChat goes beyond a messaging app to permeate every aspect of the Chinese service economy, TME is building an ecosystem of value-added services around music streaming to make music pay. Basic tactics include perks for premium users like concert tickets, professional sound quality, and game credits—a luxury from having a parent company with a global dominance in online gaming.

TENCENT MUSIC
Tencent’s ecosystem of apps that were used to stream TFBoys’ concert (Poster image: TFBoys; graph by TechNode)

QQ Music also tested out what it’s called the “digital album”. When the platform released a high-profile album, it will take the album out of the streaming pool and offer it for a one-off fee. After two to three months, QQ Music will then migrate the album back to its streaming service.

The model has seen some initial success. When the original soundtrack of Fast and Furious 8 came out on QQ Music, it sold over one million digital copies within a week. “[Chinese young people] are happy to spend a few dollars supporting the artists they truly admire,” said Ng to IFPI. According to the DCCI, over 90 percent of QQ Music’s users were born after 1990.

Lastly, Tencent has looked beyond the audio and tapped into arguably the hottest buzzword swirling around the Chinese internet circle since 2016: video live streaming. A recent report by iResearch puts the market at an estimated RMB 20.8 billion (around US$ 3 billion). Audiences fixated on their screens toss virtual gifts over the virtual stage to their idols—be they established star under the spotlight or farmers toiling in the potato field from a small town. The online fervor for TFBoys proves that there is still room for Tencent in the crowded space.

qq music
TFBoys concert live streamed via QQ Music (Screenshot taken from the QQ Music app)

Tencent certainly hasn’t overlooked Chinese people’s obsession with karaoke. WeSing, an app that lets users sing karaoke on the phone and share the recorded work with friends and strangers, has surged to become the biggest player in the vertical totaling 460 million users (in Chinese). When the live streaming wave hit, WeSing naturally bolted the function onto the platform, and virtual gifting has, in 2016, gained popularity on the app as highlighted in Tencent’s annual report.

Turning a profit

With an array of business models surrounding music streaming, TME is giving some revenue boost to its parent company. In 2016, Tencent’s social networks revenues increased by 54 percent to around $4 billion (though still dwarfed by the its $10 billion gaming revenues). That increase mainly reflects growth in digital content services, which include Tencent’s music business and virtual item sales. According to someone familiar with the matter, a significant amount of TME’s live streaming revenues came from KuGou Live, in which Tencent has a controlling stake via the CMC merger.

Over in the west, Spotify has yet to reach profitability despite having 20 million paying customers; much of its revenues go to licensing. But QQ Music has reportedly turned profitable (in Chinese), CEO of TME Cussion Pang claimed in an interview conducted in mid-2016. Like Spotify, the biggest source of revenues for the Chinese music app is monthly subscriptions followed by advertising. Any new licensing deals can easily tilt the balance, however. This is likely why TME plans to sell a small equity to its label partners in a new round of funding, for it will help secure content deals, Bloomberg is reporting. As TME is on course for IPO at a $10 billion valuation, the world will be listen closely to how it makes its numbers sing.

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Tencent files lawsuit against Netease Music over copyright infringement https://technode.com/2017/08/25/tencent-files-lawsuit-netease-music-copyright-infringement/ https://technode.com/2017/08/25/tencent-files-lawsuit-netease-music-copyright-infringement/#respond Fri, 25 Aug 2017 08:33:40 +0000 http://technode-live.newspackstaging.com/?p=54234 Chinese internet giant Tencent’s music arm, Tencent Music Entertainment Group, has filed a lawsuit against Netease’s music services over copyright infringement in a Shenzhen court. Nine infringement cases were pointed out, involving more than 200 best-selling songs from Chinese well-known musicians (in Chinese). Tencent Music insists that Netease Cloud Music disseminated the music which Tencent owns exclusive […]]]>

Chinese internet giant Tencent’s music arm, Tencent Music Entertainment Group, has filed a lawsuit against Netease’s music services over copyright infringement in a Shenzhen court. Nine infringement cases were pointed out, involving more than 200 best-selling songs from Chinese well-known musicians (in Chinese).

Tencent Music insists that Netease Cloud Music disseminated the music which Tencent owns exclusive rights without permission. It is reported that Tencent Music asked the defendant to immediately stop providing playing and downloading service on the mentioned recorded audio products on Netease Cloud Music website, PC client, mobile client, and tablets. Tencent Music also asked for compensation for economic losses and asked the plaintiff to issue a public apology statement to the public.

Tencent Music’s prosecution of Netease Cloud Music involves the contents of Lin Weizhe studio, Huayi Brothers, and many other record companies, mainly related to music artists including Sodagreen, Shang Wenjie, and Xie Na. In addition, Tencent Video’s music variety show “The coming one (明日之子)” also appeared in a large number of Netease Cloud Music platform without authorization.

Netease Cloud Music responded in a public statement that it is now going through the negotiations with Tencent music on copyright license transfers. However, currently Netease Cloud Music has not completed the negotiation, so the company will have to pull down those songs from their music library.

Tencent Music’s songs are an easy target because Tencent-backed music apps KuGou, QQ Music and Kuwo were the three most popular music apps in China in terms of monthly active users (MAU) in the first quarter of 2017, followed by Netease Cloud Music.

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Tencent’s WeGame gaming platform goes online September 1st https://technode.com/2017/08/18/tencents-wegame-gaming-platform-goes-online-september-1st/ https://technode.com/2017/08/18/tencents-wegame-gaming-platform-goes-online-september-1st/#respond Fri, 18 Aug 2017 04:56:19 +0000 http://technode-live.newspackstaging.com/?p=53860 Tencent’s online gaming platform—and a likely competitor to Steam—WeGame will be fully online on September 1st, according to the company’s official website. In addition to the date announcement, WeGame said that the platform has been receiving a makeover since July and that it will provide more games, content, and services, creating an open ecosystem for […]]]>

Tencent’s online gaming platform—and a likely competitor to Steam—WeGame will be fully online on September 1st, according to the company’s official website.

In addition to the date announcement, WeGame said that the platform has been receiving a makeover since July and that it will provide more games, content, and services, creating an open ecosystem for gaming.

Tencent upgraded gaming platform TGP (Tencent Games Platform) into WeGame in April 2017 when it announced that it aims to support players from all over the world. The company also said that it will no longer host web or mobile games but instead only focus on PC and standalone games. The new platform will put Tencent in direct competition with the biggest digital store for PC games, Steam, owned by Valve Corporation.

Tencent is currently the biggest gaming company in the world by game revenue. Its recent mega hit “Strike of Kings” (AKA “Honour of Kings” or “Arena of Valor”) has become the world’s most profitable game.

The company owns League of Legends developer Riot Games and has stakes in Activision Blizzard, Supercell, and Epic Games. Its newest figures for H1 of 2017 showed record revenue growth of 57 percent to RMB 106.16 billion ($15.67 billion) while profits hit RMB 32.8 billion.

Tencent’s main competitor in China’s gaming market, NetEase, has also been making waves recently, announcing its expansion to foreign markets.

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China’s mobile gamers have sparked an HTML5 renaissance https://technode.com/2017/08/15/chinas-mobile-gamers-have-sparked-an-html5-renaissance/ https://technode.com/2017/08/15/chinas-mobile-gamers-have-sparked-an-html5-renaissance/#respond Tue, 15 Aug 2017 02:06:09 +0000 http://technode-live.newspackstaging.com/?p=53459 While China marked the 90th anniversary of People’s Liberation Army (PLA) in late July with a military parade, the country’s netizens are celebrating the event in their own way by flooding the top social media platforms with PLA uniform portraits. Scanning a QR code and uploading a headshot photo, then a composite self-portrait is ready […]]]>

While China marked the 90th anniversary of People’s Liberation Army (PLA) in late July with a military parade, the country’s netizens are celebrating the event in their own way by flooding the top social media platforms with PLA uniform portraits. Scanning a QR code and uploading a headshot photo, then a composite self-portrait is ready for you to attract tens of “likes” from friends. The trick went viral quickly with page views for the program spiking to 800 million in two days.

Lei Jun-PLA
Xiaomi’s CEO/founder Lei Jun posted his PLA uniform potrait on Weibo (Image Credit: Lei Jun)

The incident has brought the technology behind the program—HTML5—back to the spotlight. Born to high expectations, the technology has run into headwinds due to performance and compatibility issues. But with the development of technology and changing market conditions, it is ready to record a real boom, according to Wen Xiangdong, VP of Egret Technology.

Several market shifts have shed brighter prospects on the technology. At the end of last year, Facebook rolled out Instant Games, a new HTML5-enabled cross-platform gaming experience, on Messenger and Facebook News Feed. On top of that, Adobe announced plans to cease support for Flash by the end of 2020, giving opportunities for more modern open web standards like HTML5 to fill in the gap.

Beijing-based Egret Technology, founded in 2014, offers HTML5 mobile solution and services for games and application professionals. It provides various solutions for HTML5 game studios and developers, including game engine Egret Engine, Egret Runtime, an accelerator used to speed up content by embedding in mobile browsers and applications, and smart GUI editor Egret Wing.

As an early entrant to the industry, Egret Engine is used by over 70% of H5 game developers, according to the firm. A total of 200k users developed more than 8,000 H5 games based on their services.

The company went public last year on China’s National Equities Exchange and Quotations market. As a technology-driven company, Egret’s game engine services are mostly offered for free, according to Wen. The company’s revenues come from game distribution, homegrown game development business and open platform that provides SDK services to game developers, he added.

The twists and turns of a maturing industry

“H5 game is often dubbed the ‘web game for mobile.’ But compared with mobile games, which recorded touch-and-go success in China, H5 gaming has experienced a roller-coster journey over a prolonged period. We are in the industry long enough to experience all the down moments, but luckily the whole market is on the right track to a gradual rise,” noted Wen.

Although Egret Engine-based H5 games like Catch The Crazy Cat became a hit on WeChat as early as 2014, they are mostly casual games with simple gameplay. User passions soon faded away and the lack of a commercialization model made them less sustainable.

WechatIMG4
Wen Xiangdong: VP of Egret Technology (Image Credit: Egret)

The recent surge in China’s H5 gaming started from the beginning of last year as more diversified gaming categories emerged. Along with the rise of mid- and hard-core games like SLG (simulation game) and ARPG (action role playing game), the industry recorded another comeback with benchmark games. The H5 version of Shanda’s blockbuster game The World of Legend hit monthly gross revenue of 30 million at the end of last year through ads or in-game purchases.

“For me, diversification in game categories is a key factor in determining the maturity and prospects of a market. Like many other sectors, H5 gaming went through the same development process from having no direction to flocking to one hot sector and then to diversification. H5 gaming is now heading towards diversification and maturing,” Wen said.

The change is being propelled forward by several factors, according to Wen. Firstly, Chinese gamers or Chinese netizens, in general, are more willing to spend money on in-app features. Secondly, large platforms like WeChat, Weibo, QQ, Toutiao are opening their traffic to H5 games. Removing the hassle of downloading an app, H5 games give people a conversation starter or something to do while they wait, both of which click with the social nature of various social media platforms. This is partially facilitated by the openness of H5 technology—which provides one unified way to supply various kinds of games—and removes the problems of re-adapting the programs to different platforms.

Gaming powers from China to the world

After years of neglect, the global H5 gaming market is also warming up, marked by Facebook’s release of Instant Game feature. Against this backdrop, Chinese H5 gaming firms, which have witnessed several successful cases domestically, are poised to take their experiences to the global market.

“Currently, Egret’s overseas users mainly come from Japan, South Korea and Russia. We are trying to expand to more countries in Southeast Aisa and North America. In addition to Facebook, other overseas social platforms like Line and Kakao are also adopting an open attitude towards H5 games,” Wen pointed out.

It seems that Egret is not the only Chinese company that eyes the rising sector. Chukong, the mobile gaming company that stands behind the prevailing Cocos Game Engine, is moving fast to tap the global H5 market with launch of their own title for Facebook Instant Game.

When being asked about rivalry from peers, Wen said: “For an emerging market like H5, cooperation with the few players to build up the market is more important than competition.”

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NetEase Q2 games revenue hits RMB 9.4 billion in preparation for foreign expansion https://technode.com/2017/08/11/netease-q2-games-revenue-hits-rmb-9-4-billion-in-preparation-for-foreign-expansion/ https://technode.com/2017/08/11/netease-q2-games-revenue-hits-rmb-9-4-billion-in-preparation-for-foreign-expansion/#respond Fri, 11 Aug 2017 07:05:46 +0000 http://technode-live.newspackstaging.com/?p=53485 Although China’s domestic mobile games market is set to slow down during this year, NetEase’s (网易) overseas strategy is on its way up boosted by great revenue results in the second quarter of 2017, Caixin reports (in Chinese) NetEase’s latest earnings report show that the company had a net income of RMB 13.37 billion, an […]]]>

Although China’s domestic mobile games market is set to slow down during this year, NetEase’s (网易) overseas strategy is on its way up boosted by great revenue results in the second quarter of 2017, Caixin reports (in Chinese)

NetEase’s latest earnings report show that the company had a net income of RMB 13.37 billion, an increase of 49.4% compared to the previous year. Online gaming services earned RMB 9.43 billion, compared to last year’s RMB 6.43 billion and RMB 10.73 billion in the previous quarter.

According to the report, mobile games accounted for 72.4% of its net income which signals that NetEase is relying more and more on this product. NetEase’s good results in this quarter can mostly be attributed to the success of mobile game Yin Yang Shi, also known as Onmyoji. The game scored great results in South Korea, Japan, Taiwan, Hong Kong, and New Zealand.

However, NetEase will need more than that to beat its biggest competitor Tencent which earned RMB 22.8 billion from online games in the first quarter of 2017. The company has recently announced its new merger and acquisition plan aiming to spread NetEase’s influence abroad. This represents a change of tactics for the company—NetEase CEO and founder William Ding was known to have a conservative approach to expansion, placing China’s domestic market as his main target.

According to a recent report from Bloomberg, NetEase plans to start global recruitment and is also exploring acquisitions or investments in foreign game studios. The company is hoping that by 2020 overseas transactions will make up 30% of its total revenue.

NetEase has set up R&D departments in Korea and the US and is planning to give priority to markets in North and Southeast Asia which are more suited to NetEase’s products. The company is also exploring possibilities in other markets and has already developed some products which are more suitable for the European and North American markets. In addition, NetEase has been actively looking for good global game products that can be introduced into China.

The foreign expansion can be viewed as a reaction to downward trends within China’s mobile game market. According to a report from NewZoo, China’s mobile game market will grow in 2017 but will slow down in 2018. The domestic market is now entering a more stable phase and overseas growth may be a way for NetEase to maintain high growth in the game business.

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Developing games from China: Q&A with Michael Chen of iDreamSky Games https://technode.com/2017/08/03/developing-games-from-china-qa-with-michael-chen-of-idreamsky-games/ https://technode.com/2017/08/03/developing-games-from-china-qa-with-michael-chen-of-idreamsky-games/#respond Thu, 03 Aug 2017 08:35:18 +0000 http://technode-live.newspackstaging.com/?p=52968 Editor’s note: This contribution was made by Atishay Sinha, marketing manager for Delta Bridges/San Jiao Ling, a Southern China-based media company & PR Agency specializing in advertising and events management for both Chinese and foreign enterprises. This interview was conducted with Michael Chen, CEO and co-founder of iDreamSky Games, a Shenzhen based mobile game developer notably […]]]>

Editor’s note: This contribution was made by Atishay Sinha, marketing manager for Delta Bridges/San Jiao Ling, a Southern China-based media company & PR Agency specializing in advertising and events management for both Chinese and foreign enterprises.

This interview was conducted with Michael Chen, CEO and co-founder of iDreamSky Games, a Shenzhen based mobile game developer notably responsible for the development of popular titles “Temple Run” and “Subway Surfers”. Here we reflect with Michael on the progress China’s largest game developer has made since its founding in 2011.

Delta Bridges: What is your favorite game?

Michael: I would say my favorite game is Monument Valley. It’s very clever, really makes you think, so would definitely recommend it.

陈湘宇Michael Chen-min
Michael Chen, CEO of iDreamSky (Image credit: iDreamSky)

DB: What inspired you to develop mobile games for a living? Do you think it is a risky industry to enter?

Michael: Actually, I don’t think operating in the gaming industry is as risky a venture as some think. In 2010, I wanted to do reading and video applications, but found these businesses more difficult, because of resource shortages. We needed the material of others for these businesses to thrive. Meanwhile, the game is a creative product, so as long as we have creativity, we have the main ingredient needed to produce a quality game.

DB: How would you describe the gaming industry in China compared to that in the west?

Michael: I think there are a few big differences. First, from a historical standpoint, China’s story differs from that of western countries like the US and the UK. For example, to the average citizen, games evolved from their black and white, pixelated origins to the modern, 3D, lifelike animated form you mostly see them in today. This happened in Europe and the United States, there is continuity with their evolution. But for China it did not. This is the first difference.

The second aspect is the difference between users, China has no continuity of evolution. So every age group of Chinese customers will have encountered the gaming industry via different equipment, different technology, depending on the time of exposure. Whereas western customers may have grown up with the industry in its development. This is what I think are the two big differences.

The third difference is the ecological distinction. China’s gaming ecosystem is very complex, its ecological structure is not as simple as Europe and America, where giants like Google, Apple and Amazon dominate. China has a lot of subdivisions, there are many separate fields, each with their own leaders. The device of choice itself is also important. These include mobile phones and their respective software platforms, as well as differing distribution and payment methods. These structures all make China’s industrial structure more complex than Europe and the United States.

DB: Which do you think has been a more successful strategy, developing your own games or those based off already well-known IPs like Dragon Age?

Michael: I think the use of the world’s high-quality IPs has been more successful, but we are still learning. iDreamSky Games wants to go through three evolutionary stages. The first one involves the creation of homegrown games from our own studio. We all know games like “Temple Run” and “Subway Surfers”, that was stage one for us. In fact, we now have Chinese versions of those games. We are constantly finding out about new excellent developers overseas, with production experience that we can always use. Then finally we aim to create our own major IPs. The eventual aim is for us to create an ecosystem of our own, one with both new and homemade games, which caters to all markets worldwide.

DB: Recently your studio purchased Rumble Entertainment, another mobile game developer. Do you believe that this is your best strategy for growth?

 Michael: We think this is an effective way of doing business, but we are now more focused business-wise on co-operative development and in-depth customization of already existing game products to supplement our goals.

Co-operating with new and different business partners has allowed us to expand our horizons and diversify our product portfolio. Diversifying our range of offered games not only offers the gamers more to play, but also allows us to expand our experience for future and reach new types of customers.

DB: Does iDreamSky Games have any new projects in development currently?

Michael: Over the next two quarters, we have quite a few new projects that we’re working on. The biggest one is called Gardenscapes, a global hit. iDreamSky Games will be publishing it on the Chinese Android market.

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The quiet rise of China’s $3 billion e-sports market https://technode.com/2017/08/01/the-quiet-rise-of-e-sports-in-china/ https://technode.com/2017/08/01/the-quiet-rise-of-e-sports-in-china/#respond Tue, 01 Aug 2017 08:38:23 +0000 http://technode-live.newspackstaging.com/?p=52588 esports chinaSince the closing of the 2008 Olympic Games, the hulking, awe-inspiring Bird’s Nest has become a new landmark for Beijing. This November, the 90,000-seat stadium will be hosting the 2017 world championship of League of Legends, one of the most popular online video games in history, marking the first time for China to host this prestigious e-sports […]]]> esports china

Since the closing of the 2008 Olympic Games, the hulking, awe-inspiring Bird’s Nest has become a new landmark for Beijing. This November, the 90,000-seat stadium will be hosting the 2017 world championship of League of Legends, one of the most popular online video games in history, marking the first time for China to host this prestigious e-sports competition.

Competitive video gaming, known as e-sports, have been taking off all over the world. Each year tens of thousands of fans fill giant stadiums to cheer on their favorite professional players. A bigger crowd—43 million viewers in the case of League of Legends 2016 Final—watch via live stream at home or internet cafes. In China, where the state media has slammed the world’s top grossing mobile game Honour of Kings for its “poison” effect, it seems absurd that a video game competition would make it into the arena for national pride.

Groups of fans gathered around Honor of Kings' live competition at Mobile World Congress 2017 in Shanghai
People gathered around Honor of Kings’ e-sports competition at Mobile World Congress 2017 in Shanghai (Image credit: TechNode)

The Chinese government’s attitude toward e-sports has long been ambivalent. As early as 2003, China led the world to become one of the first countries to recognize e-sports as an official sports program (in Chinese). Shortly after the encouraging news, however, the main media regulatory body, State Administration of Press, Publication, Radio, Film and Television (SAPPRFT), banned the broadcast of video gaming programs on TV, long popular in neighboring South Korea. E-sports quieted down in China before its growing economic returns became too hard to ignore. A recent report by Penguin Intelligence and China Tech Insights (CTI) shows a surge of 170 million new fans came into China’s e-sports market in just 2016, thanks in part to an increased penetration of smartphones and Tencent’s blockbuster title Honour of Kings.

Valued at $3 billion in 2016, the e-sports market in China is expected to hit 220 million audiences at the end of 2017, says the CTI e-sports report. That is, one in every six people in China will have watched e-sports and have a certain level of understanding of the matter. When the Chinese Dota 2 team Wings Gaming won The International 2016 (T16) and took home a record-breaking $9 million prize, e-sports became a point of national pride. State organs, including the Communist Youth League of China, CCTV, and People’s Daily, all congratulated the victory.

“E-sports didn’t really take off in China until League of Legends became popular here,” says Shirley Wang, who works for the China e-sports department of Riot Games, the maker behind the popular title.

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A Weibo post by the Communist Youth League congratulates Wings on the T16 triumph 

In the past few years, government-funded e-sports towns have mushroomed across the country in lower-tier cities like Chengdu, Xi’an, and Guiyang. Local officials hope that the lucrative new industry would create the same GDP miracle as it did for South Korea following the 1997 Asian financial crisis. That, in part, may be because people outside of China’s big cities tend to consume more e-sports: 41% of e-sports fans live in 2nd tier cities, followed by 17% in 3rd tier cities, says the CTI e-sports report.

Yinchuan, an oasis in the northwestern Chinese hinterland, is one of the cities chasing the e-sports dream. When the Korean-born tournament World Cyber Games (WCG)—widely regarded as the Olympics of video gaming—announced its closure in 2014, the Chinese city of 2 million people said they would carry the torch. The event was renamed to World Cyber Arena (WCA) and officially launched at the solemn Great Hall of the People in Beijing.

“Why have we brought [WCA] to the remote west? Las Vegas started to promote casino gambling in the 30s because it was going through a recession,” says Mayor of Yinchuan Guo Bochun (in Chinese). “And it was government policy that has led to Las Vegas’ prosperity today.”

Businesses have also spotted the promise in sponsoring e-sports, a market with a highly sticky user base ready to pay. More than half of the audience watch more than one hour of e-sports online for each session, and 34.1% of them are willing to pay to watch the competitions on-site, the CTI report shows. Tencent, the Chinese social media and gaming giant who derived 46% of its 2016 revenue from online video gaming, signed an agreement in May with the eastern city of Wuhu to build an e-sports town. Alisports, the sports arm of the e-commerce behemoth Alibaba, announced last March a $5.5 prize pool (in Chinese) to kickstart the World Electronic Sports Games.

“My parents support my dream of becoming a professional gamer,” says Anqing, a 19-year old who left Hong Kong and came north to join KA, an all-female e-sports club in Shanghai. “Because they know I can make a living.”

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Shanghai-based KA all-female e-sports club playing at a tournament (Image credit: KA)

But very few can climb to the stardom on par with Wings. According to KA’s team captain Nini, the better-paid e-sports gamers make about RMB 15,000 ($2,325) a month, with the lowest being a meager RMB 3,000. “You get aged out quickly too,” says the 28-year-old Shanghainese who was shy to reveal her age: 25 is the watershed year, after which one’s motor skills and reaction time will begin to decline. Nini said she was an oddball, not just in the cutthroat e-sports market but also socially.

“My relatives think I should get a proper job and get married at my age,” she shrugs. There remains a lot of ignorance from the older generation of video gaming, especially when it leads to concerns about addiction, violent acts, and even theft. To China’s younger generation, however, gaming is an essential part of their social identity. Another KA player says, growing up as the only child she didn’t have siblings to play with. Gaming is what glued her and her other only-child friends together. “You feel the peer pressure because everyone is playing.”

The government has also helped pushed the public to respect e-sports as a real sport. Last year, e-sports was officially added as a vocational education major. But the life of professional players is not all glamor; they must practice relentlessly. “We train six days a week from 1pm to 11 pm,” says Anqing. “Even during my time off I’s still practicing, because I want to get better.”

That craze and professionalism will continue to propel China’s e-sports development forward. “Our hope is that, whenever Chinese people think of e-sports, they will remember how e-sports tournaments have been held at the Bird’s Nest,” Johnson Yeh, who heads e-sports for Riot Games China said in an interview (in Chinese). “And how frenzied the fans are, how superior the production is.” People attending the event will no doubt remember that, but outside the stadium, the triumphant image and lucrative prospectives of e-sports will likely continue to be tempered by the lasting stigma of video gaming.

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[Gallery] Online literature and VR get the spotlight at China’s biggest gaming conference https://technode.com/2017/07/28/photo-highlights-from-the-chinajoy-2017/ https://technode.com/2017/07/28/photo-highlights-from-the-chinajoy-2017/#respond Fri, 28 Jul 2017 06:05:38 +0000 http://technode-live.newspackstaging.com/?p=52501 China’s biggest entertainment and video gaming conference, ChinaJoy, is under way in Shanghai. The fervor of Chinese gaming fans remains unshaken by the city’s scorching hot weather, and if anything is even more feverish since the event is celebrating its 15th anniversary this year. There was a healthy dose of everything related to gaming at the carnival: […]]]>

China’s biggest entertainment and video gaming conference, ChinaJoy, is under way in Shanghai. The fervor of Chinese gaming fans remains unshaken by the city’s scorching hot weather, and if anything is even more feverish since the event is celebrating its 15th anniversary this year.

There was a healthy dose of everything related to gaming at the carnival: the launch of big gaming titles, virtual reality, gaming payments, and of course, the booth babes who have become a large part of the conference’s charm.

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Two gamers playing on stage

HTC VIVE released a new VR game called Kai-Ri-Sei Million Arthur AR with Square Enix this Thursday. The game features HD boss battles and a card battle system that complements interaction in the VR space.

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Two cosplayers posing for Sogou’s new IP-based mobile game Eternal Love (三生三世)

Intellectual property such as worlds and characters created by China’s online literature is paying off big for the entertainment market, creating opportunities for nearly every element  of the industry from TV dramas and film to gaming. The TV version of Chinese fantasy epic Eternal Love, based on stories written by online novelist Tang Qi, became an instant hit at the beginning of this year. The film and mobile game version followed a few months after the TV version was aired in an attempt to ride the wave. Driven by the trend, the mobile industry is stepping up. The drama and game version surrounding new elements of IP like Princess Agents (楚乔传) were released at the same time this month. Other Chinese IP following the same pattern are Love O2O (微微一笑很倾城) and Ghost Blows Out the Light (鬼吹灯).

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A female gamer testing Kai-Ri-Sei Million Arthur against a blue screen, while her virtual figure is shown with her collaborators in group battle via IVREAL

In partnership with HTC Vive, Chongqing-based IVREAL demoed their MR technology at ChinaJoy. “We use a third-person view to combine the players and the virtual environment. Compared with first-person footage, the use of a new angle would be super helpful for developers to make a live demo and promote their content,” said Tao Shu, founder and CEO of IVREAL.

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Although the VR boom is slowing down as reality sets in (no pun intended), VR booths promising physical activity still lured the most visitors at ChinaJoy. Instead of offering a VR headset alone, nearly all the manufacturers tried to offer more comprehensive experiences that using your whole body. Nined’s VR treadmill works in a similar way to a big baby bouncer, allowing gamers to walk, run, jump, crouch, and sit in their virtual worlds.

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Rowing in VR
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Cycling in VR
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 Shanghai-based VR hardware and software company Hypereal released a bevy of new products including a camera positioning solution for 360° coverage, wireless cameras, VR arcade solutions, as well as VR painting tool Lindori.

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We even spotted a few fintech service providers who want to capitalize on the rise of the global gaming market by providing cross-border payment settlement solutions for gamers.

Established in 2015 in Shanghai, iPayLinks is primarily involved with payment settlement solutions, mobile payments solutions, and development of e-payment technology for cross-border and domestic companies in e-commerce, travel and digital entertainment industries.

”Compared with payments in other industries, cross-border payment for the gaming industry is more fragmented, usually featuring payment through telecom carriers, local e-wallets, bank cards, prepaid cards, etc. We now primarily focus on the SEA market, which is usually the first stop for overseas expansions of game developers thanks to similar cultures,” Sales Vice President of iPayLinks told TechNode.

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Booth of San Francisco-based international payments platform Paymentwall

Last but not the least, here’s what everyone really comes to ChinaJoy for—the booth babes:

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China’s underground anime fan culture is changing how brands market in China https://technode.com/2017/07/26/chinas-underground-anime-fan-culture-is-changing-how-brands-market-in-china/ https://technode.com/2017/07/26/chinas-underground-anime-fan-culture-is-changing-how-brands-market-in-china/#respond Wed, 26 Jul 2017 09:19:25 +0000 http://technode-live.newspackstaging.com/?p=52295 Some Chinese tech firms get all the attention. BATJ, Xiaomi, ofo, and all the “sharing economy” startups have dominated headlines over the past few years. However, there is another group of companies who choose to keep a relatively low profile but are nonetheless an important part of China’s ever-growing tech landscape. Bilibili might be a lesser-known name […]]]>

Some Chinese tech firms get all the attention. BATJ, Xiaomi, ofo, and all the “sharing economy” startups have dominated headlines over the past few years. However, there is another group of companies who choose to keep a relatively low profile but are nonetheless an important part of China’s ever-growing tech landscape.

Bilibili might be a lesser-known name for those who are not interested in the ACG (animation, comics, and games around IP such as One Piece and Fate/stay Night) culture or live outside of China, but its impact on the Middle Kingdom is obvious: total monthly active users on par with Pinterest coupled with especially young demographics on their way to commanding more mainstream influence in a matter of years.

Bilibili, more widely known as “B Station” (b站 in Chinese), is the spiritual home for Chinese ACG fans. Founded by Xu Yi in 2009, the site models itself on the early days of Japanese ACG video portal Niconico with its  integration of danmu (弹幕, “bullet screen” in English or “danmaku” in Japanese), a feature that allows viewers to plaster the screen with  instant comments that move from left to right.

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The rise of B Station finds its root in the spread of “2D culture” in China, characterized by fans who develop a strong attachment to 2D characters in cartoons, tradable cards, comics, games, and youth novels. In 2015, iResearch estimated that this community reached as high as 219 million people.

Influenced by this underground trend, China’s mainstream culture is embracing a more open attitude towards content generated by 2D fans. The concept–people freely entertaining each other as an anonymous collective, akin to 9GAG–is gradually being adopted by broader society, for example, an autotuned remix of a Lei Jun’s speech and other memes created on B Station that have gone viral.

The mainstreaming of 2D culture underlines a great demographic shift as China’s post-80 and post-90 groups–both highly-educated digital natives–are coming of age, giving the marginalized ACG culture a demographic dividend. According to data from the company, the average user age is 17 years old, of which 75% were under the age of 24.

While China millennial are growing into independent consumers, they are bringing their tastes and wallets with them. And it’s no surprise that the latest fads among Chinese youths are already changing the way brands behave.

Among a hall full of teenage elves and fantasy warriors at Bilibili World last week, we found booths for a roster of international brands from KFC, Nike, Maybelline to Kotex. However, these outlets are somewhat different from what you could find in downtown shopping malls.

In the Nike demo zone, cartoon characters replace NBA stars to show off Nike sneakers. Feminine hygiene brand Kotex turns its booth into a Japanese-style temple where visitors can wish for good luck during periods or whatever they want. (We are still wondering why this booth was so popular with the boys).

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KFC continues its partnership with Bilibili after a joint live-stream marketing company last year when two anime-styled girls competed to eat 50 pieces of fried chicken. Over 200,000 users watched them in real time.

The brands are still finding their approaches in marketing to this special group. “On the first day of the show, Maybelline’s booth is basically a typical representation of their department store versions. They become more popular in the following shift when helping cosplayers freshen up their makeup,” said Yang Liang, Bilibili’s marketing and PR head.

What we see at Bilibli World is just a part of China’s efforts in co-opting manga and animation as marketing tools. Xiaomi launched a limited edition of its Redmi Note 4 dedicated virtual idol Hatsune Miku, complete with accessories adorned with Miku’s color scheme. Alibaba’s e-commerce website Tmall was heavily decorated with manga-style artwork to help boost sales in the lead-up to the Chinese New Year in 2016.

Even government entities are opting in in an attempt to reach the young demographic. China’s Central Communist Youth League established its presence on Bilibili to better propagate its message. Chinese Ministry of Foreign Affairs even uses cartoon figures to add flavor to their public WeChat account posts.

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The People’s Daily criticizes Tencent’s Honour of Kings… again https://technode.com/2017/07/12/peoples-daily-criticizes-honour-kings/ https://technode.com/2017/07/12/peoples-daily-criticizes-honour-kings/#respond Wed, 12 Jul 2017 08:10:10 +0000 http://technode-live.newspackstaging.com/?p=51622 The state newspaper People’s Daily criticized Tencent’s mobile game “Honour of Kings” again, publishing an opinion article headlined “Do not let online games become your whole life.” The game is now widespread among Chinese gamers, with its cumulative registered users over 200 million and over 80 million active users. The criticism follows Tencent’s producer of the game Li Min […]]]>

The state newspaper People’s Daily criticized Tencent’s mobile game “Honour of Kings” again, publishing an opinion article headlined “Do not let online games become your whole life.” The game is now widespread among Chinese gamers, with its cumulative registered users over 200 million and over 80 million active users.

The criticism follows Tencent’s producer of the game Li Min responding to criticism of the game last week from the People’s Daily that caused Tencent’s share price to plunge.

The writer of the article on People’s Daily, Zhang Yang, cited some recent tragedies caused by addicted gamers. This June in Hangzhou, a 13-year-old student jumped out of the fourth floor, after he got into trouble with his father for playing “Honour of Kings” too long. Previously, a 17-year-old boy in Guangzhou played the game for 40 hours, leading to cerebral inflammation and a near-death experience.

“There are have been several articles around ‘Honour of Kings’ being a threat to personal property and security,” Zhang Yang wrote. “The game is a way of socialization, but if playing time is too long, it can no longer be called ‘addicted’ or ‘social’, it must be called ‘miserable’”

Zhang Yang calls for more regulations around the game, and that government and enterprises should take more responsibility.

“I hope that the government departments secure the internet, as  ‘the biggest variable,’ putting emphasis on teaching materials about building healthy network culture and coming up with more effective regulatory measures. I also hope that enterprises, based on earnest social responsibility, build strict laws, regulations and moral standards to develop better network products.” Zhang Yang said in the article.

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Why PC gamers are the worst at VR—and what that means for China’s VR gaming https://technode.com/2017/07/10/why-pc-gamers-are-the-worst-at-vr-and-what-that-means-for-chinas-vr-gaming/ https://technode.com/2017/07/10/why-pc-gamers-are-the-worst-at-vr-and-what-that-means-for-chinas-vr-gaming/#respond Mon, 10 Jul 2017 03:04:07 +0000 http://technode-live.newspackstaging.com/?p=51427 People who have played a lot of PC and console games are the worst at VR gaming and slower to improve than those who are new to both, a Chinese VR gaming company has found, forcing it to alter its plans. The firm has also found that the way people take to VR reveals so […]]]>

People who have played a lot of PC and console games are the worst at VR gaming and slower to improve than those who are new to both, a Chinese VR gaming company has found, forcing it to alter its plans. The firm has also found that the way people take to VR reveals so much about the players that they are now looking into developing a personality testing game for recruitment agencies.

To get an insight into the current field of VR gaming beyond the big numbers, we spoke to Beijing-based Nordic Trolls VR (the founder is Norwegian) which specializes in fantasy combat gaming.

“Gamers from PCs and consoles have been conditioned to play in a certain way. One example is, someone shoots an arrow at you and it gets stuck in you. A PC gamer will just leave it there because, in a traditional game, you can’t do anything. But non-gamers will grab it and pull it out,” said Thorbjoern Olsen, CEO of Nordic Trolls. “We found non-gamers will try more things that feel natural to them. The things they would do in real life they take into those conditions. For preconditioned gamers, it took them longer.”

Inside the VR world of Karnage Chronicles by Nordic Trolls VR (Image credit: Nordic Trolls VR)
Combat sequence in Karnage Chronicles by Nordic Trolls VR (Image credit: Nordic Trolls VR)

“In a normal [PC] game, how fast you fire is based on your character, but in VR it’s you. Some people are very good and fire and fire and have a great time,” said Olsen. “We’ve seen that the completely new players improve faster, but that there are other aspects that they don’t get as well, such as progression, developing weapons.”

Olsen also believes general life is part of our preconditioning which is partly why children take to it so much quicker: “Little kids haven’t been shaped completely by society. If you’re a one-year-old kid and you see someone fly, you’re not going to react that much, you might laugh a little as you haven’t seen it before, but do that to a 30-year-old…”

Developing for VR

“One of our developers said developing for VR compared to traditional PC gaming is 100% different,” said Olsen. The “traditional” development of games is not going to work in VR gaming, the Beijing company has found.

“Our biggest challenge is to take care of individual players in a sense that the game is not too easy and not too difficult. In a traditional PC game context, you balance the enemies and you balance the hero, very often just by numbers. But in VR, sure we can change numbers, but at the end of the day it’s the personal skills of each individual player that count,” said Olsen.

Previous dynamically changing PC games have not really worked out and Olsen believes they were developed to stop players from completing the games. They need a radically new approach based on the individual. “Do they have a warrior inside themselves? We want to be able to change the game depending on the person wearing the headset and how they play. It’s not enough just to change the difficulty, we need ways to change the game dynamically. Every person is very different.”

Developers at work on Karnage Chronicles (Image credit: Nordic Trolls VR)
Developers at work on Karnage Chronicles (Image credit: Nordic Trolls VR)

The team is using data gathered from gameplay but has found that observing players try its games is by far the most valuable insight into VR interaction as data mining from VR is not yet sophisticated enough.

Beyond the gameplay itself, the company has found that the immersion of VR means a different approach to the platform’s development.

Inside the VR world of Karnage Chronicles by Nordic Trolls VR (Image credit: Nordic Trolls VR)
Inside the VR world of Karnage Chronicles by Nordic Trolls VR (Image credit: Nordic Trolls VR)

“It’s even harder to get a person with a VR set to read something outside of the game. All the information they need, they expect to find inside the game. You cannot expect them to go to a website to figure something out or ask other players a question. Everything has to be accessible inside the game. We realized this about two weeks after launch and started moving more information into the game.

“We’re still learning what works in VR,” Olsen admitted.

VR for HR

The team has found that the individuality of the way users react when they put on the VR headset has other potential uses. “It’s equally difficult in China [to get the right staff] as anywhere else.”

“We’ve found that even just using our game as an example, the type of people we’re looking to hire in terms of personality types, we can use the game, get them to play, watch them and that tells us a huge amount about them,” Olsen explained. “It tells us more about a candidate than a traditional personality test would. We can see things like how they react to a challenge or non-challenge, levels of frustration. A whole bunch of things that I’m not going to go into.”

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Marvel is coming to NetEase and bringing a new super hero https://technode.com/2017/07/07/marvel-is-coming-to-netease-and-bringing-a-new-super-hero/ https://technode.com/2017/07/07/marvel-is-coming-to-netease-and-bringing-a-new-super-hero/#respond Fri, 07 Jul 2017 09:49:41 +0000 http://technode-live.newspackstaging.com/?p=51463 Chinese internet portal and gaming company NetEase has reached a collaboration agreement with Disney and China International Comics and Games Expo (CCG EXPO) allowing them to publish 12 Marvel comics on NetEase’s digital comic platform, according to a report by ifanr (in Chinese). Comics introduced on the platform include Guardians of the Galaxy, Amazing Spider-Man, The […]]]>

Chinese internet portal and gaming company NetEase has reached a collaboration agreement with Disney and China International Comics and Games Expo (CCG EXPO) allowing them to publish 12 Marvel comics on NetEase’s digital comic platform, according to a report by ifanr (in Chinese).

Comics introduced on the platform include Guardians of the Galaxy, Amazing Spider-Man, The Avengers, Dr. Strange, Captain America: Steve Rogers, Civil War, Iron Man, and more. Right now, the most popular title is Civil War.

The two sides have also announced that they are developing a top-secret superhero from China. The aim is to create a modern Chinese superhero based on Marvel’s elements with inspiration from modern China. So far Marvel has only featured Chinese characters as supporting characters or as villains, such as the Mandarin from Iron Man.

The comics are just the first step. NetEasy and Disney plan to collaborate on developing games, films, novels, and other products.

Marvel, much like Disney, has been popular among Chinese fans for a while. So far, movies from Marvel’s series have grossed more than RMB 8 billion in China. Sales volume of related consumer goods, both in print and digital domains, have been rising by more than 55% for three years in a row.

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World’s top-grossing game Honour of Kings is coming to Europe and the US https://technode.com/2017/07/07/worlds-top-grossing-game-honour-of-kings-is-coming-to-europe-and-the-us/ https://technode.com/2017/07/07/worlds-top-grossing-game-honour-of-kings-is-coming-to-europe-and-the-us/#respond Fri, 07 Jul 2017 09:26:17 +0000 http://technode-live.newspackstaging.com/?p=51454 The world’s most profitable game Honour of Kings (officially titled “Strike of Kings” and sometimes referred to as “King of Glory”)  is about to hit the US and European market, according to Bloomberg. The report quoted unnamed sources saying that Tencent plans to accelerate their global rollout of the blockbuster title to diversify its revenue […]]]>

The world’s most profitable game Honour of Kings (officially titled “Strike of Kings” and sometimes referred to as “King of Glory”)  is about to hit the US and European market, according to Bloomberg. The report quoted unnamed sources saying that Tencent plans to accelerate their global rollout of the blockbuster title to diversify its revenue base.

Tencent has confirmed the news to TechNode but chose not to disclose when will European and American gamers have the chance to enjoy China’s smash-hit.

“Seeing that many overseas users like and are looking forward to the mobile game Honour of Kings, Tencent has already released the foreign version of the game in Hong Kong, Macao, and Taiwan regions, as well as parts of Asia and Europe,” said a spokesperson for the company. “In the future, we will also look for opportunities to release it to other countries in Europe and the US. The specific plan and timing are not yet confirmed, we will announce further progress in the follow-up.”

Launched in 2015, the MOBA game Honour of Kings went viral in China, prompting WeChat and QQ users to spend money on game items and upgrades. During 2016, the game had over 50 million daily active users, while Chinese New Year in February 2017 brought this numbers to 80 million. In the last quarter 2016, the game generated a revenue of RMB 10.7 billion.

The game has attracted accusations from Chinese state media People’s Daily for reportedly causing addiction, but it has also drawn attention to its user base that debunks usual mobile game stereotypes. Unlike most video games which skew strongly towards male players, 54 percent of the players on Strike of Kings are female.

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Virtuos—the biggest China-based gaming company you’ve never heard of https://technode.com/2017/06/30/virtuos-the-biggest-china-based-gaming-company-youve-never-heard-of/ https://technode.com/2017/06/30/virtuos-the-biggest-china-based-gaming-company-youve-never-heard-of/#respond Fri, 30 Jun 2017 04:15:24 +0000 http://technode-live.newspackstaging.com/?p=50963 Intergalactic visual effects helped the movie Star Wars: The Force Awakens to impress audiences worldwide. What you may not know is that the movie team at Virtuos, a gaming company with studios in Shanghai, Chengdu, and Xi’an, played a part in generating the visuals of Star Wars as well as other several other blockbuster movies and […]]]>

Intergalactic visual effects helped the movie Star Wars: The Force Awakens to impress audiences worldwide. What you may not know is that the movie team at Virtuos, a gaming company with studios in Shanghai, Chengdu, and Xi’an, played a part in generating the visuals of Star Wars as well as other several other blockbuster movies and AAA games.

Started in Shanghai in 2004 by former Ubisoft executive Gilles Langourieux, Virtuos’ forté is providing game development and 3D art production services to other gaming firms or film companies. It counts major titles such as Final Fantasy XII: The Zodiac AgeAssassin’s Creed: The Ezio Collection, and Horizon Zero Dawn amongst its portfolio.

Virtuos’ China connection

Virtuos founder and CEO Gilles Langourieux. (Image credit: Virtuos)
Virtuos founder and CEO Gilles Langourieux. (Image credit: Virtuos)

Virtuos founder and CEO Gilles Langourieux first came to China in 1997 as the General Manager for French gaming firm Ubisoft’s China operations. He remembers Ubisoft was particularly encouraged by the Chinese market after a trip to Jiaotong University.

“Visiting a classroom at Jiaotong University at the time, we could see that there were a lot of strong engineers [who were] very well trained,” Langourieux told TechNode. “But when you visit the computer room, they were all playing games. So we thought if we come here, we’re going to be the first to develop games for the world market and we’ll be able to attract a very strong demand.”

Within the first year of setting up shop, the Ubisoft China team had 100 people. After three years, that number grew to 300. Along with the fast growth, Ubisoft also became profitable very quickly. In 2000, Langourieux returned to France to oversee Ubisoft’s worldwide online operations.

He came to China for the second time in 2004. This time, it was because his wife was posted to China. Partly to support his wife’s move and partly to create a business of his own, Langourieux left Ubisoft and founded Virtuos in Shanghai.

Catering to niches

With his extensive experience in gaming, Langourieux decided to create a company that catered to niches instead of competing against other large incumbents. Virtuos helps other gaming companies recreate games for multiple consoles, thereby increasing their revenue. For example, Virtuos can help a client recreate a game designed for PlayStation 3, to be compatible with PlayStation 4. This way, gaming companies can continue to earn revenue on existing titles when new consoles are released.

Staff in a Virtuos studio. (Image credit: Virtuos)
Staff in the Shanghai Virtuos studio. (Image credit: Virtuos)

The other service that Virtuos provides is 3D art production. Langourieux explained that other than the brand, beautiful art is the number one reason why people choose to play a game. So Virtuos’ team of artists help gaming companies make bigger and more beautiful games.

“If I had started a [conventional] game development company, my chance of becoming number one would have been relatively small,” Langourieux said. “I prefer to be number one in a small niche than to be very small in a much bigger [field].”

A dedication to art

Digital gaming straddles the fields of art and computer programming. Under Langourieux’s leadership, Virtuos is dedicated to providing quality art production. At its Shanghai studio, there is a sculpture and painting room where game artists are encouraged to go back to the basics of art and human anatomy whenever they are between projects.

The sculpture and painting room at Virtuos' Shanghai studio. (Image credit: Virtuos)
The sculpture and painting room at Virtuos’ Shanghai studio. (Image credit: Virtuos)

“The idea for the sculpture and painting room came from a visit to EA Canada,” senior art director Wuwei explained to TechNode. He had also previously worked at Ubisoft and has known Langourieux for almost 20 years. “We focus on the artistry and try to ensure that our artists stay on top of their craft.”

Virtuos marketing manager Laurent Leriche added that big Chinese gaming companies started as internet companies and base game design decisions on data analysis and compilation. They are doing particularly well in the mobile arena. In contrast, western gaming companies are influenced by cinema and tend to focus on the storytelling and art.

The commitment to art drove the decision to open studios in Chengdu and Xi’an. There are several technical and engineering universities in these locations. But more importantly, there is a strong tradition of art and artistic training in Chengdu and Xi’an. The Chengdu studio is now Virtuos’ largest, with more than 500 staff.

Upping the stakes in China and beyond

With the worldwide games market set to reach $108.9 billion in 2017 and new gaming technology constantly being developed, Virtuos is poised to capitalize on the lucrative industry. The company has acquired studios in Vietnam, Paris and Ireland, opening offices in North America and has grown to 1,000 staff in China. It recently celebrated working on its 1,000th game, Horizon Zero Dawn from Sony and Guerilla Games, which is the best-selling launch of an original game on PlayStation 4 to date.

Game titles that Virtuos has worked on being framed on its office wall. (Image credit: Virtuos)
At the Shanghai office, framed game titles line the wall. (Image credit: Virtuos)

Despite being a China-based company, clients in North America contribute to 50% of Virtuos’ revenue and Europe makes up 35%. Only 15% of its revenue comes from Asia as mobile games make up a large percentage of the market, reducing the need for specialized console development work and 3D art production. However, Asia Pacific region makes up the largest games market and China alone generates $27.5 billion or a quarter of all revenues in 2017. Therefore, Virtuos knows that it needs to up the ante in the Chinese market. It signed an agreement with Tencent in 2011 to provide online game development services.

Virtuos is also preparing itself to take on the next frontier – VR gaming. It has spun off its VR team to form Lusionsoft, a subsidiary solely focused on research and development on VR gaming. An initial funding of more than RMB 10 million has been raised.

“For me, the main problem with VR today is that we still have cables. Or you wear the mobile device but the quality of the experience on a mobile device is not yet strong enough,” Langourieux explained to TechNode. “We still need a couple of years before we can put [a quality] experience in the hands of the consumer and in the meantime, companies like us are working on creating really amazing content.”

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WeChat unveils new plans to allow creators to monetize their content https://technode.com/2017/06/29/wechat-unveils-new-plans-to-allow-creators-to-monetize-their-content/ https://technode.com/2017/06/29/wechat-unveils-new-plans-to-allow-creators-to-monetize-their-content/#respond Thu, 29 Jun 2017 06:12:52 +0000 http://technode-live.newspackstaging.com/?p=50931 WeChat ddsnnounced today that it plans to increase the number of advertisements in original articles posted through subscription accounts. For five months (July 1st to December 31st), the area at the bottom of articles in WeChat will be significantly bigger to host more ads. The new measure means that authors could make up for some […]]]>

WeChat ddsnnounced today that it plans to increase the number of advertisements in original articles posted through subscription accounts. For five months (July 1st to December 31st), the area at the bottom of articles in WeChat will be significantly bigger to host more ads.

The new measure means that authors could make up for some of their income decline from iOS devices caused by Apple’s decision to take 30% of all in-app purchases, including tips.

Voluntary tips through WeChat’s platform is one of the sources of revenue for authors posting through subscription accounts along with advertisements. Tipping also brought popularity to WeChat Wallet and gave authors and designers a reason to provide users interesting content.  In April, Apple’s decision to tax tips prompted Tencent to abolish its tipping feature on iOS entirely.

With more ads at the bottom of the article, authors will be able to get higher returns, but the specific proportion of income authors can claim is still unknown. WeChat also said that it will protect copyrights of original authors in order to ensure their gains. The measure is aimed at ensuring higher quality articles posted on WeChat.

WeChat has also announced that its subscription accounts will finally be able to schedule the publication of their content. Previously, content creators had to manually send out their WeChat posts. The Official Account and Service Account back-ends have been difficult to use. This could be one sign that WeChat is finally taking steps make their features more user-friendly.

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Top 5 Chinese music apps in 2017 https://technode.com/2017/06/23/top-5-chinese-music-apps-in-2017/ https://technode.com/2017/06/23/top-5-chinese-music-apps-in-2017/#respond Fri, 23 Jun 2017 07:20:57 +0000 http://technode-live.newspackstaging.com/?p=50615 Last week, Spotify announced that it had reached 140 million monthly active users (MAU) worldwide. This number, however, fades in comparison to music streaming services in China: the most popular music app in China, KuGou, had almost double, according to a report by QuestMobile published in April 2017. What is interesting about China’s music streaming services […]]]>

Last week, Spotify announced that it had reached 140 million monthly active users (MAU) worldwide. This number, however, fades in comparison to music streaming services in China: the most popular music app in China, KuGou, had almost double, according to a report by QuestMobile published in April 2017.

What is interesting about China’s music streaming services is that they are all free. Most of the apps earn money by offering subscriptions for better audio quality, ads, concert tickets, virtual gift-giving, and song purchases. The latest news proves that Chinese fans are enthusiastic enough to make the industry successful. In only three days after its release, Katy Perry’s album “Witness” ramped up 1.3 million purchases on China’s leading music apps, with NetEase Music taking the lead (in Chinese).

Here is the latest top list of China’s hottest music apps.

  1. KuGou (酷狗)
KuGou's karaoke feature. Screenshot from KuGou app.
KuGou’s karaoke feature (Screenshot from KuGou app)

KuGou, meaning Cool Dog, made its way to the top of the chart by appealing to a very wide audience, especially those living in small towns, according to a report from Sixth Tone. This means that a large portion of their content is dedicated to square dancing tunes and KTV, which is usually scoffed at by the local hipster population. KuGou has also won users by integrating KTV streaming which enables users to receive “song coins” that can be transferred into real currency. Users can also comment on songs through “bullet screens” (弹幕) where comments stream across the video, listen to the radio, watch video, and interact through the social platform.

Although the app has 228 million MAU, Kugou is still figuring out how to earn money, but it has been earning from their live streaming service Fanxing. KuGou and KuWo are both owned by the China Music Corporation which merged with Tencent’s QQ Music in July 2016.

  1. QQ Music (QQ音乐)

Although QQ Music shares some of the same features as Kugou, such as radio, KTV, and live streaming which can be rewarded with virtual gift-giving, it caters to a more urban crowd. QQ Music also offers articles and enables users to watch music videos, concerts, and interviews with famous musicians, including international stars such as Linkin Park.

The app has 211.43 million users and owes its success to Tencent’s huge presence in the Chinese market, including WeChat. This has enabled the service to strike deals with major record labels and allow its users to buy concert tickets through its payment service.

  1. KuWo (酷我)

KuWo is another app with a heavy focus on KTV streaming; the app even hosts KTV tournaments with cash rewards. Besides KTV streaming, it also serves as a video streaming platform and broadcasts video content, usually on the more trashy side, such as China’s ever so popular talent shows and comedian acts. KuWo also reserves a part of its app for China’s rising DJs.

The KuWo offers a wealth of video content bordering on trashy which users can comment through bullet screens. Screenshot from KuWo.
KuWo offers a wealth of video content bordering on trashy which users can comment through bullet screens (Screenshot from KuWo)

Like other apps, KuWo offers song purchases and subscriptions, but it is also trying to make money with in-app gaming and its own brand of headphones and speakers. The app has 107.72 million MAU.

  1. NetEase Cloud Music (网易云音乐)

What differentiates NetEase Music from other apps is its stronger focus on indie artists, enabling it to compete with internet giants like Tencent and Alibaba which have big entertainment ecosystems. Besides short videos, the app has social features that enable users to interact with performers which have profiles on the service. It also has a music streaming option for joggers called Run FM (跑步FM) that selects music with a BPM rate that matches the listener’s running tempo. Aside from music, users can listen to podcasts and watch videos.

With 62.7 million MAU, NetEase is the first music service in China that became a unicorn after securing RMB 750 million in Series A financing in April 2017.

  1. Xiami Music (虾米音乐)
Screenshot from Xiami.
Screenshot from Xiami.

Xiami started off as a P2P platform  in 2007 but had to abandon the model due to poor copyright regulation. In recent years the service has decided to add more niche content by featuring emerging musicians with original music. It has also launched The Undiscovered Nationwide Spotlight music program, a nation-wide talent search where users can vote for more than 6000 artists.

Xiami Music, which has 14.4 million MAU, is owned by Alibaba along with another music app called Alibaba Planet (阿里星球).

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Live from TechCrunch – The future of VR is mental health, data storage… and sex https://technode.com/2017/06/21/future-vr-mental-health-data-storage-sex/ https://technode.com/2017/06/21/future-vr-mental-health-data-storage-sex/#respond Wed, 21 Jun 2017 09:09:19 +0000 http://technode-live.newspackstaging.com/?p=50479 At TechCrunch Shenzhen this year, VR was a hot topic. “With VR… China will lead the world creatively,” declared James Fong, CEO of Jaunt China, a VR production company. “Many were saying that by the end of last year, VR was frozen,” observed Tang Zhenyu, Director of Perceptual Computing Group at Intel. “Chinese companies are approaching […]]]>

At TechCrunch Shenzhen this year, VR was a hot topic.

“With VR… China will lead the world creatively,” declared James Fong, CEO of Jaunt China, a VR production company.

“Many were saying that by the end of last year, VR was frozen,” observed Tang Zhenyu, Director of Perceptual Computing Group at Intel.

“Chinese companies are approaching VR with caution,” said Phil Chen, Managing Director at Presence Capital

“There’s a huge demand VR porn in China,” said Attila Steven of Ejaculator.com, maker of male sex toys that link to a VR headset.

A roughly positive consensus, but not as bullish as the hype for VR outside the main stage in Startup Alley would suggest.

Intel's Tang Zhengyu and Jaunt China's James Fong speaking at TechCrunch Shenzhen
Intel’s Tang Zhenyu and Jaunt China’s James Fong speaking at TechCrunch Shenzhen

As the most positive, James Fong provided a historic perspective: the US has maintained a lead on movie entertainment by simply having so many more decades of experience. But “. . .VR around the world is starting from the same point. China has state of the art technology and will lead the world in creativity. It’s a case of how we inspire Chinese VR creativity,” he said at the “VR and the New Consumption” event where he appeared alongside Intel’s Tang Zhenyu.

Tang explained how 2016 had initially been hailed as the first real year for VR, but by the end of the year people were saying the sector had “frozen;” the emphasis on VR at large developer conferences such as those of Apple, Microsoft and Google showed there was plenty of interest and that “. . . [t]he first quarter of 2017 saw investment in VR double that of the previous year”.

Phil Chen of Presence Capital at TechCrunch Shenzhen
Phil Chen of Presence Capital at TechCrunch Shenzhen

“AI is in a period of explosive growth,” said Tang, “and since the launch of Alpha Go, there’s been a lot of collaboration among Chinese players. What VR needs is content, and content means loads of data. Understanding, analyzing and extracting data is going to rely on AI.”

Speaking at a separate panel at TechCrunch Shenzhen, Phil Chen echoed the enthusiasm for AI rather than VR in China: “With AI [Chinese companies] are a lot more aggressive as they see direct productivity gains.” He went on to explain that he sees VR as having the most potential in mental health. “It’s a US$ 200 billion industry. VR could be used to treat autism, pain, and phobias,” he said.

“I see VR as a terminal for storing data – in huge amounts,” said Tang, explaining that at Intel they see data as crude oil and will have a vast array of uses and appearances. “VR is the most natural way of interacting with data. There’s no need for a keyboard, mouse or clicking.”

A more explicitly concrete upcoming category of VR consumption is going to be sexual experiences, said Atilla Steven who was promoting his Hong Kong-based, crowdfunded male sex toy startup at the event. The company is pairing with an as yet unnamed company that is setting up a VR media player and content platform. There are already VR content stores, but this will be the first that provides content that synchronizes with hardware, via an app. “It’s limitless – you’ve got a lot of toys, a lot of gadgets, a lot of hardware. There’s a lot of stuff even I don’t know about,” said Steven.

The device that Ejaculator.com is developing links via Bluetooth to a VR headset that houses the user’s smartphone. VR experiences are downloaded to an app which synchronizes with the device to enhance the immersion, so to speak.

“It’s hard to understand the ultimate level of VR. We’re still at the guessing stage,” said Fong.

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China’s dancing grannies are driving a tech boom https://technode.com/2017/06/19/chinas-dancing-grannies-are-driving-a-tech-boom/ https://technode.com/2017/06/19/chinas-dancing-grannies-are-driving-a-tech-boom/#respond Mon, 19 Jun 2017 03:45:04 +0000 http://technode-live.newspackstaging.com/?p=50322 In China, they rule the streets. Dancing grannies can be seen in parks and plazas across the country, waving their hands to the blaring beats of EDM-infused pop hits, unfazed by smog, angry neighbors or traffic rules. But Chinese square dancing (广场跳舞) is not just a convenient way for older people to socialize and exercise, […]]]>

In China, they rule the streets. Dancing grannies can be seen in parks and plazas across the country, waving their hands to the blaring beats of EDM-infused pop hits, unfazed by smog, angry neighbors or traffic rules.

But Chinese square dancing (广场跳舞) is not just a convenient way for older people to socialize and exercise, it is an industry worth RMB 1 trillion. It is also sparking a wave of tech innovation aimed at a 120 million-strong population which have mostly been left out of the technological boom: The dancing aunties or  “dama” (大妈), mostly comprised of female retirees born in the 1950s or 60s.

A great portion of the industry belongs to online retail. To complement their performance with costumes and props, many middle-aged dancing queens are pestering younger members of the family to teach them online shopping. Sales of square dancing-related items, such as loudspeakers and costumes, reportedly add up to a conservative estimate of RMB 25 million a month.

Companies are quick to respond to their needs, designing products such as “intelligent dancing solutions” – directional loudspeakers which limit sound to a certain area and mini tablets for the not so tech-savvy.

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Fang Hui, CEO of Dafu

Young Fang Hui, CEO of Dafu (大福广场舞平板), designs these so-called “opera watchers.” He comes from the birthplace of square dancing in Jiamusi, Heilongjiang province, and has become an expert on the square dancing economy. His goal was to create a tablet simple enough for everyone to use.

“When my 80-plus-year-old grandmother took our tablet and saw a Shaoxing opera, it was my greatest sense of accomplishment,” Fang said.

But the biggest push is coming from apps such as Tangdou (糖豆), the “Tinder of square dancing.” Tangdou boasts 100 million users and has received US$ 20 million in its latest round of financing completed in October 2016. According to its CEO Zhang Yuan, the company owes its success to a deep obsession with dancing combined with the country’s explosion in smartphones.

Fang notes that the penetration rate of smartphones is surprisingly high among the middle-aged and aged Chinese. Many of them were drawn to social apps like WeChat by “chicken soup for the soul” articles about keeping fit and becoming successful.

The square dancing frenzy has enabled companies like Tangdou, Jiuai (就爱) and 99 to tap into the geriatric market by gathering them on their video/social media platform and turning it into a marketing channel. Healthcare products, financial products, real estate, travel: All of these industries are cashing in to the rhythm of square dancing by organizing competitions and other offline events.

Square dancing in Chengdu. Photo from Baidu Images.
Square dancing in Chengdu (Image credit: Baidu Images)

One of the biggest beneficiaries of this model are instructors such as Meiju, AKA the Beyonce of Square-Dancing. The trend is a part of the internet stars or “wanghong” economy which has flooded China in recent years. Stars like Meiju earn money by endorsing products or setting up their own online shops.

“There are hundreds of square dancing wanghong now. Videos broadcasted by the most famous ones accumulate hundreds of millions of view,” said Fang.

But square dancing apps still find it hard to encourage a usually suspicious older generation to use online payments and increase user base. Despite their impressive presence, a huge portion of their audience is still out of reach. In a typical square dancing troupe, it is the leader who uses the app to check out new dancing moves and then simply teaches them to other members, Fang explained.

“One advantage of the square dance economy is the size of the market. The disadvantage is that their spending power is not strong; it is difficult to stir up their appetite for consumption,” said Fang.

He also noted that the older generation does want to be a part of the online economy – there is simply not enough products that fit them. Nevertheless, Chinese square dancers refuse to be the generation that tech forgot.

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Tencent’s megahit Honour of Kings becomes world’s top grossing game https://technode.com/2017/06/15/tencents-megahit-honour-of-kings-becomes-worlds-top-grossing-game/ https://technode.com/2017/06/15/tencents-megahit-honour-of-kings-becomes-worlds-top-grossing-game/#respond Thu, 15 Jun 2017 04:23:28 +0000 http://technode-live.newspackstaging.com/?p=50203 Tencent Tech is reporting that blockbuster multiplayer online battle arena (MOBA) game Honour of Kings has overtaken Monster Strike this May to become the world’s highest-grossing (in Chinese) game across platforms, according to data released by App Annie. Although Honour of Kings ranked the world’s highest grossing iOS game in March and April this year, this is the first […]]]>

Tencent Tech is reporting that blockbuster multiplayer online battle arena (MOBA) game Honour of Kings has overtaken Monster Strike this May to become the world’s highest-grossing (in Chinese) game across platforms, according to data released by App Annie.

Although Honour of Kings ranked the world’s highest grossing iOS game in March and April this year, this is the first time for it, or any Chinese gaming titles, to take the crown for iOS and Google Play, a special feat given Google’s weak presence in China.

Screen Shot 2017-06-15 at 12.08.23
App Annie ranking showing Honour of Kings as global #1 in revenue (Image credit: GameLook/Tencent)

Launched in November 2015 by Tencent’s Timi Studio, Honour of Kings is very similar to League of Legends, which sees players battle beasts in a fantasy landscape. Despite the similar visual style and gameplay mechanics, Tencent has managed to successfully localize to China with subtle changes in a mobile-first product strategy, local culture-based characters, and simpler controls.

Tencent’s 2016 annual report showed that the game had over 200 million registered users and over 50 million daily active users, roughly the total population of South Korea.

Tencent’s huge user base from WeChat and QQ, which have hundreds of millions of users in the country, has always been a huge resource to draw upon in terms of acquisition and promotion. Unsurprisingly, Honour of Kings growth is in part driven by WeChat and QQ users who made in-app purchases on game items.

The game has generated revenue of RMB 10.7 billion in Q4 last year. Local media reports that its DAU surged to 80 million during the Lunar New Year in February this year.

As the largest online game publisher in China, online gaming represents 47% of the internet behemoth’s 2016 revenue. The company is going further in the industry with a plan to build an e-sports-themed industrial park in Wuhu city.

Honour of Kings’ success comes while a series of Chinese game developers are gaining momentum. App Annie’s report shows that Chinese content producers snapped four places on the Top-10 grossing iOS app list for May. Tencent took the top place, followed by runner-up NetEase. CMGE and Longtu Game took the 8th and 10th spot respectively in the global market.

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Chinese gaming giants are setting their sights on Europe https://technode.com/2017/06/02/chinese-gaming-giants-are-setting-their-sights-on-europe/ https://technode.com/2017/06/02/chinese-gaming-giants-are-setting-their-sights-on-europe/#respond Fri, 02 Jun 2017 09:38:37 +0000 http://technode-live.newspackstaging.com/?p=49747 As an important part of the global entertainment business, gaming is looking pretty good and the uprising trend of this sector is showing signs of slowing down for the near future as people living the digitalized world are seeking for more entertainment. Global venture capital firm Atomico released a report to shed some light on […]]]>

As an important part of the global entertainment business, gaming is looking pretty good and the uprising trend of this sector is showing signs of slowing down for the near future as people living the digitalized world are seeking for more entertainment. Global venture capital firm Atomico released a report to shed some light on the latest changes in the sector.

2016 has witnessed some remarkable tipping points of the gaming industry, according to the report. Firstly, the field has become a global industry with games revenue exceeding USD$ 100 billion. To put the number into perspective, this means that the gaming industry is now worth three times as much as movies worldwide.

The surge in revenue is in line with the increasing player base, which broke 2 billion for the first time last year.  Mobile has become the most lucrative segment after years of continuous growth.

Atomico’s bullish views towards mobile gaming are shared by many research agencies. Newzoo made a bold prediction that the mobile segment will account for 42 percent of worldwide sales this year and to over half of the total games market by 2020.

B-companies
Image credit: Atomico

China, the home to world’s top gaming developers like Tencent, is taking a fair share of this boom. The report shows that 11 out of 24 gaming companies worth more than US$ billion have come from China. Europe took the runner-up position with 6 companies

While investors have more confidence in publicly listed companies, the enthusiasm is also felt by private gaming firms. Of the total private investments, Europe is taking an increasing share of global games funding rounds, with Chinese acquirers playing a big role.

The top twenty largest games M&A transactions of the last five years have created US$ 46 billion in exit value, of which European targets accounted for 70% of the value. Looking at the origin of the buyers, 55% of deal value came from strategic Chinese acquirers, illustrative of growing interest from China.

This interest is only set to increase in 2017 and beyond, as the growing appetite for fresh content from Chinese gamers leads to investors seeking to exploit this through selective investment in European studios, the report noted.

The analysts attribute this surge to two reasons. For one, although the surge in listed entities has allowed VC communities to see increasing markups, they are often only on paper. Games companies are more than twice as likely to achieve liquidity as $B+ companies from other tech categories.

Additionally, Europe’s unique culture, as well as technical and commercial factors, have helped the region to become a world leader in mobile game development.  Many of these are subtle points, such as the region’s rich, centuries-old history of storytelling and creativity, or, its deeply connected communities of passionate individuals that came together through the region’s mod and demo scenes, creating fertile ground for mobile game development.

Most importantly, European studios were developing for mobile before it even became the “mobile” that we think of today, learning their craft building games on Java and optimizing for Nokia or Motorola feature phones, a world away from the mobile devices and games we recognize today.

On the other hand, the prosperity of European game development finds its root in rising demands from the world, of which China is an important market gaming studios can’t ignore. It’s now not only the world’s largest market of gamers – with over 600 million – but also it’s most valuable by spend, eclipsing the US and even the whole of Europe combined.

“There are unique opportunities. Almost 90% of the 24 billion dollar games companies founded in the last 15 years have achieved liquidity, proportionally more than any other sector – so games studios, especially in Europe, are a good bet. As the Chinese market continues to thirst for content, and continues to expand in size, we expect to see an uplift in Chinese interest,” Mattias Ljungman, Partner at Atomico said.

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What Panda TV’s 1 bln RMB series B means for e-sports and live streaming https://technode.com/2017/05/26/what-panda-tvs-1-bln-rmb-series-b-means-for-e-sports-and-live-streaming/ https://technode.com/2017/05/26/what-panda-tvs-1-bln-rmb-series-b-means-for-e-sports-and-live-streaming/#respond Fri, 26 May 2017 02:05:40 +0000 http://technode-live.newspackstaging.com/?p=49582 Panda TV (熊猫直播), a Shanghai-based game streaming website, has raised RMB 1 billion in series B funding (in Chinese) led by Industrial Innovation Capital Management (兴业证券兴证资本), causing a stir in the sector. The funding is the largest the live streaming service has raised since it was founded two years ago by Wang Sicong, the only son […]]]>

Panda TV (熊猫直播), a Shanghai-based game streaming website, has raised RMB 1 billion in series B funding (in Chinese) led by Industrial Innovation Capital Management (兴业证券兴证资本), causing a stir in the sector.

The funding is the largest the live streaming service has raised since it was founded two years ago by Wang Sicong, the only son of China’s second-richest man Wang Jianlin. Earlier the company had secured an eight-digit RMB series A and A+, following an angel round of several million RMB (in Chinese) in November 2015.

Panda TV has positioned itself as an online entertainment live streaming platform with a focus on broadcasting live e-sports. The company claims it has gathered over 80 million monthly active users, with 150,000 active presenters.

Some speculate that the live streaming service will shift its e-sports focus (in Chinese) and use the new money to build a pan-entertainment platform encompassing entertainment programs, variety shows, e-sports and more, as the exorbitant costs related to purchases of e-sports tournament royalties, salaries of starring presenters (the signing bonus of a famous presenter can be as high as tens of millions of RMB) and content distribution network charges (can be as high as RMB 20 million every month) have made e-sports a cash-burning business.

Behind the big-ticket investment comes the sizzling e-sports sector in China. According to market research firm iResearch, China’s e-sports gamers numbered 117 million (in Chinese) in 2016, with the market size reaching RMB 40 billion. And the market is expected to further grow in the next few years. This lucrative market is set to attract more capital to enter the sector.

The best performers in the global e-sports arena were from China last year, followed by those from the U.S. and Korea, according to Handelsblatt, Germany’s leading financial daily (in Chinese).

Nowadays e-sports events are not only held in stadiums, but aired on dedicated TV channels and streamed on websites. Technology giants including Tencent and Alibaba are also betting on the flourishing business, pouring heavily into the sector.

Some local governments have been keen to host e-sports contests or build e-sports industrial parks with large companies, in hopes of boosting local revenue through the emerging sector. Last September, China’s Ministry of Education even approved the addition of 13 new majors (in Chinese) including the e-sports and management to the existing programs allowed in universities and colleges.

And Wang Sicong is not the only celeb who has eyes on the booming sector. Pop singer Jay Chou has also opened his own internet cafe brand aimed at e-sports. The Taiwanese pop music superstar forked out RMB 18 million to open an internet café in south China’s Shenzhen, seen by local media as Chou testing the e-sports waters.

E-sports is one of the three live streaming types commonly seen in China. The other two are entertainment and verticals by content (including live streaming platforms related to education, business, e-commerce, sports and social network).

While 2016 was a banner year of the country’s live streaming, a turning point may be at hand for the sector in 2017. Very few live-streaming platforms can survive until B round, when it comes to the next stage of a company’s financing, a Douyu TV (斗鱼电视) executive earlier told Reuters, citing the high burn rates of the industry.

Tencent-backed Douyu, which was ranked the top player in the e-sports live streaming space, snapped up an aggregated RMB 2.2 billion in 2016, putting its valuation at over US$ 1.2 billion.

As the saying goes, money makes the world go round. At the end, only deep-pocketed players like Douyu TV and Panda TV are expected to have the last laugh in this fierce commercial jungle.

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As China gaming opens to Western design studios, the West wants more Chinese studios https://technode.com/2017/05/16/as-china-gaming-opens-to-western-design-studios-the-west-wants-more-chinese-studios/ https://technode.com/2017/05/16/as-china-gaming-opens-to-western-design-studios-the-west-wants-more-chinese-studios/#respond Tue, 16 May 2017 09:37:49 +0000 http://technode-live.newspackstaging.com/?p=49099 With over 305 million online gamers in the People’s Republic of China, it’s easy to see why western gaming developers are so eager to enter the market. Gaming giants like Supercell (makes of hit Clash of Clans) are getting swooped up by Chinese tech giants such as Tencent to aid in entry and flourishing in the world’s […]]]>

With over 305 million online gamers in the People’s Republic of China, it’s easy to see why western gaming developers are so eager to enter the market. Gaming giants like Supercell (makes of hit Clash of Clans) are getting swooped up by Chinese tech giants such as Tencent to aid in entry and flourishing in the world’s biggest gaming market. And the effort has been paying off: League of Legends (developer Riot Games also acquired by Tencent) and others can be seen in the hands of many subway riders in the major cities.

Meanwhile, Chinese game-makers and other tech verticals are shedding the stigma of poor-quality tech. From behemoths like Huawei to startups like Kika Tech with over 275 million overseas downloads and even independent developers, consumers abroad are embracing Chinese products like never before. And these accomplishments are not going unnoticed.

Embracing high-quality games, apps, and hardware is not just happening among users. The app stores are recognizing quality as they see it, no matter the size of the developer. Carl Wang Chun, the former lead designer for several Glu Mobile and Kingsoft (owner of Cheetah Mobile) games, is one such developer who has recently left Big Gaming to start his own company, Cyberlodge Interactive.

“As developers, we’ve been fortunate to gain experience and utilize resources of major developers like Glu Mobile and Kingsoft. But we wanted more,” Carl, CEO and founder of Cyberlodge Interactive said. “That’s why we started Cyberlodge. We wanted to create a home for those who love to make games and work together with our developers and distribution partner SuperD to help our dreams come true.”

In that spirit, Cyberlodge and SuperD have launched their first offering, Downgeon Quest, on the Google Play store. And it has come with a warm welcome from Google, being featured in the United States, Canada, France, Great Britain, Australia, and Southeast Asia beginning today – a true testament that China is catching up to the West in terms of quality.

In Downgeon Quest, the stage is set with the hero, Dumholf, who battles and crafts his way through the depths of a dungeon, collecting recipes and artifacts to increase power, and recruit new heroes. The twist is that, in order to survive, you need to craft spells, weapons and other items from materials that can be found as you delve. The game pulls you in with its simplicity and brings you back with the new tricks and secrets you learn as you play.

Already heralded as a hit game on iOS, it has been listed as one of the best games of 2017 on CNET. The Android version is even getting the YouTube star treatment, with the likes of Clash with Cam, Lady Calysta, Chief Pat and mystic7 getting in on the action.

With the rest of the world caring less about the location of the developer and more about the quality of the product, expect to see more Chinese firms duplicating the success of those that ventured beyond the Great Wall before them.

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Tencent doubles down on e-sports with e-sports industrial park https://technode.com/2017/05/15/tencent-doubles-down-on-e-sports-with-e-sports-industrial-park/ https://technode.com/2017/05/15/tencent-doubles-down-on-e-sports-with-e-sports-industrial-park/#respond Mon, 15 May 2017 08:16:06 +0000 http://technode-live.newspackstaging.com/?p=49201 TencentInternet giant Tencent recently announced a framework agreement with east China’s Wuhu City to build an e-sports-themed industrial park in the city. Under the deal, the parties will build an e-sports town that embraces an e-sports theme park, e-sports university, cultural and creative park, animation industrial park, creative block, tech entrepreneurial community and Tencent cloud data […]]]> Tencent

Internet giant Tencent recently announced a framework agreement with east China’s Wuhu City to build an e-sports-themed industrial park in the city.

Under the deal, the parties will build an e-sports town that embraces an e-sports theme park, e-sports university, cultural and creative park, animation industrial park, creative block, tech entrepreneurial community and Tencent cloud data center.

In addition, the parties plan to hold e-sports tournaments with national influence in the town.

Although the parties have yet to reveal the specific construction time for the project, the announcement signals Tencent is continuing to double down on its gaming business. Tencent’s online game segment revenue rose 25% year on year to hit RMB 70.84 billion in 2016, representing 47% of the internet behemoth’s 2016 revenue. This makes Tencent the largest online game publisher in China, dwarfing its rival NetEase, which grossed RMB28 billion in gaming revenue last year (in Chinese). In addition, Tencent is said to plan an Honor of Kings (王者荣耀) theme park in Chengdu city, home to Tencent’s game studio group subsidiary Timi Studios Group, which is also the developer of the popular mobile gaming title.

The role-playing game has amassed 50 million daily active users since it was launched by Tencent in November 2015. The sought-after gaming title recently took in a whopping RMB 3 billion revenue every month for the firm, revealed some Tencent staff.

Tencent and Wuhu city are not alone in the e-sports town initiatives. Last month, southwest China’s Zhongxian country announced that it will inject RMB 4 billion into its e-sports industrial park spanning 3 square kilometers in the next three years.

For local governments, the creation of the e-sports park can drive the development of their cultural and tourism industry, and boost the local revenue.

According to market research firm IResearch, China’s e-sports users numbered 117 million in 2016, with the market size reaching RMB 40 billion. And the market is expected to further grow in the next few years. This lucrative market is set to attract more capital to enter the sector.

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Now In Vietnam: A short history of mobile gaming – From Korean to Chinese to home-grown https://technode.com/2017/05/04/short-history-of-mobile-gaming-in-vietnam-chinese-mobile-games/ https://technode.com/2017/05/04/short-history-of-mobile-gaming-in-vietnam-chinese-mobile-games/#respond Thu, 04 May 2017 03:22:31 +0000 http://technode-live.newspackstaging.com/?p=48520 This is the fifth post of “Now in Vietnam“, where TechNode visits Vietnam’s leading companies, to explore the next startup ecosystem to emerge among Southeast Asian countries. Vietnam GDP growth could surpass China by 2020 according to Turicum Investment Management. Chinese mobile games have greatly appealed to the Vietnamese gamers in recent years, thanks to its […]]]>

This is the fifth post of “Now in Vietnam“, where TechNode visits Vietnam’s leading companies, to explore the next startup ecosystem to emerge among Southeast Asian countries. Vietnam GDP growth could surpass China by 2020 according to Turicum Investment Management.

Chinese mobile games have greatly appealed to the Vietnamese gamers in recent years, thanks to its similar cultural background and its convenient paying system. Vietnam’s top game publishing companies, notably VTC Online and SohaGame have constantly expanded their business in publishing foreign games, the former started out with publishing Korean games including hit game CrossFire, while SohaGame focused on Chinese games.

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Early 2000’s: Korean games take the lead

CrossFire, a free-to-play online military shooter game made by Korean developer SmileGate in 2007, raked in US$ 1.3 billion in global sales in 2014, and still has solid sales in Vietnam.

In 2002, Yongdeuk Lee opened an internet cafe in Ho Chi Minh city, which he later had to shut down because it was too early for the market then. Korean games got popular in the mid-2000s, and his Vietnamese friends wanted to purchase Korean games and distribute them in Vietnam. Lee started working as a middleman to cherry pick and purchase quality games from Korea and publish them it in Vietnam.

“We earned 50 million KRW (US$ 44,100) a month, a lot of money at that time. Later we wanted to purchase more copyrighted games, so I joined VTC Online in 2006,” Lee says.

VTC Online started with 23 employees, grew up to a company of 1,000 employees with its branch offices in Korea, China, Laos, and Cambodia. CrossFire was a big hit in Vietnam when published in 2008 by VTC Games. With earnings coming through Vcoin as cash currency, its revenue made by the game was only second to Tencent. FIFA Online 2, co-developed by South Korean company Neowiz Games gained recorded another hit in 2009.

“Seeing the success of CrossFire, we hired in-house game developers to develop our own games. However, it was not successful, and we now turned this business into an online training academy,” Yongdeuk Lee, Vice CEO of VTC Online told TechNode.

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VTC Academy in Hanoi (Image Credit: TechNode)

In the year 2014 came the era of mobile games, where Korean games withdrew to Chinese games.

“All the web games popped out of South Korea, and its development was quicker than others in Vietnam. The Korean web game’s price was lower, and it had great user experience with the better graphics and creative designs,” Lee says. “However, when downloading Korean games, users need to buy security software. Chinese games were better on security, and users didn’t have to buy security software, which greatly appealed to the users.”

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From 2011, Chinese games take the lead

There are eight Chinese companies in the list of Vietnam’s top 100 games, including Fishing Diary from Chinese publisher DroidHen, Castle Clash and Lords Mobile from Chinese publisher IGG, according to the Cheetah Global Lab. So why do Chinese games take lead in Vietnam?

“Vietnam shares a common background of history and culture with China, which makes Vietnamese gamers feel very familiar with all the theme and stories inside Chinese games, such as three kingdoms, kungfu style or Chinese fantasy elements. Also, the monetization system of Chinese games quite fits Vietnamese gamers’ paying behavior,” Hieu Ha Trung, co-founder and business director at SohaGame told TechNode.

Chinese elements appeal to Vietnamese gamers, but there surely there is the need for certain localization. The localization of one game contains two main things: translating and localizing the UI, developing new functions and adjusting the price policy for the local market, according to Ha Trung.

“The research is very important and do research on Vietnam market as much as you can. Vietnamese gamers’ taste is similar to China, but operating one game for billions of population in China, then moving it to a 96 million population like Vietnam will surely have different things to consider,” he says. “To make a game that suits the market trend and gamers’ behavior, combining developers’ capacity and publisher’s market knowledge is also very important.”

Now is the time to look at Vietnam’s local games

Given that the most important factor to evaluate the success of the online game in Vietnam now is on product cycle, according to Vietnam Mobile game market report 2016 released by GameK, Vietnam’s local games are on the right path. 

“Some of the top revenue games with most users are: Mong Vo Lam, Dai Minh Chu, and Hai Tac Bong Dem, with the lifespan of each title from 1.5 to 3 years, while the normal lifespan of one game is only around 9 months,” Ha Trung says.

He believes domestic game’s successful expansion in the home country can help it to expand into other SE Asian countries as well. For that reason, SohaGame now is working closely with local game developers in Vietnam to produce games for Vietnam and SE Asia market.

“SohaGame’s products are dominating 20-25% of the market share for 4 consecutive years in Vietnam, and it will help us to have a good reputation when we launch into the SE Asia market this year,” he added.

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Hit TV anti-corruption drama leaked online for only 8.8 RMB https://technode.com/2017/04/27/in-the-name-of-the-people-leaked-online-copyright-protection/ https://technode.com/2017/04/27/in-the-name-of-the-people-leaked-online-copyright-protection/#respond Thu, 27 Apr 2017 01:14:15 +0000 http://technode-live.newspackstaging.com/?p=48505 China’s hit anti-corruption TV drama In the Name of People (人民的名义 in Chinese) was recently leaked online ahead of its licensed release, throwing into the spotlight the country’s copyright protection woes. The 55-episode anti-graft TV drama, adapted from a namesake novel by Chinese writer Zhou Meisen, have earned both good ratings and rave reviews nationwide […]]]>

China’s hit anti-corruption TV drama In the Name of People (人民的名义 in Chinese) was recently leaked online ahead of its licensed release, throwing into the spotlight the country’s copyright protection woes.

The 55-episode anti-graft TV drama, adapted from a namesake novel by Chinese writer Zhou Meisen, have earned both good ratings and rave reviews nationwide since it premiered on Hunan Satellite TV in late March. Meanwhile, it is also available on online TV provider PPTV, a media division of the country’s Suning retail group.

The sensational TV drama, touted by Chinese media as “the country’s most daring TV series about anti-graft efforts“, has quickly fallen prey to online piracy.

The full series, however, was leaked online in mid-April when the hit TV drama was less than halfway aired via licensed channels. People can pay as little as RMB 8.8 to view the full series through WeChat, Weibo (微博 in Chinese; Twitter-like social media platform) and Baidu Cloud (百度云 in Chinese; Baidu’s cloud storage service). In contrast, a PPTV membership that includes the series is RMB 15 for one month or RMB 108 for 6 months.

The leaked episodes were said to be the sample version submitted for approval to country’s top media watchdog, but the origin of the leak has not been identified.

It is estimated the piracy may cause an aggregate loss of over RMB 500 million to PPTV, Hunan Satellite TV and other parties involved (in Chinese).

PPTV vice president Chen Xuhua condemned the piracy and called on authorities to attach importance to intellectual property protection. Chen said that Weibo and Baidu Cloud should take their social responsibility and vowed to hunt the culprits until they are caught.

Behind this piracy case lurk well-trained film and TV series “agents” who provide pirated content to social media users. According to reports, these groups use WeChat to conduct regular trainings where veteran agents will teach rookies stuff like how to circulate video on Weibo, pitch potential customers and grow one’s downline. Structured much like a pyramid scheme, new agents are invited into WeChat groups where they pay the referree and group owner via hongbao.

The National Copyright Administration (NAC) is looking into the matter, and has been taking measures to stamp out the piracy, said Yu Cike, director of NAC’s copyright management department, at a press conference held by the State Council yesterday (in Chinese).

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Now In Vietnam: Make sure you target these 3 demographics of gamers in Vietnam https://technode.com/2017/04/25/make-sure-targeting-three-demographics-gamers-vietnam/ https://technode.com/2017/04/25/make-sure-targeting-three-demographics-gamers-vietnam/#respond Tue, 25 Apr 2017 08:19:12 +0000 http://technode-live.newspackstaging.com/?p=48423 This is the fourth post of “Now in Vietnam“, where TechNode visits Vietnam’s leading companies, to explore the next startup ecosystem to emerge among Southeast Asian countries. Vietnam GDP growth could surpass China by 2020 according to Turicum Investment Management. The cream of the US$ 215 million-sized Vietnam’s mobile gaming market is coming from these […]]]>

This is the fourth post of “Now in Vietnam“, where TechNode visits Vietnam’s leading companies, to explore the next startup ecosystem to emerge among Southeast Asian countries. Vietnam GDP growth could surpass China by 2020 according to Turicum Investment Management.

The cream of the US$ 215 million-sized Vietnam’s mobile gaming market is coming from these three demographics of gamers: A teenage male student, business man over 30s, and an office girl in the 20s, according to SohaGame.

 Now is the time for global game companies to enter the Vietnam market, otherwise it will be too late to skim the cream. The volume of Vietnam mobile game market in 2016 was US$ 215 million, an increase of 18% YoY but strongly decreased in comparing the growth rate of 52.5% in 2015. The market will reach to the saturated point in 2019 with around US$ 295 million, according to Vietnam Mobile game market report 2016 released by GameK.

According to the report, there were 216 new mobile games released in 2016, up 51% compared to 2015 (143 new games), meaning there were almost 2 new games released every 3 days. However, revenues in the market only increased by 18%. Also, 35% of newly released games shut down their service right in the first year.

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Vietnam will stay as a promising game market in the SE Asia region, but the competition will get fiercer, as Hieu Ha Trung, business director of SohaGame puts it, “the market is not open to everyone like 2 or 3 years ago.” SohaGame is one of the top 2 mobile game publishers in Vietnam based on the number of new games released in 2016, with more than 23 released games.

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Hieu Ha Trung, co-founder and business director of SohaGame served in the Ho Chi Minh-based company over six years and helped its mobile games like Socvui.com reach its highest peak visits. We talked to him about his gaming industry insights in Vietnam and tips for global gaming companies entering the Vietnam market.

Who are Vietnam’s gamers?

There are 3 types of typical Vietnamese gamers in my mind: A teenage male student, business man over 30s, an office girl in 20s.

  • A teenage male student, who loves to play games day and night, he plays games after he wakes up, in the school during break times. He doesn’t have much money, but he is willing to spend about US$ 20-40 per month for his favorite games. Normally he plays 2-3 games at the same time, he loves manga, anime, Chinese and Hollywood movie and can play all games with those themes.
  • A business man over 30, who still remembers all traditional Chinese movies he watched when he was a small child like Three Kingdoms, Water Margin, and Jinyong Kungfu novels. He loves to play the games which can remind him of those good memories. He is busy and can only play games for about 1-2 hours per day when he has free time. He is picky but loyal to the games he likes and is willing to spend money on them.
  • An office girl in her 20s, who never play games before, but now she loves killing time on match-3 games or some farming games. She plays for fun, spends a little money on each game she plays. She loves to show the result she gained in the games to her friends.

What types of game appeal to Vietnam’s gamers?

The most popular games in Vietnam are still MMORPG (Multiplayer Online Role-Playing Game), card battle and ARPG (Action Role-Playing Game) with Chinese or manga stories.

VR game is the new trend in the next 2 or 3 years, now we see it still has some barriers in the hardware to reach to all normal gamers as a personal device or for home play. During the next 3 years, e-sport on mobile will be very potential in Vietnam and the region, we are expecting a booming of this new generation of entertainment.

How do you publish your game in Vietnam?

Vietnamese government departments ask companies to have a game operating license. There are 2 types of publishing license required in order to publish games in Vietnam: one for the whole company, and one for each title the company will publish, including the content and technology documents. It’s a big barrier for game companies to enter this business, but in another way, it helps those companies to professionalize their business before providing it to customers.

Why is Vietnamese gaming market the fastest growing market in the Southeast Asia?

Vietnam population is 94 million in 2016, and more than 40% are under 35 years old, and the total number of gamers is 36 million, which is a huge market for the game industry. In geography, Vietnam stays only in one mainland, which is not separated into many islands like the Philippines and Indonesia, and 90% of Vietnam population is from one ethnic; that helps game publishers easier when to publish games and target to the audience.

The basic foundation of internet and 3G in Vietnam is also one of the fastest and cheapest services in the region. Starting from $2.5 USD per month for a 3G subscription fee, you can have 500MB 3G with high speed to play games. Also, the payment method of prepaid phone card is very popular around Vietnam, which helps gamers to buy and pay for the game anywhere, anytime they want.

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PowerCore founder: Toy-to-life games are about to take off in China https://technode.com/2017/04/25/powercore-toy-to-life-games-are-about-to-take-off-in-china/ https://technode.com/2017/04/25/powercore-toy-to-life-games-are-about-to-take-off-in-china/#respond Tue, 25 Apr 2017 07:17:25 +0000 http://technode-live.newspackstaging.com/?p=48439 Toy-to-life games, a category that creates immersive gaming experiences by connecting digital gameplay and physical toys, has become very popular in the west. Activision, the game maker that injected vigor into the genre with its Skylanders franchise, sold over US$ 3 billion worth of games and toys worldwide by 2015. However, the category has yet to become a […]]]>

Toy-to-life games, a category that creates immersive gaming experiences by connecting digital gameplay and physical toys, has become very popular in the west. Activision, the game maker that injected vigor into the genre with its Skylanders franchise, sold over US$ 3 billion worth of games and toys worldwide by 2015.

However, the category has yet to become a big thing in China. But it won’t take long before toy-to-life craze hit the middle kingdom, according to Shen Jia, founder of PowerCore, the Tokyo and East Palo Alto-based startup that aspires to bring its technologies here.

Founded in 2013, PowerCore creates and distributes collectible smart toys that can be scanned into games via NFC or QR codes for a reactive gameplay experience. In addition, the startup also handles digital activations and provides merchandise solutions to gaming companies and brands.

PowerCore

Stumbling blocks

“People always tend to think toy-to-life more about one franchise and a console-type of gaming experience. A couple of problems that was specific in China,” Shen Jia says. “One was that consoles don’t exist here, the other is the console that’s being able to get collection things might be a little big difficult for people to store it in their houses.”

To counter these obstacles, PowerCore’s solution is focused entirely on mobile, in line with China’s shift to mobility. “The toy-to-life sector as far as mobile concern doesn’t really exist right now, even in US and Japan.”

The best form of toy-to-life games, according to Shen, is something like Pokemon Go, where there’s more real life interaction with digital experience. “As a game structure, it incentivizes people to leave the house and do interesting and weird things,” he says. “We have games that help you interact with the environment, with the products you purchase as well as the place you go, that’s what we think the future toy-to-life sector would be like.”

Feeling like a VIP

There’s always something lost in translating the hot IPs from one medium to the other, even if they do, there’s another barrier to overcome, the loss of audiences who share passions for that content.

Shen, who is a big fan of Transformers, cites a personal experience to illustrate this point: “Before what happens is each of the licensed individual properties is doing the marketing themselves,” he says. “If a Transformer film is publishing, there would be movie trailers and the game itself would be promoted by advertisements, and the toys will be in the store by their own advertisement. None of them would work together.”

Through cooperation with IP right holders or movie studios, PowerCore’s platform does allow them to tie that all together by cross-referencing contents that share the same IP. Those who watched a certain movie can use their tickets to unlock cool characters in the game, or if you play the game to a certain level, you can get a discount when buying a movie ticket.

“We create a platform where people like a specific movie franchise to interact on all the different levels,” he adds. “When all of the IP properties work together, as a fan I feel more like a VIP: when I go to the game I have a benefit.”

“If you think from a movie studio and IP point of view before they wouldn’t know the LTV (lifetime value) of a real user. They only know the game LTV, but they didn’t know that the same person that plays this game also bought movie tickets and also bought this toy,” Shen Jia says. “Now we kind of measure that specific LTV of a user at multiple touch points.”

China, Japan, and the US

Shen is also the co-founder of RockYou, which created widgets and apps for MySpace and Facebook. As a serial entrepreneur with experience in the US, Japan, and China, he compared with startup ecosystems in the three countries.

Silicon Valley and Beijing are no doubt the top-level startup hubs with top-notch resources in terms of funding, overall talent pool and innovation speed. The difference between the two cities, according to Shen, lies in how exits work.

“That process is still a little mixed in China. The whole system is changing and everyone in China adapts to the changes a lot faster, so most of the companies look at business models a little bit short term, as opposed to the shoot-for-the-moon type of thing like Facebook and Snapchat,” he says. “Those types of startups are having a harder time starting in China, but in general, the innovation speed in China is ridiculously fast now.”

Japan is still pretty slow as far as startup innovation, Shen thinks this is in part because the culture of being safe still prevails in the country. “Despite the government is very supportive of the tech startup, no nobody is willing to try things that are really adventurous because if you have a failed startup they think you suck, which is kind of nuts.”

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Pop singer Jay Chou opens internet cafe brand aimed at e-sports https://technode.com/2017/04/17/jay-chose-esports-jesports-shenzhen/ https://technode.com/2017/04/17/jay-chose-esports-jesports-shenzhen/#respond Mon, 17 Apr 2017 08:11:22 +0000 http://technode-live.newspackstaging.com/?p=48131 Fans waiting for pop singer Jay Chou’s  (周杰伦) new album may have to wait even longer, as their beloved idol has been busy doing something else: opening a cybercafé. The Taiwanese pop music superstar forked out RMB 18 million to open a internet café in south China’s Shenzhen, seen by local media (in Chinese) as Chou […]]]>

Fans waiting for pop singer Jay Chou’s  (周杰伦) new album may have to wait even longer, as their beloved idol has been busy doing something else: opening a cybercafé. The Taiwanese pop music superstar forked out RMB 18 million to open a internet café in south China’s Shenzhen, seen by local media (in Chinese) as Chou testing the e-sports waters.

Jay Chou, who came in third with RMB 181 million in business revenue (in Chinese), in a 2017 list of top 100 Chinese celebrities with most commercial value, has partnered with VC fund IDG Capital to form an e-sports cybercafe brand called JESPORTS (摩杰电竞 in Chinese).

Their first fruit, a 1,700-square-meter luxury cybercafé equipped with 230 computers, has areas for online games, board games, and watching live streaming e-sports competitions.

Prior to the cybercafé, Chou, as a hardcore gamer himself, has not only endorsed a number of popular gaming titles such as League of Legends (英雄联盟 in Chinese) and streamed his own play, but also bought a Taiwanese League of Legends team called Taipei Assassins.

There are about 160,000 cybercafés in the country (in Chinese), with the top three brands combined taking less than less than 0.2% market share. These cafes have similar business models, dependent on charges for access to the internet and revenue from their refreshment bars. Although some cybercafé operators have been trying to hold live e-sports tournaments and hire live streaming hosts to attract more gamers, they cannot make a silk purse out of a sow’s ear, lacking brand influence and resources.

Chou plans to leverage the JESPORTS brand to partner with more gaming firms and hold e-sports tournaments in the future. JESPORTS is less a cybercafé and more a stepping stone for him to explore the hot e-sports gaming market.

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NetEase Cloud Music becomes unicorn after $108M series A https://technode.com/2017/04/12/netease-cloud-music-becomes-unicorn-after-108m-series-a/ https://technode.com/2017/04/12/netease-cloud-music-becomes-unicorn-after-108m-series-a/#respond Wed, 12 Apr 2017 07:04:01 +0000 http://technode-live.newspackstaging.com/?p=48005 Months after the funding rumor, NetEase Cloud Music, the music and radio arm of Chinese internet portal NetEase, announced that it has completed an A round worth RMB 750 million (approx. US$ 108 million). The round puts the company’s valuation at RMB 8 billion, boosting the company to unicorn status four years after its launch […]]]>

Months after the funding rumor, NetEase Cloud Music, the music and radio arm of Chinese internet portal NetEase, announced that it has completed an A round worth RMB 750 million (approx. US$ 108 million). The round puts the company’s valuation at RMB 8 billion, boosting the company to unicorn status four years after its launch in 2013.

Chinese media conglomerate Shanghai Media Group (SMG) led the strategic investment, joined by Mango Cultural and Creative Industry Private Equity Fund, a fund established by Mango Media under the flagship of Hunan Broadcasting System, and CICC Jiatai Fund, the investment unit of China International Finance Company Limited.

The capital raised in this round will be mainly used for enhancing the user experience of the NetEase Cloud Music products, increasing investment on content, developing a healthy patent system and establishing a solution for the upstream and downstream music to provide the users with abundant resources of high quality music, introduced Zhu Yiwen, CEO of NetEase Cloud Music.

In addition to the capital itself, the deal would also put the music streaming service in content partnership with SMG and Mango, two comprehensive culture groups with extensive resources in music talent shows, movies, variety show, music, and more.

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User Growth Curve of NetEase Cloud Music

Along with the funding news, the company announced that it has amassed 300 million registered users. Over the past four years, the service showed great growth potential. In July 2015, its users broke 100 million and one year later, the number broke 200 million.

NetEase Cloud Music is considered the cool kid in the music streaming market with its smart music recommendation and partnership with indie musicians. The service is also bravely forging into the short video sharing market in an attempt to make the app more social and gain more paying subscribers.

Zhu disclosed that the company’s revenue comes mainly from membership, digital albums, ads, and branded physical products (including toys, notebooks, and cups). The company’s also planning to release a smart hardware product.

As a latecomer in the field, NetEase Cloud Music is still catching up to incumbents like Kugou, QQ Music, and Kuwo Music who have support from either Alibaba or Tencent.

Both Alibaba and Tencent have invested heavily in the entertainment industry to create synergy effects across all sectors. For example, Alibaba has acquired UC browser and Youku Tudou, investing over RMB 2 billion in the strategic transformation of Tudou.

Even with the new funding, it’s hard for NetEase Cloud Music to construct a big entertainment ecosystem to compete with these internet giants. But it’s also a good option to adopt a differentiation strategy by dig deeper in a smaller niche market and avoiding the music copyright barriers.

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Majority of China-listed gaming firms in the black in 2016 https://technode.com/2017/04/10/majority-of-china-listed-gaming-firms-in-the-black-in-2016/ https://technode.com/2017/04/10/majority-of-china-listed-gaming-firms-in-the-black-in-2016/#respond Mon, 10 Apr 2017 08:27:53 +0000 http://technode-live.newspackstaging.com/?p=47886 China’s gaming sector continued its boom in 2016, thanks to increasing internet penetration and its vast population. More than three-fourths of China-listed gaming firms reported gains for 2016, local media is reporting (in Chinese). Among a total of 61 China-listed gaming firms, 52 have published their 2016 annual results as of April 9, with 47 […]]]>

China’s gaming sector continued its boom in 2016, thanks to increasing internet penetration and its vast population. More than three-fourths of China-listed gaming firms reported gains for 2016, local media is reporting (in Chinese).

Among a total of 61 China-listed gaming firms, 52 have published their 2016 annual results as of April 9, with 47 of them making profits, according to data compiled by financial data provider East Money Information. In addition, 30 firms, or roughly 58% of the firms that issued results, have each grossed in more than RMB 100 million in net profit.

Perfect World (完美世界 in Chinese) and 37wan Network (三七互娱 in Chinese) were the top two performers, reaping RMB 1.17 billion and RMB 1.07 billion in net profit in 2016.

Despite their stunning performance, they are eclipsed by Hong Kong-listed internet giant Tencent and US-listed NetEase, which are the real heavyweights in the country’s gaming sector.

Due to its powerful distribution channels and vast user base, Tencent’s online game segment revenue rose 25% to hit RMB 70.84 billion, representing 47% of the internet behemoth’s 2016 revenue, according to the firm’s 2016 annual report. This makes Tencent the largest online game publisher in China.

Tencent is the operator behind the country’s top three highest-grossing PC client game titles, namely League of Legends (英雄联盟 in Chinese), Dungeon Fighter (地下城与勇士 in Chinese) and CrossFire (穿越火线 in Chinese).

While in the mobile gaming arena, Tencent’s mobile MOBA Honor of Kings (王者荣耀 in Chinese) has amassed 50 million daily active users since its launch in November 2015. The sought-after gaming title recently took in a whooping RMB 3 billion revenue every month for the firm, revealed some Tencent staff. (in Chinese).

As for its rival NetEase, it’s net revenue from online games reached roughly RMB 28 billion in 2016, up 61.6% from the previous year, according to its unaudited 2016 results (in Chinese).

Its popular gaming title Onmyoji (阴阳师 in Chinese), which made to the top ten outstanding games last year in China’s iOS app store, was rumored to bring in RMB 1 billion revenue every month (in Chinese).

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Portable 3D recording device Lolly targets US$ 7.1 billion audio market https://technode.com/2017/04/07/portable-3d-recording-device-lolly-targets-us-7-1-billion-audio-market/ https://technode.com/2017/04/07/portable-3d-recording-device-lolly-targets-us-7-1-billion-audio-market/#respond Fri, 07 Apr 2017 10:18:07 +0000 http://technode-live.newspackstaging.com/?p=47793 One remark to describe Lolly is, “thank you for not making another IoT product”. Just like your ear plugs, that performs neatly without having to be connected, Lolly, a 3D microphone records sound with full fidelity without having to download an app or to charge it. Founded by Tsinghua University alumni, Lolly, priced at US$ 45, has already raised 70% […]]]>

One remark to describe Lolly is, “thank you for not making another IoT product”. Just like your ear plugs, that performs neatly without having to be connected, Lolly, a 3D microphone records sound with full fidelity without having to download an app or to charge it. Founded by Tsinghua University alumni, Lolly, priced at US$ 45, has already raised 70% of its US$ 30,000 Indiegogo crowdfunding goal, with a month left.

“We have seen a lot of Chinese netizens play with live streaming, karaoke and share audio shows, audio streaming their stories using their mobile phones, which provides very limited quality of recording,”CEO at MeloAudio, Powell Li explains “We wanted to come up with a product for better voice recording for B2C consumers, so that more people can enjoy high quality sounds.”

According to 2016 NAMM Global Report, music market size of U.S. and China is US$ 7.1 billion and US$ 1.4 billion respectively. The 59% of top 15 of music products in U.S. were imported from China.

“With the popularity of smart devices, consumer audio product market is still seeing steady growth. The professional audio product market is relatively stable, and the main consumer groups are concentrated in overseas, mainly in the US,” Powell remarks. “That’s why our company is based in the US. China is the fastest growing market, with live streaming, podcast, karaoke on mobile phone.”

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Co-founders of MeloAudio. Powell Li on the left (Image Credit: MeloAudio)

China’s overall production reached RMB 280.8 billion (US$ 40.7 billion) in 2015, and its audio equipment sales showed a growth rate of 54% from 2008 to 2015. The audio equipment market continues to soar in 2016, with headphones and speakers accounting for about 40% of the share, according to JD.com’s data.

Compared with its competitor Shure MV88, Lolly offers a reverberation function that brings a sense of spatial depth to the sound and uses adaptive recording orientation technology that adjusts the sound stage orientation to match the natural listening style of human ears, meaning that no matter how a user holds iPhone, the sound axis of the phone will be same with the user’s ears. Shure MV88 is priced at US$ 149 and requires users to download an app, while Lolly does not.

“When we conducted a survey, we decided not to limit our product to the IoT. App download can be a burden for our users. So we let them use any app, recording apps and live streaming apps,” Powell says.

Previously three of the founders worked in Texas Instrument in Beijing. Dr. Wilson Zuo, president and Yves Shi, CTO worked in the R&D of the application and computer chips, while Powell Li served as a distribution manager. Three employees worked on the development of an audio product in the company, and decided to start one on their own.

Lolly targets China’s live streaming market

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Using Lolly in an interview (Image Credit: TechNode)

Lolly is compact and has a pleasant design, which might greatly appeal to the female users.

“We thought about the customers. When you see microphones on Taobao, all the product design are all very similar and restricted. We thought female users might use our product when doing the live streaming, so that’s why our product looks cute and adorable, appealing to female users,” Powell says.

The company is now discussing with Chinese live streaming companies to cooperate. The live streaming market grew 180% in 2016, but as the market consolidates and the regulations gets more stringent, the speculations are that the market will slow down this year.

“Last year, all the market focus was on the live streaming market. This year will show rather smoother growth. But in a long term, I think live streaming will stay as a good entertainment way for Chinese users,” Powell remarks. “As these platforms get smarter, and get matured, it will attract more people on the way. So I believe it’s worth we’re doing this. With Lolly, live streaming experience and the customers’ expectation will both go up.”

The Beijing-based company has received angel investment of RMB 3 million from Beijing TusSeed (北京启迪种子), Beijing Taiyou Fund (北京泰有投资管理有限公司), Winhub fund (强合基金), and Li Chi, a well-known Chinese investor.

After the crowdfunding, Lolly will be seen on the shelves by local distributors in the US, China, Japan, and Germany at a retail price of US$ 99.

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Music streaming apps upping the ante in a crowded market https://technode.com/2017/03/23/music-streaming-apps-upping-the-ante/ Wed, 22 Mar 2017 17:18:37 +0000 http://technode-live.newspackstaging.com/?p=47132 Competition remains fierce in the crowded music streaming market. Xiaomi Music has become the first Chinese mobile phone manufacturer to obtain licensing rights to Warner Music’s catalog, while NetEase Cloud Music is adding video sharing features. However, established services Kugou Music (酷狗音乐 or “Cool Dog Music” in English) and QQ Music continue to dominate the […]]]>

Competition remains fierce in the crowded music streaming market. Xiaomi Music has become the first Chinese mobile phone manufacturer to obtain licensing rights to Warner Music’s catalog, while NetEase Cloud Music is adding video sharing features. However, established services Kugou Music (酷狗音乐 or “Cool Dog Music” in English) and QQ Music continue to dominate the market.

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Xiaomi Music announcing their partnership with Warner Music

The music streaming market has had a few turbulent years. QQ Music, NetEase Cloud Music, Alibaba-owned Xiami Music and Kugou Music have all been involved in license infringement lawsuits and counter-suits with each other or multiple competitors in the market. This led to the government enforcing strict music copyright regulations in 2015, even briefly terminating Xiami Music’s services. With a sounder legal framework in place, the industry has shifted its focus to obtaining legal rights for coveted music catalogs and increasing paid subscriptions.

Recently, new player Xiaomi Music has gained the rights to Warner Music’s catalogs, adding to its collection of major international labels which includes Sony and Universal. However, this pales in comparison to the music catalog of other big players. Tencent’s QQ Music has licensing agreements with over 200 music companies.

“Xiaomi Music has an ecology that combines both software and hardware, utilizing the advantage of zero distance with our mobile users [as it’s a system-installed app on Xiaomi phones],” Xiaomi Music product manager Liu Yang said in an interview (in Chinese). “However, whether it’s Xiaomi Music or other platforms, the portion of paid customers is still low.”

Driving user subscriptions is also a big challenge for QQ Music, which has around 30% of the market and close to 185 million monthly active users. The goal is to reach 25 million paid subscribers by the end of 2017, a measly 13% of the active user base.

“The paid subscription model for QQ and for the entire music industry is critical. The video sharing model isn’t for us… because only relying on advertising revenue would definitely not be able to cover the costs,” Head of QQ Music Wu Weilin said in an interview (in Chinese). “In QQ Music’s revenue, advertising only counts for 20%. Only through the paid subscription model, can music as an industry continue to survive.”

A short video shared on NetEase Cloud Music
A short video on NetEase Cloud Music

On the contrary, NetEase Cloud Music is bravely forging into the short video sharing market in an attempt to make the app more social and gain more paying subscribers. NetEase Cloud Music is considered the cool kid in the music streaming market, with many popular singers establishing their profiles on the app and interacting with fans. After Kugou, QQ and Kuwo Music (酷我音乐 or “Cool Me Music” in English), NetEase Cloud Music is the fourth most popular music streaming app.

“[Video] media has the advantage of the visceral combination of content and music, so it’s especially suited to music platforms,” NetEase Cloud Music CEO Zhu Yiwen explained in an interview (in Chinese).

According to research firm Analysys, the overall mobile music market was worth RMB 6.14 billion in 2015 and that figure was predicted reached RMB 8.68 billion by the end of 2016, a growth of 41%. The high growth period is expected to continue until 2020. While the market is crowded, there is still room to grow.

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WeChat official account popularizing art gets valued at more than RMB 200 million after series A https://technode.com/2017/03/14/wechat-official-account-yiwai11-rmb-200-million-valuation/ Tue, 14 Mar 2017 09:00:23 +0000 http://technode-live.newspackstaging.com/?p=46693 Yiwai11 (意外艺术), a WeChat official account dedicated to popularizing fine art, recently announced it has acquired more than RMB 20 million in a series A, putting its valuation at more than RMB 200 million, local news is reporting (in Chinese). Rather than the minority wealthy or artist population, Yiwai11 pinpoints the broader public as its […]]]>

Yiwai11 (意外艺术), a WeChat official account dedicated to popularizing fine art, recently announced it has acquired more than RMB 20 million in a series A, putting its valuation at more than RMB 200 million, local news is reporting (in Chinese).

Rather than the minority wealthy or artist population, Yiwai11 pinpoints the broader public as its target market. The official account has been successful in popularizing fine art among Chinese people by translating dull and difficult art content into something suitable for a lower common denominator. Its 40-episode art talk show “Is art difficult?” has racked up 300 million views since its launch in 2014, with 2.5 million unique viewers.

The financing round, led by Toutoushidao Capital, is the latest in a financing boom seen among WeChat official accounts. These official accounts have an edge in terms of business value expansion and ability to obtain vast user base with low costs. They are now cashing in on the platform provided by WeChat in various ways, such as selling advertising, marketing advertorials, providing services, and selling products through O2O.

Some popular public accounts like Mimeng (咪蒙) can charge RMB 300,000 for one ad slot while authors of popular posts in some public accounts may receive financial rewards through WeChat’s “reward” function. In addition, WeChat reportedly will launch paid services for the content offered by public accounts, creating new revenue streams for these accounts.

The rise of these official accounts has triggered an investment bonanza, with even an account of 10,000 fans being able to secure a multi-million investment. Over the past two years, an increasing number of WeChat public accounts have seen their valuation pass the RMB 100 million mark.

Among them, the Luogic Show (罗辑思维) saw its valuation reach RMB 1.3 billion (in Chinese) last year after completing its series B funding round, while Yitiao (一条) raised RMB 100 million in series B round of investment, at a valuation of US$ 200 million (in Chinese).

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4 ways Chinese startups are monetizing their content business https://technode.com/2017/02/23/china-startups-content-monetization/ Thu, 23 Feb 2017 06:45:20 +0000 http://technode-live.newspackstaging.com/?p=45979 If you’re in a content business, you will understand the hardship of monetizing your content. After growing a strong user base, some Chinese startups have shown that Chinese consumers are willing to pay for content, as highlighted in China Tech Insights’ Trends & Predictions for China’s Tech Industry in 2017. With the boom of internet celebrities […]]]>

If you’re in a content business, you will understand the hardship of monetizing your content. After growing a strong user base, some Chinese startups have shown that Chinese consumers are willing to pay for content, as highlighted in China Tech Insights’ Trends & Predictions for China’s Tech Industry in 2017.

With the boom of internet celebrities (also known as wanghong, 网红) and we-media, the next community in China will be created around content producers. As top content creators get funding and co-working spaces for content creators are beginning to emerge, this will spur more content creators working on their own in China.

Another trend is that Chinese people are seeking to achieve self-improvement. China Tech Insights’ survey shows that people show interest in personalized consulting and find a genuine need for it, which brought paid consultation service like Zaihang.

1. Paid Q&A

Screen Shot 2017-02-23 at 1.22.36 PM

Zhihu Live, launched in May 2016, features live sessions held within Zhihu’s app where users pay to get in and speakers deliver their expertise via voice messages. On Zhihu Live, you can see a list of people putting up their live streaming sessions such as “How to do SEO on the app store” and “How to design PPT slides easily”.

Fenda-1
Fenda’s WeChat public account

Fenda, launched in May 2016, gained a large flock of users since its launch, as it invited internet celebrities like Wang Sicong, the son of China’s richest person Wang Jianlin, to appear on the platform. Fenda is a WeChat public account that enables users to pay to ask celebrities questions and get voice responses from the celebrities. Users are charged to be able to listen and both the celebrity and the person who raised the question earn money when the question is answered.

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KOLs on Weibo can set the price for their answers

Weibo Q&A, launched in December 2016, provided an instant monetization tool for key opinion leaders (KOLs) on social media. KOLs on Weibo can set the price for their answers and users who are willing to pay the price to get to ask the questions that interest them; celebrities then write an article as a response. On the upper screenshot, you can see that 16161 people paid RMB 230 to read a KOL’s article on Weibo.

Weibo also started its Weibo Live function which had helped the company restore its rank to 3rd among top 10 social networks in China.

2. Paid Subscription

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KOLs on Dedao. Luojisiwei on the third picture.

On Dedao, KOLs are invited as columnists and users pay to subscribe to their accounts. One of the renowned KOL on Dedao is Luojisiwei, a talk show brand with a valuation of RMB 1.32 billion as of October 2015. Luojisiwei, which means “logical thinking” in Chinese, is an online talk show brand covering social issues hosted by Luo Zhenyu. The app explains, by subscribing on Dedao, the user can get Luojisiwei’s one minute morning recorded message every day, and get access to all new daily sessions of Luojisiwei.

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Homepage of Himalaya FM

On Himalaya FM, users can pay for a yearly subscription to accounts that provide paid audio content. The company has struck deals with huge content providers, that could give a huge boost to its paid audio content.

Of course, there are many radio services available in China that provide their audio content for free, such as Qingting, Qier, Kw Tingshu, Lychee, Oxygen Tingshu, and Koala. But Himalaya FM beats other radio players with 1.428% weekly active penetration rate, which triples that of the second player, Lazy Audiobook in Q4 2016 based on 2016 China App Rankings released by Cheetah Lab. Himalaya’s fandom attributes to its success of its “Knowledge Carnival (123知识狂欢姐)” held in the beginning of December, gathering hundreds of online celebrities for a one-day event which earned a record RMB 2 million in sales.

3. Paid Personal Consulting

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A consultant on Zaihang

Launched in March 2015, Zaihang (在行 or “in the industry” in English) allows users to book online or offline consultation by paying for a set price by experts.  One example, above, is a tech journalist that gives an hour consultation to those who are considering to start their internet company. She charges RMB 400 for a one-hour consultation.

4. Paid Online Sessions

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Homepage of Sanjieke

Launched in January 2016, Sanjieke (3节课 or “three classes” in English) provides online classes to users who mainly want to work in the tech industry. They can pay to access online classes launched by tech professionals. Sanjieke also gives scholarships to its hard working students up to 50% of their class registration fee.

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Homepage of Disruptive Innovation University

Launched in December 2015, Disruptive Innovation University (混沌大学, hundun daxue) allows users to access member-only regularly-scheduled classes every week by paying a yearly fee of RMB 1,000.  The university has assigned CEOs, partners from investment firms and scholars who give speeches based on the developmental goals of their entrepreneurship journey. For example, students go through sessions on “economic trends and insights” in January, and “disruption and reconstruction of industries” on March.

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China’s karaoke apps turn O2O on its head in favor of “new retail” https://technode.com/2017/02/23/chinas-karaoke-apps-turn-o2o-on-its-head-in-favor-of-new-retail/ Thu, 23 Feb 2017 06:24:10 +0000 http://technode-live.newspackstaging.com/?p=46028 karaoke chinaThe market of mobile karaoke apps that combine characteristics of live streaming and music sharing has been maturing. In a reversal of O2O, they are expanding into the “new retail” offline market. The mobile karaoke apps have been capitalizing on the popularity of live streaming in China as well as the decline of conventional karaoke […]]]> karaoke china

The market of mobile karaoke apps that combine characteristics of live streaming and music sharing has been maturing. In a reversal of O2O, they are expanding into the “new retail” offline market. The mobile karaoke apps have been capitalizing on the popularity of live streaming in China as well as the decline of conventional karaoke venues, many of which have been forced out of business by rising rent and increased competition from online entertainment.

First coined by Jack Ma, “new retail” refers to a new format where internet technology connects and optimizes offline outlets, online stores, and the supply chain. Some of the goals for “new retail” include intelligent self-service, anytime anywhere access, and high efficiency. Following Jack Ma’s vision, Alibaba has started to collaborate with Lianhua supermarket chain owner Bailian Group on optimizing offline stores, online payments and supply chain logistics. Intelligent vending machines and small on-demand karaoke kiosks are examples of this “new retail” model.

The online karaoke space is currently dominated by two players, Chang Ba (唱吧 or “just sing” in English) and Tencent’s Quanminkge (全民k歌 or “national karaoke” in English). Both apps offer users a catalog of songs to sing along and a social function that shares your singing with others. Similar to other live streaming apps, what brings in the cash is a payments system rewarding user generated content that attracts viewership and user engagement.

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Minik karaoke kiosk

As the online market is becoming saturated, Chang Ba decided to try the “new retail” offline market. They have partnered up with Guangzhou company Aimyunion Technology, who launched a mini karaoke kiosk called Minik. 10,000 of these have already been placed in shopping malls, public transit stations, and other high foot-traffic spots. The RMB 28,000 cost of each kiosk can be recuperated within three to six months.

“Offline stores can still make a lot of money,” Chang Ba CEO Hua Chen said in an interview (in Chinese). “But they haven’t reached a large enough scale of economy to deliver any returns yet, because we’re still in a fast expansion phase and dedicating a lot of investment.”

Another karaoke app expanding into the offline market is UCM-Bar (友唱M-Bar), which has already installed around 5,000 self-service entertainment units in around 140 Chinese cities. Each unit is estimated to bring in RMB400 per day. It was just announced that UCM-Bar has received an RMB B60 million investment from Ubox, China’s largest internet-enabled vending machine system.

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Online film surpassed theater releases by 500% in China in 2016 https://technode.com/2017/02/08/china-online-film-2016/ Wed, 08 Feb 2017 07:22:30 +0000 http://technode-live.newspackstaging.com/?p=45663 China’s 2016 box office fell well short of the expectations with growth a mere 3.7% from 2015, the first time in more than a decade that the growth rate slumped below 25%. Domestic films actually declined by 2% year-over-year in box office gross sales. In sharp contrast, the market for Chinese “online films”, feature-length motion pictures […]]]>

China’s 2016 box office fell well short of the expectations with growth a mere 3.7% from 2015, the first time in more than a decade that the growth rate slumped below 25%. Domestic films actually declined by 2% year-over-year in box office gross sales.

In sharp contrast, the market for Chinese “online films”, feature-length motion pictures for online release, saw explosive growth in 2016 in terms of both output and revenue.

More than 2500 such online films, or 网络大电影 (also known colloquially as “网大”) in Chinese, were published on the major seven Chinese on-demand video streaming platforms in 2016, up 260% from the previous year, according to EntGroup, a local entertainment market research firm. The total number of theatrical films was only 423, including 92 imported titles.

iQIYI, an early entrant to this field, was the largest publisher in 2016 that released 1780 titles, up from 612 in 2015, according to EntGroup and iQIYI. Sohu Video, Youku-Tudou and Tencent Video were ranked second, third and fourth, respectively.

Sources: EntGroup, iQIYI & Boxofficecn
Sources: EntGroup, iQIYI & Boxofficecn

Most online films are on the revenue sharing programs of video streaming sites’. Majors including iQIYI, Sohu Video, LeTV and Tencent Video have launched online systems where film providers can check their revenue shares in real time or on a daily basis.

Revenue sharing programs vary on different platforms. iQIYI, for instance, pays RMB 0.5 to RMB 2.5 per view to films on the subscription revenue-sharing program and RMB 0.5 to RMB 1 per view to those who take advertising revenue cuts, according to Yulezibenlun.

In 2016 iQIYI paid out a total of RMB 198 million (roughly US$30 million) to the top 20 grossing titles, compared to RMB 56 million in 2015 and RMB 6 million in 2014, according to the company. 山炮进城2 (Legend of 4 Idiots II) was biggest-grossing title on iQIYI in 2016, receiving RMB 18.3 million, up from RMB 9.9 million in the previous year. A total of RMB 30 million in advertising revenue was paid to 78 titles in 2016.

Source: iQIYI
Source: iQIYI

Subscriptions, as we discussed before, are an increasingly more important revenue source for Chinese on-demand video streaming services. The total number of paying subscribers in China surpassed 75 million in 2016, up 240% from the previous year and is estimated to reach 100 million in 2017, according to EntGroup. Total Chinese online video users reached 545 million as of the end of 2016, according to China Internet Network Information Center (CNNIC).

Source: EntGroup
Source: EntGroup

Of the total iQIYI subscribers who watched online films, 49% were aged 19 to 24 and 38% aged 25 to 30, with 70% being male, as disclosed by Dou Lili, general manager at the Internet Film Center of iQIYI at an event in April 2016.

Still at an Early Stage

China’s online film industry got started in 2013, and almost all of the existing online films are produced by local production companies or online video sites.

iQIYI started publishing films on its website after finding that “more than 600 films are made each year, but only around 300 of them make it to movie theaters. Many talented filmmakers don’t have an opportunity to produce movies”, Yang Xianghua, Senior Vice President of iQIYI, said in an interview with World Intellectual Property Organization (WIPO).

Unlike theaters, there’s technically no limits on the number of films online video sites can publish, and Chinese video sites are happy to add those films whose prices haven’t been driven as high as the average of online-published drama serials.

The much lower entry barrier as a result and the promise of revenue sharing have attracted hundreds of local companies to produce and distribute online films. Video sites have also begun making investments in this field or producing content in-house. iQIYI established an Internet Film Center in 2015, aiming to produce about 20 online-only films in-house per year, according to Mr. Yang.

Most of the existing online films are poorly budgeted. In the first half of 2016, 30% of titles cost less than RMB 500, 000, and the most costly 30% were budgeted between RMB 800,000 to RMB 1.5 million, according to EntGroup. It’s estimated that 10% of new titles in the second half of the year climbed over RMB 1.5 million in production cost. Lie Ling Shi, one of the most expensive, was reportedly budgeted at about RMB 6 million (less than USD 1 million).

So it’s not surprising that the average quality of the existing titles is pretty poor. It drew attention from Chinese regulatory authorities that resulted in the removal of dozens of titles that include allegedly unlawful content in November 2016.

122 titles on iQIYI platform received more than RMB 1 million in revenue sharing in 2016, with 23 earning more than RMB 5 million. Those titles are at least profitable considering their low costs.

But the vast majority of production companies couldn’t rely on revenue cuts from video sites to turn a profit or break even. Some tried to diversify their revenue streams through product placement, merchandising, among others.

It is expected that there will be big changes in this market in 2017 as increasingly more investment capital and veterans from the traditional film industry are joining in. In December 2016 iQIYI announced a deal with Sony Pictures Television to co-produce a three-part film serial and another one with American director Roger Corman to produce a sci-fi online film together with a team of Chinese filmmakers.

Disrupting the Conventional Theater Industry

Thousands of “private cinemas”, which provide small private rooms where consumers can watch online videos, have emerged across China in the last couple of years. The total number is believed to be approaching that of big-screen film theaters which were more than 7000 in 2016.

Most of such private cinemas haven’t obtained licenses from copyright holders. A few claimed that their contents were licensed from Baofeng, a Chinese online video and smart hardware company, or 1905, a state-owned film website, according to a recent report by Yulezibenlun.

A widely reported copyright infringement lawsuit against a private cinema took place in September 2016 and the owner was sentenced to ten months in prison plus a fine of RMB5000. Private cinema was one of the major targets of China’s latest anti-piracy campaign that carried out in the second half of 2016, according to The National Copyright Administration of PRC.

But this business has obviously inspired some online video companies who have accumulated a large catalog of legitimate video content, either licensed from third parties or produced in-house.

In September 2016 Baofeng launched its private cinema chain BFC. iQIYI rolled out Yi Qi Kan Micro Cinema (not official translation) by partnering with a third-party company.

Both companies adopted the franchise model, providing franchisees with software and hardware products with their own content catalog built in.

image credit: Baofeng
Baofeng BFC Private Cinema (Image credit: Baofeng)

Very soon the line between online film and theatrical film, online video-backed private cinema, and conventional film theater, will blur in China, if it hasn’t already. It’s has become common in China that local theatrical films will land on one or more video streaming sites after the first theatrical window. A few films managed to been simultaneously released online and in theaters last year.

Chinese major internet companies, including Tencent, Alibaba, and Baidu, each own a major video streaming site and have stepped into the film industry by either establishing their own dedicated companies or investing into leading local companies. They will play an increasingly more important role in China’s film industry and other entertainment content sectors.

Image credit: Shutterstock

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The animated film industry is taking off in China with help from South Korea and Japan https://technode.com/2017/01/11/the-animated-film-industry-is-taking-off-in-china-with-help-from-south-korea-and-japan/ Wed, 11 Jan 2017 03:10:39 +0000 http://technode-live.newspackstaging.com/?p=44805 As China sees more and more overseas animations doing well domestically, the country is vying to create its own profitable animation industry. China’s animation market is still in its early stage and is greatly influenced by companies in neighboring Japan and South Korea. Asian animated films were big hits in 2016. Japanese animation Your Name made […]]]>

As China sees more and more overseas animations doing well domestically, the country is vying to create its own profitable animation industry. China’s animation market is still in its early stage and is greatly influenced by companies in neighboring Japan and South Korea.

Asian animated films were big hits in 2016. Japanese animation Your Name made 80.5 million USD (556.93 million RMB) in China. Chinese animated epic fantasy film Big Fish & Begonia grossed 565 million RMB (81.66 million USD) in China. It was co-produced by Korean animation shop Studio Mir.

“Seeing this success, TV animation companies are also moving from the TV to the movie screen,” Yup Ma, CEO of CREATIVE BOMB told TechNode.

CREATIVE BOMB, a South Korean animation company recently established a joint venture with Ruyitoon an animation company in China to make a film together.

“Animation is very developed in Japan and South Korea. Japan developed animation for teenage manga fans, while South Korea developed animation for the general public, mostly for children. Since China’s animation is just starting to grow, they are collaborating with Korean animation studios,” Mr. Ma says.

According to Mr. Ma, almost all the aspects of making animation have improved greatly in China, especially in design or animators themselves. However, China still has more room to make growth in production and story development. Currently, Chinese companies are buying the story, production, and IP from overseas companies.

“Many content companies are entering China market after they complete the story. I advise that these companies enter China when they have only the story and production plan because the content needs to be localized to China,” Mr. Ma added.

Theaters are mushrooming in China. The country has now approximately 7,000 cinema screens with approximately 27 new cinema screens were built per day in 2016. Thanks to Alipay and WeChat Wallet making it easier for the public to book tickets via their phone, more Chinese people are going to theaters to enjoy movies.

“TV animation is based on stories, but animated films focus on the background of each scene, which takes three or five times longer time to create and more budget to put in. When the animation is done, it can generate up to 2000% in revenue, but it also means that there is also a high risk if it fails,” Mr. Ma said.

South Korea’s content companies usually have 20-30 people while Chinese companies can have up to 3000. In South Korea, the animation is drawn chronologically, from the first series to the next, but in China, the animation is drawn 10 series at a time by a huge team of animators. For that reason, China has a middle manager who checks the drawings of each series, so that the series drawn by different animators will look the same.

Game company now getting into animation

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CEO of CREATIVE BOMB, Yup Ma

The company previously made educational game apps for three to six-year-old kids that improve child’s cognitive ability, creativity and musical sense. Currently, the company has merchandising partners in Southeast Asia, with 2,000 daily downloads from Vietnam, Thailand, and Indonesia.

Mr. Ma worked in an advertising company, building a marketing strategy for camera phones. When he started the CREATIVE BOMB in 2012, he decided to expand to Japan first, which was not a common strategy for a Korean company at that time.

“Japan is a market known to be competitive for education content, but also where the parents are willing to pay for e-contents,” Mr. Ma said. Expansion to Japan was a success as the startup earned monthly profits of 8,200 USD.

“As Japan is the leader in animation and character industry, Korea, China and South East Asian markets recognized these results,” Mr. Ma added. The Korean animation company came to China in November 2015, invested and was incubated at Hanwha group’s DreamPlus center. CREATIVE BOMB said that its TV series will be released this July in China.

Image Credit: Creative Bomb

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This Shanghai-based startup is showing off its AR magnifier at CES https://technode.com/2017/01/05/this-shanghai-based-startup-is-showing-off-its-ar-magnifier-at-ces/ Thu, 05 Jan 2017 10:02:59 +0000 http://technode-live.newspackstaging.com/?p=44787 At this year’s CES in Las Vegas, NEOBEAR is debuting MAGNEO, an AR intelligent device developed for children, allowing them to better understand the world and greatly broaden their imagination. Recognized with a CES 2017 Innovation Award, children can use it and special AR cards to learn math, writing, and more. NEOBEAR is a Shanghai-based startup that […]]]>

At this year’s CES in Las Vegas, NEOBEAR is debuting MAGNEO, an AR intelligent device developed for children, allowing them to better understand the world and greatly broaden their imagination. Recognized with a CES 2017 Innovation Award, children can use it and special AR cards to learn math, writing, and more.

NEOBEAR is a Shanghai-based startup that has successfully penetrated AR education scene in China, selling over a million AR card sets during the 2015 Chinese New Year.

Together with its augmented reality technology, MAGNEO features a built-in high-definition camera allowing the user to capture images of MAGNEO-related products, as well as some natural objects, and then overlay rich media on top of them. It also includes a dedicated operating system, which contains functions including one-key call and parenting assistance.

Before its launch, MAGNEO’s design has been honored with the German iF Design Award in 2015 and Italy’s A’ Design Award in 2016.

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MAGNEO comes with AR teaching tools including coloring books, picture flash cards, and a globe. When a user colors a picture drawn on an AR coloring book and scans the picture with MAGNEO, the picture comes alive and flies around inside the screen.

With an aim to integrate traditional education into technology, Young Zone Culture Co., Ltd, the company that holds the NEOBEAR brand, was established in 2009. The company says it will focus on creating a series of AR products and expand into cartoons and movies in the future.

Chinese mobile AR market is estimated to grow 110% by 2019, and NEOBEAR is only one example of AR education startups booming in China. Fantasy of Kaka (奇幻咔咔3D小熊) is another AR education startup. After downloading the app and scanning the figure of the cub, the Kaka bear appears as a 3D image and dances on the app. China’s tech behemoths Baidu, Renren and Tencent are expected to produce a number of AR mass-consumer apps in the next few years.

Image credit: NEOBEAR

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Tencent’s JOOX uses curated playlists to dominate music streaming in Southeast Asia https://technode.com/2017/01/03/tencents-joox-uses-curated-playlists-to-dominate-music-streaming-in-southeast-asia/ Tue, 03 Jan 2017 09:16:46 +0000 http://technode-live.newspackstaging.com/?p=44697 Music streaming is a difficult space to dominate: people refuse to pay for it and incur little personal penalty by switching between providers. But what if there is a music streaming service with a voice, that understands what the trends are and give you exactly what you want to hear? Powered by an editorial team, […]]]>

Music streaming is a difficult space to dominate: people refuse to pay for it and incur little personal penalty by switching between providers. But what if there is a music streaming service with a voice, that understands what the trends are and give you exactly what you want to hear?

Powered by an editorial team, heaps of data, and curated recommendations, Tencent’s JOOX was the most downloaded music streaming app in Hong Kong, Thailand, Malaysia and Indonesia in the first 10 months of 2016. JOOX now accounts for more than 50% of all music streaming app downloads in those markets, according to a McKinsey report, beating out both global and local players.

“We have editorial teams on the ground to identify not only what’s trending now, but also what’s cool,” Poshu Yeung, General Manager of International Business at Tencent told us.

JOOX recommends playlists based on current socio-political events. Recently, they curated playlists based on hot topics and local happenings; for example, a Bob Dylan playlist was created when the singer won the Nobel Prize in Literature. They have also created playlists for popular music awards ceremonies such as 2016 Mnet Asian Music Awards and a Christmas playlist during the holiay season.

“Our people on the ground are critical to this process – it’s not just a matter of algorithms and big data,” Mr. Yeung added.

JOOX realizes the importance of making use of data to curate music, however. Data from JOOX users’ everyday music choices across languages, geographies, and genres gives them intelligence as well.

“Being part of Tencent enables us to tap into some of the best data scientists and AI programmers in the world,” Mr. Yeung told us. “However, we believe, in music particularly, tastes evolve in unpredictable ways, so we think there will be an important continuing role to be played by our teams on the ground.”

Another localization strategy that JOOX uses in the Southeast Asian market is cooperating with leading brands such as Coca-Cola, Coach, Hong Kong Express Airlines, and Prudential. They offer customized interfaces and premium subscriptions to their customers and fans, among other tailored services. JOOX is also rolling out V-Station, a streaming video element to its service, from producing original content to streaming promotional events live.

The team is building JOOX based on both advertising and subscription revenue streams. While many Asian markets are somewhat behind more developed markets in terms of premium subscription rates, Mr. Yeung says that they are already seeing signs that consumers – particularly at the high end of the market, who our advertisers often value the most – are very much prepared to pay a nominal amount for the value that a premium subscription provides.

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With JOOX’s lyric cards, users can save lyrics and share them on social media. (Image credit: Tencent)

While JOOX is also the brainchild of Tencent, it operates quite separately from WeChat, although the services do work together. Mr. Yeung says that they have made it very easy for JOOX users to share songs on WeChat Moments or directly with their WeChat friends, but ultimately, they’re focused on serving the JOOX consumer, rather than pushing WeChat to the Southeast Asia market.

This strategy goes the same for JOOX’s entry to China market.

“China is very well served by our sister service, QQ Music. JOOX, on the other hand, will expand internationally, although it’s too soon to make specific announcements at this time,” Mr. Yeung remarked.

Image credit: Shutterstock

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TechNode’s Top 10 Live Streaming Stories of 2016 https://technode.com/2016/12/30/technodes-top-10-live-streaming-stories/ Fri, 30 Dec 2016 10:08:17 +0000 http://technode-live.newspackstaging.com/?p=44567 Wanghong (网红 or internet celebrity in English) have gained a lot of traction this year,  fueled mostly by live streaming services. The wanghong economy has become so big that its current 2016 value is worth more than the film industry’s 2015 gross box office total, according to a report released by CBNData. Chinese online video viewers reached […]]]>

Wanghong (网红 or internet celebrity in English) have gained a lot of traction this year,  fueled mostly by live streaming services. The wanghong economy has become so big that its current 2016 value is worth more than the film industry’s 2015 gross box office total, according to a report released by CBNData.

Chinese online video viewers reached 504 million, 73% of the total Chinese internet users, and mobile video viewers were 405 million as of 2015.

As live streaming and wanghong economy were one of the hot topics this year, TechNode has brought the top 10 stories from live streaming market.

1. Live Concert Streaming Is Taking Off In China

screen-shot-2016-12-30-at-10-32-40-am

A flock of Chinese tech behemoths entered the live concert streaming business beginning in 2014. LeTV charges 20-30 RMB (3-5 USD) for monthly subscribers and has generated a total of more than 2 million RMB (320,000 USD) in sales for one two-day concert.

2. China Has Finally Seen Explosive Growth In Short Original Videos

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China’s YouTube will come out, and its main stage will be on mobile, such as Miaopai and Meipai. Vlogger stars are beginning to emerge, including Papi Jiang and Luojisiwei. However, monetization of the videos is still in the early stage, mainly harnessing virtual gifts and advertisements.

3. A Boom In Live Streaming Apps Is Creating Chinese Internet Mega Stars

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On Yizhibo, streamer Big Sister King ranks number one with 28,000 followers and 1.69 million “diamonds,” the app’s currency. What’s more, filmmakers are using the technology to build buzz in the early stages of a movie’s production.

4. Virtual Gifts Are Still The Top Earner In China’s Live Video Streaming Market

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Chinese live video streaming website later spawned into a ‘virtual gift’ businesses, a model that has become as lucrative as gaming. These platforms enable viewers to reward content contributors with virtual gifts that can be purchased with real money. Virtual gifts pulled about 1.5 billion RMB (230 million USD) for Nasdaq-listed YY in the fourth quarter of 2015.

5. China Is Creating A Revolutionary Talent Show Format Online

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Mango TV, the video streaming service of the Hunan Broadcasting System, kicked off the singing reality show Super Girls. The show introduced an online open audition that allows those auditioners to perform live from any place. Viewers can reward contestants virtual points and vote for their favorite singer online.

6. The World Of Chinese Interactive Online Video Shows

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YY live video streaming has expanded its karaoke service to different sectors like gameplay, e-learning, and dating. YY’s dating service has speed dating participants on a virtual stage with a host for each dating session. Unique features from Chinese online video services include Danmu (a real-time commenting function) and virtual gifts.

7. China’s Top 10 Online Celebs And How They Commercialize Their Fame

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The first group of Chinese online celebrities mainly attracted their fans through the power of language. Then the picture era came, making web stars based on their visual attractiveness. The arrival of multimedia has granted grassroots identities a more convenient way to build up their fan bases.

8. China’s Live Streaming Hosts Are Motivated By Money, Not Fame

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Out of 4,525 Chinese netizens surveyed, the 43% of those who are willing to be live stream hosts would do so for the money, according to a report released by Tencent. The second most popular response was to kill time (34.6%), for fun (32%), to share experiences (22.2%) or to gain followers (17.9%).

9. Homemade News Videos Are Booming In South Korea

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South Korea has produced generations of live-streaming trends since 2006. However, the latest trend is tapping traditional new media broadcast styles to push curated content. In one video, for example, a Korean guy is arrested for making women fall in love with him by being too nice.

10. China’s Live Streaming Boom Spawns Online Celebrity Agent Industry

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The earning potential of online celebrities has led to the formation of a full-fledged industry for online internet celebrity talent agencies. Yujia Entertainment, a Chinese talent agency for online celebrities, secured 15 million USD in series B funding, and Yixia Technology, the parent company of Miaopai, has set up a separate department this year to run agent business.

Image credit: TechNode; Shutterstock

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Mobile is Reshaping Content Aggregation and Delivery in China https://technode.com/2016/12/20/mobile-is-reshaping-content-aggregation-and-delivery-in-china/ Tue, 20 Dec 2016 09:38:09 +0000 http://technode-live.newspackstaging.com/?p=44187 Different from the incumbent online content aggregators who produce a large portion of their content in-house and depend on traditional display advertising for revenue generation, a new wave of content aggregation apps in China use an open publishing system, an algorithm-powered recommendation engine, and a programmatic advertising system. This trend is led by four-year-old startup […]]]>

Different from the incumbent online content aggregators who produce a large portion of their content in-house and depend on traditional display advertising for revenue generation, a new wave of content aggregation apps in China use an open publishing system, an algorithm-powered recommendation engine, and a programmatic advertising system.

This trend is led by four-year-old startup Toutiao (今日头条) that it has surpassed most of the incumbents, including Sina, Sohu and NetEase, in terms of active users and potentially in ad revenue.

Toutiao’s one-year-younger competitor, Yidian Zixun (一点资讯), though not nearly as successful, has attracted investment from two leading smart device makers, Xiaomi and OPPO, who have pre-installed the app in their smartphones. Pheonix New Media, one of the biggest online media companies in China, is also an investor.

Their approach in product design and monetization has attracted a number of copycats. The big three Chinese Internet companies, Tencent, Alibaba, and Baidu have each developed a similar service. Tencent’s Tiantian Kuaibao (天天快报), by leveraging its parent company’s huge user base, has grown very fast since its launch in mid-2015.

Source: QuestMobile
Source: QuestMobile

Toutiao was able to generate advertising revenues immediately after monetization kicked off in 2014. It had reached its annual revenue target of RMB6 billion (roughly US$900M) as of October, according to local media outlet iheima (article in Chinese). Sina, still one of the leading online news aggregators in terms of ad revenue, reported a total of 602 million USD in ad revenue (from both desktop and mobile), in the first nine months this year. Toutiao’s annual revenue will very likely be much higher than most of the old content aggregators.

ByteDance, Toutiao’s parent company, was valued at 500 million USD in its latest round of financing in June 2014 and reportedly valued at 8 billion USD earlier this year. Sina, by contrast, is trading on the NASDAQ at a market cap of over 4.6 billion USD as of this writing.

A New Model for Digital Content Distribution

A number of the first-gen Chinese Internet companies, such as Sina and Sohu, relied on the old online content aggregation model to grow. Their model would later be adopted by many other big Chinese tech companies, such as Tencent and NetEase, to complement their core business.

The new model created by Toutiao and its peers is a major update. Apart from indexing content from partnering sources, they allow not only media outlets but businesses, organizations or individuals to set up accounts and self-publish content. Earlier this year, Toutiao even created a news-writing bot.

So long as content creators are active, these apps can easily expand to other content categories. Their recent traffic growth has benefited much from the explosion of short videos in China. Toutiao saw a 160% increase in short video views in the first half of this year, much higher than article reads growth rate which is 43% in the same period of time.

Some 70% of articles consumed daily on Toutiao are from self-operated accounts. Article reads and video-clip views on Toutiao had reached 3 billion and 1 billion daily, respectively, as of November.

Toutiao generates revenue primarily from in-stream and in-article ads. Advertisers are able to place targeted ads through an automated ad-buying system and choose to pay on a CPM, CPC or CPA basis. The existing content aggregators like Tencent’s have also found automated ad-buying more efficient. During their latest earning call, Tencent management said the ad volume served by Tencent’s automated ad-buying system on Tencent News had accounted for around one-third in the third quarter this year, up from less than ten percent a year and a half ago.

Toutiao pays content partners ad revenue shares or a flat license fee, or both. Content providers can join the targeted advertising program or run their own ads including links to online stores or app install ads. Many other content platforms don’t allow including such links.

APIs and SDKs have been available for third-party developers to build related applications. Toutiao shares ad revenues with third parties such as smartphone makers and browser vendors who are allowed to integrate its service. Yidian Zixun, preloaded in Xiaomi and OPPO mobile devices, also let the latter take a revenue cut.

In the past September, Toutiao added a shopping channel by partnering with Chinese online retailer JD.com and announced a jointly developed program which will enable readers to buy items shown in some pictures in the near future.

Toutiao says they will stick with a technology-centric approach that, apart from the absence of a big editorial team, they don’t employ a big screening team as many other Chinese content services do. The app depends on algorithms to filter out misinformation or “low-quality” content.

Both Toutiao and Yidian Zixun believe that their underlying technologies will be able to scale overseas and have launched an English version. Earlier this year Toutiao acquired a stake in DailyHunt, a similar content service based in India.

Currently, the biggest competitor to Toutiao is Tencent. The social networking and gaming giant owns not only the leading old-style news service Tencent News and a fast-growing Toutiao copy but also WeChat, the most used mobile messaging app in China with its own publishing system. Like Toutiao, WeChat also enables third-party organizations or individuals to publish multi-media content. It is reported that Tencent expressed interest in acquiring Toutiao earlier this year, but was turned down.

Image Credit: Shutterstock

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China’s Online Video Market in the Middle of Transition to Paid Subscribers, Self-Produced Content https://technode.com/2016/12/12/chinas-online-video-market-in-the-middle-of-transition-to-paid-subscribers-self-produced-content/ Mon, 12 Dec 2016 10:24:34 +0000 http://technode-live.newspackstaging.com/?p=43853 China is set to reverse the course of history and again defy expectations. iQiyi, an on-demand video streaming service, expects their advertising revenue to account for only half of their total revenue for 2016. “iQiyi’s total revenue for 2016 will be more than 10 billion RMB. Advertising accounts for only half of that with the rest […]]]>

China is set to reverse the course of history and again defy expectations. iQiyi, an on-demand video streaming service, expects their advertising revenue to account for only half of their total revenue for 2016.

“iQiyi’s total revenue for 2016 will be more than 10 billion RMB. Advertising accounts for only half of that with the rest coming from user-facing offerings [i.e., premium subscriptions] and other sources,” said Gong Yu, CEO of iQiyi, at the 2016 China Internet Audio-Visual Conference (referred to as CIAVC hereafter) last week.

Major Chinese on-demand video sites are still struggling with fierce competition and profitability. Since 2015, they have heavily promoted paid subscriptions in an effort to diversify their revenue structure. The hope is to move away from an advertising model to a model based on paid subscriptions. In June of this year, Gong Yu told Yicai (report in Chinese) that they want to reduce advertising from about 75% in 2015 to around 33% in 2016.

Subscription prices are relatively low, from 15 RMB to 25 RMB per month. However, Vice President of iQiyi, Yang Xianghua, told Jiemian (article in Chinese) the average revenue per user was 20 times more than revenue from advertising.

At the same time, advertising growth is slowing. According to QuestMobile (report in Chinese), a mobile market research firm, monthly active users on Chinese mobile video apps reached 800 million in July of this year. With fewer new users, the growth of impression-based advertising revenue is set to flatten or decline.

At a media event last week, Yang Xianghua estimates that next year, major Chinese on-demand video sites will be able to generate more revenue from subscription than from advertising (report in Chinese).

10% of Monthly Active Users are Paying

At CIAVC, Sun Zhonghuai, President of Tencent’s Online Media Business, said that Tencent Video estimates paying users now account for 10% of the total active of online video and audio services in China.

Earlier this month, Youku-Tudou, the online video site of the Alibaba Group, announced it has 30 million paying subscribers. Tencent Video and iQiyi announced the 20 million user milestone last month and earlier in June, respectively.

According to a report by the EntGroup (report in Chinese), the number of paying consumers for online video services in China has increased from 8 million in 2013 to 20 million in 2015. With this amazing growth, we can expect the total for 2016 to be another big increase.

Starting from the middle of 2015, iQiyi added a paywall for a selection of new releases. This strategy quadrupled their subscribers in just one year. Mgtv.com, the video site of China’s leading TV broadcaster Hunan Broadcasting System, adopted the same strategy to sign up subscribers.

Youku-Tudou was able to sign up some 7 million subscribers from one campaign during the Chinese Spring Festival holiday earlier this year. Jointly run by Alipay, Alibaba’s online payment service, both companies promoted the new subscriptions through their various services to amazing success.

No Slow Signs for Costs Growth 

Paid subscription offerings have actually been available for a long time. However, there were quite a few limiting factors: 1) pirated digital content was abundant and users were reluctant to pay; 2) online payment services were not as widely used; 3) there was little differentiation in content or services between the different video sites.

Now we see that the first two problems are virtually non-existent with many users already converted into paying subscribers for differentiated content. However, this paid user acquisition comes at a cost; almost all Chinese video sites have been spending heavily on exclusive content.

LeTV was one of the first companies that made a fortune from purchasing TV show rights at low prices. However, they are now exploring a new model as those rights get more expensive. In an internal email earlier this month, Gao Fei, President of LeTV, disclosed that more than 70% of new releases in 2017 will be either self-produced or co-produced (source in Chinese).

Other sites are also placing big bets on self-produced content as it’s easier to control costs and have more ways to monetize such as selling adaptation rights or licensing rights to game developers. Tencent Video found the views of self-produced content as a percentage increased to 14% in August from 8% at the beginning of this year.

And as TechNode has discussed before, the traffic to these video sites is mainly driven by a small number of hits or new titles, but the costs to produce these shows keeps climbing. Sun Zhonghuai estimates that the user base is growing by 10% while views are growing by 50% to 100%. The costs, however, are growing by 200%, according to Sun. On top of that, of course, is also the marketing spends for those shows that are increasing as well.

But that hasn’t stopped big companies, including Tencent, iQiyi, and Youku-Tudou’s parent company, Alibaba, from establishing film and entertainment content companies to produce and distribute content not only for their own platforms but also to movie theaters or TV stations. The content and related rights will be their new revenue sources.

Image Credit: Shutterstock

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Alibaba Invests In Irish Cinema Analytics Startup Showtime Analytics https://technode.com/2016/12/07/alibaba-showtime/ Wed, 07 Dec 2016 02:45:05 +0000 http://technode-live.newspackstaging.com/?p=43755 Alibaba Pictures, the film and entertainment arm of Alibaba Group, has invested in Irish movie data startup Showtime Analytics, through its cinema ticketing system subsidiary Yueke (aka Finixx). The tie-up will see Showtime and Finixx collaborate to develop products specific to the Chinese cinema industry, the company noted. Founded in 2014, Showtime Analytics provides data […]]]>

Alibaba Pictures, the film and entertainment arm of Alibaba Group, has invested in Irish movie data startup Showtime Analytics, through its cinema ticketing system subsidiary Yueke (aka Finixx). The tie-up will see Showtime and Finixx collaborate to develop products specific to the Chinese cinema industry, the company noted.

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Screenshot of Showtime Analytics Dashboard (via Showtime Analytics)

Founded in 2014, Showtime Analytics provides data analytics products and services to cinema owners and film distributors, allowing them to collate, analyze and visualize their operational data in real time to deliver insights that drive improved business performance. The Irish company now employs 30 full time staff.

Yueke is a leading cinema ticket software system service in China, where its Finixx system serves more than 2,000 theatres and more than 30 third online movie-ticketing platforms, include QQ Movie Ticket, WeChat Movie Ticket, Alipay, Mtime, Gewara and Maoyan. Alibaba Pictures fully acquired the company for 830 million RMB (around 120 million USD) in 2015.

Alibaba Pictures, valued at 9.6 billion USD, has been investing aggressively in building out assets across the film and television production, distribution, and ticketing line. The firm launched a $300 million USD investment fund this July, aiming for film and television production. Earlier this year Alibaba Pictures acquired a stake in Steven Spielberg’s Amblin Partners. Taobao Piao Piao, the ticketing subsidiary of Alibaba Pictures, raised this May a 1.7 billion RMB (260 million USD) series A, valuing the company at over 13.7 billion RMB.

“In recent years, video-on-demand has stolen a significant march on the cinema industry as the likes of Netflix knows more about its customers and they are using this to their advantage. We want to help cinema owners and film distributors to unlock the potential of their data and help them understand more about the types of films being made, how they’re being made and marketed, and how audiences are responding to them,” said Showtime CEO Richie Power.

Chinese moviegoers’ growing appetite for quality films is fostering a booming movie market. The country is expected to overtake the United States as the world’s largest movie market by the end of this year. The country has now approximately 7,000 cinema screens and is building approximately 27 new cinema screens per day in 2016.

Image Credit: Showtime Analytics

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Sharing Swedish Success with China: Q&A with Peter Levin, CEO of Goodbye Kansas https://technode.com/2016/11/23/sharing-swedish-success-with-china-2/ Wed, 23 Nov 2016 08:43:12 +0000 http://technode-live.newspackstaging.com/?p=43428 Sweden, home of many very successful technology companies, has a lot to say about how China can be more innovative and successful. Sweden’s unique advantage for global market: its size. Given that the market size is small compared many others, companies are automatically geared towards the global market. This, interestingly, is exactly where Chinese companies […]]]>

Sweden, home of many very successful technology companies, has a lot to say about how China can be more innovative and successful.

Sweden’s unique advantage for global market: its size. Given that the market size is small compared many others, companies are automatically geared towards the global market. This, interestingly, is exactly where Chinese companies have a big problem. Their market is so large that their first consideration is domestic, then global. However, going outward, rather than beginning outward, can be amazingly difficult.

This was exactly the topic of the Sino-Swedish Innovation & Entrepreneurship Forum held on November 21, 2016 at the Zhongguancun Yonghe Hanxing Science Park in Beijing.

With an entrepreneurial culture tied to the Nordic tradition of solitary living and, some may even say, going all the way back to the Vikings, Sweden and China are at opposite ends of many spectrums. So, to learn more about Swedish entrepreneurial culture, its games industry, and what China can learn from it, we spoke with Peter Levin, CEO of Goodbye Kansas, a VFX, motion capture, and animation company whose studios have been involved in some of the biggest AAA games in recent memory.

Peter Levin, CEO of Goodbye Kansas
Peter Levin, CEO of Goodbye Kansas

How did you get started in the games industry?

I got started because I was interested in creative people and creative businesses. I’m not that kind of person myself; I’m more of a complement to them. In the late 80s, I started a business that imported and distributed Sega in the Nordic countries. At the same time, I also started working with games studios because that’s where you can create real value: your own IP or educating or developing studios and people. In 1996, I was headhunted to Electronic Arts.

How does China fit into your company or your personal vision?

Everything we do is trying to act global. When Western people say that unfortunately, they don’t necessarily mean Asia for one reason or another, but adding China and Asia is an amazing thing. I’ve always been challenged by China.

The game industry is quite young, about 35 years old. The VFX industry is younger, about 25 years old. Now, those two industries are growing like never before globally. We have two approaches now with China: one is to work with the film and TV industry and then, of course, with the games industry.

Sweden has had a number of successes in the games industry over the past decade, in part because of the engineering as art heritage we received from Ericsson and Volvo. What we have developed is skill, responsibility, and transparency that is very different from the development approaches by studios in UK or France, for instance.

Now we are seeing the second wave, in the Swedish and global markets, where indie developers can go directly to consumers through online distribution platforms and we want to make sure to be involved in helping Chinese indie developers.

How do you see Goodbye Kansas getting more involved with game developers in China?

We’ve had Chinese developers and publishers visit us in Stockholm and now I’m here in Beijing. What we talk about is how our game development model is a bit different. We typically own never less than 25% and never more than 50% because we want to encourage studios to feel a sense of ownership. We then support them with resources from our executive producers, our services from VFX and animation companies, all the dull things like bookkeeping, and money.

We see Goodbye Kansas as a building bridges with investment going both ways. More importantly, its about exchanging knowledge. We have in our ecosystem, Goodbye Kansas GameInvest, young and senior producers and developers who are looking for more opportunities all around the world.

What are some of the challenges you see in trying to be a bridge?

From my experience here in China six years ago, there most certainly are cultural challenges, but Swedes are familiar working around these challenges; even in the Nordic region, there are different cultures. Coming to China there will of course be some big challenges, but the challenge is one of the reasons we want to do it: it’s great fun and interesting to get know other cultures. And, with China’s influence in global markets, you just have to bridge that.

One big challenge we see are differences in aesthetics; Chinese people prefer much more colorful, flamboyant games. Another challenge is mobile. We don’t do mobile because it’s extremely crowded and we don’t have the skills in house, but that may change in the future with more cooperation with Chinese developers and publishers.

What would say Sweden has to learn from China? What do you think China has to learn from Sweden?

I think we have everything to learn from a country like China that has grown so rapidly over just a short period. We have a lot to learn from that rapid growth, but also how to manage that growth.

The other way around, when I meet Chinese people, they are always so curious how could a country survive, much less be successful in that climate, with only 10 million people in a huge area. Our entrepreneurship started a long time ago, maybe even with the Vikings on how to survive and develop further. And, more recently, we have seen a lot of success stories over the last 10-15 years with one success feeding another. With Swedes being normally quite solitary, we are still very loyal.

I believe that the growing VFX industry along with the games industry is a very interesting mixture and fits very well with China. The Chinese film industry is like Klondike during the Gold Rush. Then, of course, there’s AR and VR where China is a bit ahead. We are doing VR stuff as well, but the market itself is not that big yet.

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Discovering Korea’s Startup Scene: the Five Booming Sectors https://technode.com/2016/11/03/technode-discovers-koreas-technology-startups/ https://technode.com/2016/11/03/technode-discovers-koreas-technology-startups/#respond Thu, 03 Nov 2016 04:15:25 +0000 http://technode-live.newspackstaging.com/?p=39386 This is the first post in our series: Discover Korea’s Tech, where we will talk to a mix of Korean startup entrepreneurs who stood their own ground with their technology, in Korea’s economy notorious dominated by gigantic companies. Stay tuned over the coming month as we talk to Korean entrepreneurs. You can follow our updates […]]]>

This is the first post in our series: Discover Korea’s Tech, where we will talk to a mix of Korean startup entrepreneurs who stood their own ground with their technology, in Korea’s economy notorious dominated by gigantic companies. Stay tuned over the coming month as we talk to Korean entrepreneurs. You can follow our updates @technodechina for new stories in the series. 

When you think of ‘South Korea’, what comes to mind? You might think of big companies like Samsung, LG, Hyundai, or K-POP and Korean drama, if not, you might as well have heard of the song ‘Gangnam Style’. You might also think of President Park Guen-hye, the first woman President of South Korea. Surprisingly, this is exactly what constitutes the Korean startup ecosystem.

Seasoned engineers from Samsung and LG boldly come out of the company to start their own business, which makes Korean startup ecosystem full of technology based-startups. K-POP and Korean drama takes a huge part in the content business and marketing efforts locally and globally. Gangnam, being the most vibrant commercial area, became home for most Korean startups and co-working spaces like Google Campus, WeWork, D.CAMP and TIPS town and accelerators like SparkLabs and Lotte Accelerator. The Korean government has established huge government funds to support young entrepreneurs to start their business. That’s how I, once an ordinary University student in Korea three years ago, took up a valuable opportunity to work in Israel and Silicon Valley, to finally settle down in fastest growing startup scene in China.

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Screenshot of Gangnam area in Seoul startup map, provided by RocketPunch

Once people ask what are the characteristics of South Korean startup scene, I tell them, it’s technology, content and design. In this 10 series of articles “Discover Korea’s Tech”, we will introduce 10 technology-based startups and how they mingle with Korea’s traditional industries. Before we go on, let’s take a look at some of the startup trends in 2015.

The year 2015 was the most exciting year for O2O and Fintech startups in Korea. Investments toward O2O and Fintech related field have been largely escalated, according to 2015 Startup Investment Trend issued by Platum research team.

Both the number of invested companies (210 companies) and investment total amount increased ($695.4 million USD) significantly in 2015. Here are five sectors that are booming and slowing down sector in South Korea’s startup scene.

Booming Sectors In 2015 

1) O2O

In contrast to China, where the O2O boom has cooled down, South Korea saw a tremendous O2O boom last year and is still seeing the growth this year. The 32% of the total investment amount ($223.5 million USD out of $695.4 million USD) was involved in O2O in life service, food, and real estate sectors.

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Brick-and-mortar restaurants offering card paying options

In China, online payment has been widespread throughout the whole country. However, mobile payment service in South Korea as a bad reputation a for long and cumbersome transaction process. Korean people mostly pay using their debit cards or credit cards, and widely accepted card payment option in brick-and-mortar stores make it difficult for Korean O2O companies to take off and turn a profit.

Kakao, South Korea’s most widely used messaging app KakaoTalk’s operator, introduced its mobile payment system to allow startups within its platform to monetize from the transaction. The big news last year was the merger of Daum and Kakao. Since then, O2O battle raged between Kakao and Yello Mobile, a three-year-old, yet giant startup that has acquired 65 other startups in Korea. Backed by Silicon Valley-based Formation 8, Yello Mobile is valued at a $4 billion USD.

Here the top funding amount sectors in O2O.

O2O Life services totalled the funding amount of $113.5 million USD to 23 companies. Car sharing service Socar raised $55.3 million USD, marking the top funding amount raised in 2015. O2O commerce platform YAP raised $35.7 million USD, and hotel booking service Daily Hotel raised $8.5 million USD last year.

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Korean menu that asks users to pay through Baedal Minjok and Yogiyo

In food startup sector, $59.1 million USD was poured into 13 companies. Top food delivery service includes food delivery app Yogiyo, backed by Germany-based head company Delivery Hero and Goldman Sachs-backed Baedal Minjok. Other services include restaurant review service Seeon (Siksin Hotplace) raising $6.8 million USD, restaurant recommendation service Mango Plate raising $6.1 million USD, and Diningcode raising $1.7 million USD.

In the real estate sector, property listing service Zigbang had sewn up a $33 million USD investment led by Goldman Sachs and its competitior Dabang raised $17.9 million USD.

2) Fintech

China’s internet finance market reached $1.8 trillion USD and has already exceeded other markets by number of users and amount spent, according to McKinsey. South Korea’s financial institutions are trying to catch up, and government is supporting that move.

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Yello Financial Group acquired Newsy Stock

The Financial Services Commission estimates there are 360 fintech startups in Korea as of last year. Last week, the Korean government announced that it would offer 3 trillion won ($2.65 billion) in financial support over the three years for the development of the fintech sector.

The funding in Finance/Insurance sector in 2015 includes B2B O2O fintech platform Energy7 raising $30 million USD, and P2P service 8percent. Eight crowdfunding platforms scooped $8.5 million USD of funding in total. In 2015, big-data driven stock analysis service NewsyStock was acquired by Yello Mobile.

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South Korean carrier KT is aiming to launch the first 5G network at the 2018 Winter Olympics in PyeongChang

3) MCN

Thanks to widespread 4G LTE network in Korea, in the subways you can easily see Korean people watching live-streamed drama or movie. This frequent video consuming habit led to the boom of consuming short videos created by famous YouTube stars, including game players, and makeup instructors. In order to embrace these content creators, MCN (Multi-Channel Network) companies set out in early 2015 to cultivate them.

The investment made into the entertainment sector last year was $65.4 million USD, among which $38.3 million USD was thrown into Video/broadcasting/MCN sector. Major MCN startups in Korea include Makeus, raising $17 million USDand Treasure Hunter, raising $13.4 million USD.  

4) Bio/Healthcare sector

Bio/Healthcare sector showed the highest progress ratio with an increase of $39.1 million USD compared to last year. The South Korean government has also announced initiatives to support bio and healthcare sector. One of the reasons that bio and healthcare startups started in Korea is because medical services are high in quality, yet highly affordable, making it difficult for doctors to make a profit. Many of the doctor have started their own businesses, leading the boom of Korean healthcare device innovation.

Healthcare startups raised $20.6 million USD in 2015. Mobile health care service Noom raising $16.1 million USD and Gencurix raising $6.8 million USD last year.

Five companies in medical sector raised 16.8 million in total, including medical hemostatic development company Inno Therapy raising $6 million USD and Way Wearables raising $1.7 million USD in December.

Live Stream of BigBang Concert on Tencent (image credit: Douban)
Live Stream concert of K-POP Star BigBang in China (Image Credit: Douban)

5) Fashion & Beauty sector 

Fashion and beauty startups benefited from global fandom of Korean dramas and K-POP stars. Fashion and beauty ecommerce startups boomed last year, including Y Combinator-graduated beauty ecommerce Memebox raising $29.5 million USD, and China-focused beauty startup B2LINK raising $3.5 million USD last year.

Slowing Down Sector In 2015: Gaming

Total funding in the gaming sector decreased by almost half (from $29 million USD to $16 million USD). Gaming industry was affected by South Korean government’s restrictions, such as 10 p.m. curfew on online gameplay at internet cafes and monthly spending on online games limited to a $300 USD per person.

In gaming sector, Kakao’s gaming affiliate NZIN raised $10.2 million USD and mobile game developing company Innospark raised $6.1 million USD.

In 2014, 4:33 Creative Lab was included in the gaming sector, and received an investment of over $100 million USD and contributed to most of the investments that year.

Technode has scraped together a selection of our favorite Korean startup founders for a series of interviews looking at what it’s like to tackle big-companies-dominated country and set up shop as an expat-preneur in China’s tech scene. You can follow us @technodechina to see the stories unfold. The ten startups that we will introduce are based in K-ICT Born2Global Center, a major Korean government agency under the Ministry of Science, ICT and Future Planning (MSIP).

Image Credit: TechNode

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China Is Now The Biggest Spender On iOS Stores https://technode.com/2016/10/21/china-now-ios-stores-biggest-spender/ Fri, 21 Oct 2016 12:19:09 +0000 http://technode-live.newspackstaging.com/?p=42786 Look Out, World! On top of being the world’s largest phone market with the greatest number of netizens, and the nation with the most iOS downloads, China’s is casting off an image of frugality–“to pay is to die” no longer applies here–as in Q3 this year, China becomes iOS App Store’s most valuable patron, found […]]]>

Look Out, World!

On top of being the world’s largest phone market with the greatest number of netizens, and the nation with the most iOS downloads, China’s is casting off an image of frugality–“to pay is to die” no longer applies here–as in Q3 this year, China becomes iOS App Store’s most valuable patron, found App Annie’s in a recent report.

Revenue coming from China surpassed the US by 15% in the last quarter, coming down to 1.7 billion USD, 15% higher than the United States, a total that is taking the world to uncharted territories in terms of the amount spent by any nation in a single quarter.

appannie

Maintaining the trend from the last quarter when China overtook the U.S. as the leader in game category spending, the sub-sector that brings in the lion’s share of revenue (75%, says App Annie), China was again the world’s most generous in this quarter in this respect.

Paying for games is conventional you might argue, but the biggest change this quarter, with Chinese users dishing out more in total, not just in games, was tripled spending in entertainment (iQiyi, Tencent Video, Youku), and Social Networking (QQ, Momo–China’s Tinder, and Inke, a popular live-streaming platform).

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The days when companies and investors eyed the Chinese market warily, knowing how users are notoriously price sensitive and are willing to take painstaking measures to find a costless alternative, are behind us. That era was put to an end with the rise of paid memberships for quality video content around 2014, which users eagerly lapped up. Today, more and more companies are seeking to “monetize” through paid services and content, charging membership for everything from faster downloads, membership to watch live football games, to virtual currency for doling out (virtual) “yachts” and “Ferraris”  to their favorite plastic-enhanced cyber stars.

China’s new leading position in iOS app spending echoes the buzzword “consumption upgrade”, which essentially means that the rising middle class and the younger generation, as they come of age, are willing to splurge a little, choosing quality, uniqueness and convenience over price. As App Annie puts it, “If China wasn’t a key priority in your app strategy, it should be now”, and prescribes a “tailored go-to-market strategy” that goes beyond translation to penetrate into China. 

But as China marches to the front of the check-out line on iOs stores, however the Android app market is a completely different story- a fragmented market of more than 200 independent stores are opted over Google Play, which isn’t completely disabled in China, but a series of hurdles from rooting your phone to restoring initial settings, Google Play is literally inaccessible without advice from forums video walk-throughs.

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Image credit: App Annie

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This Is How A Startup-Collaborated Music Performance Looks Like https://technode.com/2016/10/13/startup-collaborated-music-performance-looks-like/ Thu, 13 Oct 2016 08:14:31 +0000 http://technode-live.newspackstaging.com/?p=42549 The level of expectation when you’re heading to a tech conference is nowhere like the anticipation of right before a music concert. To narrow down that gap, an experimental combination of startup pitching and art performance was featured on stage on StartupCon 2016, held in Seoul, Korea on Tuesday and Wednesday. With its catch phrase ‘Startup Meets […]]]>

The level of expectation when you’re heading to a tech conference is nowhere like the anticipation of right before a music concert. To narrow down that gap, an experimental combination of startup pitching and art performance was featured on stage on StartupCon 2016, held in Seoul, Korea on Tuesday and Wednesday.

With its catch phrase ‘Startup Meets Art’, the concert lined up various collaborative programs, including a magician showcasing a wearable device while performing his magic show, a musical actor humming to showcase a music solution startup, and a movie director showcasing a movie review startup through his online drama series.

Here we document how a VR audio solution startup and an instrument education startup collaborated with musicians on stage to pitch their solution:

GAUDIO X Jambinai

The best way to experience virtual reality is with an immersive sound effect. However, one of the technical barriers to enabling lifelike sounds in VR is that stereo sound is not all directional, while VR images are available for all 360-degrees. How can you make your bomb sound seem like it’s coming from 2’o clock, and generate an effect of a monster sneaking up behind of their back. GAUDIO LAB’s 360-degree audio solutions helps VR game and content creators to make their sound much more immersive and interactive.

Collaborating with Korean music band Jambinai, a South Korean post-rock band, GAUDIO’s CEO Hyun-oh Oh demoed their VR technology on stage. The user, wearing a headset stood in the middle encircled by four members in the band. One of the band members started to play instruments, and user turned around, he could sense the melody was coming from 12’o clockwise, from his left, from his back, then his right.

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GAUDIO demos its sound VR technology with Jambinai musicians

GAUDIO uses Head Related Transfer Function (HRTF), which allows users to hear sounds from different directions while wearing VR headsets. Its binaural technology was adopted as a part of MPEG-H 3D Audio, the next generation international audio standard.

The company won the first prize in VR/AR Challenge 2016, hosted by Samsung Electronics and Ministry of Science, ICT and Future Planning in this May. Founded in May 2015, the VR company raised $1 million USD by SoftBank Ventures Korea and Capstone Partners in July. Last month, the company raised $5 million USD funding from KIP, LB Investment, along with its previous investors, SoftBank Ventures Korea and Capstone Partners.

http://v.youku.com/v_show/id_XMTc1NzE1ODc1Ng==.html

Jameasy X Second Moon

Children easily give up learning how to play instruments. Aiming to empower people with the drive to learn instruments, Jameasy makes an app that allows users to easily learn how to play instruments through gamification.

Second Moon, a Korean ethnic fusion band, tried out Jameasy’s solution on stage. Using the app, the violinist of Second Moon stuck Jameasy’s sensor module to her violin. The app showed her the notes while she played and analyzed the tune and rhythm. Using the app, a user can tune the violin, play games, and jam with an ensemble with other instruments, mimicked by the app. The app adjusts the tempo to keep in beat with the user.

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2nd Moon’s Violinist Demos Jameasy’s instrument learning app

The company looks to adapt the technology to other string instruments, including the ukulele, guitar, cello and viola. The beta version of the solution will be launched in this month, Daeyoung Jeon, CEO of Jameasy said.

http://v.youku.com/v_show/id_XMTc1NzE1MTMwMA==.html

Image Credit: TechNode

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Tencent’s QQ Social Platform Opens Up To Content Creators https://technode.com/2016/09/27/tencents-qq-social-platform-opens-content-creators/ Tue, 27 Sep 2016 04:42:29 +0000 http://technode-live.newspackstaging.com/?p=42231 At their 2016 annual partner conference last week, Chinese social and gaming giant Tencent unveiled Entertainment Quotient Plan (EQ Plan), an initiative that makes ways for third-party online content creators on their QQ social platform. Tencent pledged some RMB1 billion (US$150mn) worth of social marketing and other recourses, hoping to help about one thousand third-party online […]]]>

At their 2016 annual partner conference last week, Chinese social and gaming giant Tencent unveiled Entertainment Quotient Plan (EQ Plan), an initiative that makes ways for third-party online content creators on their QQ social platform.

Tencent pledged some RMB1 billion (US$150mn) worth of social marketing and other recourses, hoping to help about one thousand third-party online content creators grow big on the QQ platform over the next three years.

The company expects the EQ Plan is able to fuel a new raft of partnerships in online entertainment content like how their open platform for apps became a dynamic ecosystem. Since opening up their social platforms to third-party app developers five years ago, the company has registered more than 6 million developers and paid out a total of RMB16 billion (about US$240mn) in revenue to developers.

To end-user facing services, Tencent’s social platforms can’t be more attractive. QQ, the social network available on desktop and mobile, had had 899 million monthly active users as of the second quarter this year. And it’s registering increasingly more young users. 60% of QQ’s monthly active users were born after 1990, or post-90s, and 80% of QQ premium subscribers were post-90s, according to the company.

Online entertainment and cultural content business is one of the three core businesses for Tencent, together with social networking and internet finance, CEO Pony Ma said so in March this year.

Apart from online gaming which has been the major revenue generator for the company, Tencent has established subsidiaries that cover almost all other popular online content categories, including literary works, comic and cartoon, film and TV drama, music and esports. The company is leading in categories like online publishing and digital music distribution.

China Reading Limited (or Yuewen Group), jointly established with Shanda’s online publishing company in early 2015, is one of the largest online original works publishing companies in China that had amassed some 4 million authors and about 10 million works as of March this year. QQ Reading app, developed by Tencent and now part of China Reading, is also one of the major e-reading services in China.

The recent merger with China Music Corporation, which owns two major music streaming services (Kugou and Kuwo), has made Tencent’s QQ Music the biggest digital music provider in China in terms of the music library and user base.

Tencent Video is one of the leading online video streaming sites that offers a wide range of licensed and original content. In 2015 Tencent established two film and TV drama companies, Tencent Pictures and Penguin Pictures, owning their own film studios. Not only adapting Tencent’s own game and literary work IPs, the two companies also produce or publish movies or TV dramas by third-party companies or directors.

For the above-mentioned content platforms Tencent has been licensing from established companies and produces original professional content such as music concerts, game shows and esports tournaments.

But the latest trends such as short video sharing and live streaming have been fueled by individual content creators and independent content production startups. And the popularity of newly emerged celebrity vloggers and some proven business models are inspiring more individuals or startups to join in.

To tap into these new trends, Tencent launched earlier this year live streaming service NOW, Penguin Esports (not official translation), a live gameplay streaming service, and Riji, a social service for short video sharing. The EQ Plan is expected to motivate individual creators and startups to be more active on Tencent’s platforms.

Image credit: Tencent

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Could Indie Games Be The Cure For Mobile Gaming Startups? https://technode.com/2016/09/14/mu77-indie-game/ Wed, 14 Sep 2016 08:00:04 +0000 http://technode-live.newspackstaging.com/?p=42016 One of largest distinctions between creative industries and traditional ones, such as manufacturing, is how difficult it is to predict their return on investment, says Lu Jiaxian, the founder of mobile gaming company Mu77. “Companies engaged in traditional industries such as manufacturing could get a clear view about their investment returns,” says Mr. Lu. “All you had to […]]]>

One of largest distinctions between creative industries and traditional ones, such as manufacturing, is how difficult it is to predict their return on investment, says Lu Jiaxian, the founder of mobile gaming company Mu77.

“Companies engaged in traditional industries such as manufacturing could get a clear view about their investment returns,” says Mr. Lu. “All you had to do was add up your cost for components, labor, and the amount of profit you were aiming for.”

“The same principle wouldn’t work in creative industry where investment and return are less correlated,” he says. “A low-budget animation film like Monkey King: Hero is Back could achieve huge commercial success, while blockbuster titles like Throne of Elves could end in gloomy box office revenues.”

For Mu77, partnering with indie games could be a way to counter the unpredictability of the creative industry and maintain a high success rate in China’s increasingly competitive mobile gaming market.

The commercial success of mobile games with licensed IPs  is evident around the world. However, it is difficult for startups to compete with heavy-pocketed gaming giants for quality IP resources. Indie games, which have a smaller but more loyal and niche audience and an established reputation could be a good place to start.

“Firstly, we will obtain the original codes and images from the indie game developers,” says Mr. Lu. “After drilling down into the design logic, we then develop a mobile version of the game by adding features that better suit the habits of mobile gamers for player engagement.”

More importantly, Mu77 integrates monetization features and launches marketing campaigns for the game to attract players outside of the hardcore indie game community.

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In August last year, the company launched a successful pixel art game called Gold Digger, which recorded 20 million RMB (about $3 million USD) of revenue within the first month after its release. Mr. Lu says that their second game Card Monsters, a trading card game, will roll out in one or two months later this year.

“It’s common practice for gaming companies to open their games for testing when 70 to 80 percent of the product is finished,” says Mr. Lu.” With access to a group of loyal game players, we start the testing as early as 30 percent. It gives us time to integrate feedbacks from users along the way to perfect our games.”

Unpredictable return is one of the reasons why China’s mobile gaming investment craze is cooling down. “It’s true that gaming companies may have difficulty maintaining sustainable year-over-year growth, but by setting the focus to a three to five year time frame, we can find some trends governing the company’s growth.”

“The film industry is also facing this problem, but a mature financial industrial chain has helped to lower the risks for investors,” says Mr. Lu. “So there’s still a long way for us to go.”

“I believe the gaming industry will continue to boom because computer game and mobile games are still the most accessible form of entertainment for the masses,” he adds.

Four Trends Shaping Gaming Industry

As a veteran game designer that has worked in the gaming industry for more than a decade, Mr. Lu shared four changes that are shaping China’s gaming industry:

1. “Consumption Upgrade” in Gaming

“Consumption upgrade”, a concept widely used in traditional industries, also applies to the gaming industry. China’s gaming industry, especially the mobile gaming sector, has risen rapidly over the past few years thanks to a growing base of mobile users. It’s easy for developers to gain users in a growing market, but as the market evolves, users are getting a better sense of their own preferences, such as card-collecting games.

“At this time, companies that want to stand out from the crowd should come up with higher quality games that target a specific audience rather than mainstream users,” Mr. Lu pointed out.

“When we first released Gold Digger, it was crystal clear for us that over 80 percent of mainstream users weren’t ready to accept this kind of pixel art game, but it doesn’t matter because our game goes after a small group of pixel game fans.”

2. Globalization

China’s mobile market is entering a development bottleneck. But when looking at the global market, there’s still plenty of emerging markets in India, Indonesia, and Brazil. At the same time, users in developed countries such as Japan and the U.S. are also a major contributor to global mobile game revenues. It’s time to build a global ecosystem.

“I’m not saying that companies only focused on domestic market wouldn’t stand a chance, but it will be a tough path to take,” says Mr. Lu.

Furthermore, lots of Chinese internet companies have taken the lead in overseas expansion. “Their success in foreign markets have forged the path for globalization with lower costs for user acquisition,” he says.

3. Big Data

“In a booming market, there’s little need for refined operations to target at different user groups, but now it’s a game changer in the market,” says Mr. Lu.

Supported by big data, companies will be able to construct data models that can predict user behavior and make corresponding marketing measures to change their behavioral curves.

4. New Technologies

The adoption of new technologies like VR and AR is going to bring a new spike in the global gaming business. “There’s no need for me to further dwell on this point because the success of Pokémon Go has been so obvious,” says Mr. Lu.

Credit: 123RF Stock Photo

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VC Firm Founded By Ex-Google China Head Raises $674M In New Funds https://technode.com/2016/09/13/vc-firm-founded-by-ex-google-china-head-raises-674m-in-new-funds/ Tue, 13 Sep 2016 00:30:37 +0000 http://technode-live.newspackstaging.com/?p=42006 Sinovation Ventures, the firm founded by ex-Google Inc. China head Kai-Fu Lee, has raised a 4.5 billion yuan ($674 million USD) for two separate currency funds that will target AI, enterprise software and entertainment content startups in China and the U.S. It comes has the country is experiencing what has been dubbed a capital ‘winter’, spurring firms […]]]>

Sinovation Ventures, the firm founded by ex-Google Inc. China head Kai-Fu Lee, has raised a 4.5 billion yuan ($674 million USD) for two separate currency funds that will target AI, enterprise software and entertainment content startups in China and the U.S.

It comes has the country is experiencing what has been dubbed a capital ‘winter’, spurring firms to shore up cash reserves and seek out more risk-averse investments.

Previously known as Innovation Works, Sinovation Ventures oversees around 300 startups, with a special focus on the Chinese market. Founder Kai-Fu Lee previously served as Google’s China head, as well as holding an executive role at Microsoft Corp.

The two new funds include their second RMB fund ($375 million USD) and their third U.S. dollar fund ($300 million USD), bringing the total amount on the firms portfolio to approximately $1.2 billion USD.

Seven-year-old Sinovation Ventures counts popular Chinese apps Wandoujia and Meitu among its investments. Meitu is currently preparing for a Honk Kong IPO.

Chinese VCs have raised record low funding amounts since the economic slump in mid-2015, however emerging trends in AI, big data and entertainment content have firms cautiously optimistic, while enthusiasm for high cost alternatives such as on-demand apps has mellowed.

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Chinese Review Website Douban Forms Film Production Company https://technode.com/2016/08/26/chinese-review-website-douban-forms-film-production-company/ https://technode.com/2016/08/26/chinese-review-website-douban-forms-film-production-company/#comments Thu, 25 Aug 2016 21:59:12 +0000 http://technode-live.newspackstaging.com/?p=41553 Douban, China’s most active and influential media review website, is moving into film production. Read.douban.com (豆瓣阅读), a subsidiary of Douban.com (豆瓣), which focuses on user-generated content, is establishing its first film company, according to an internal memo by CEO Yang Bo released to local media. “Following a six-month trial, Douban Read is now officially moving […]]]>

Douban, China’s most active and influential media review website, is moving into film production.

Read.douban.com (豆瓣阅读), a subsidiary of Douban.com (豆瓣), which focuses on user-generated content, is establishing its first film company, according to an internal memo by CEO Yang Bo released to local media.

“Following a six-month trial, Douban Read is now officially moving into film production,” the memo to staff from Yang reads. “Douban is now making movies.”

Yang, also known by his nickname ‘A Bei,” originally launched Douban.com as a social platform in 2005 after returning to Beijing from the US, where he worked at IBM.

The arts-focused social network operates a scoring system based on critiques from its users, much like Rotten Tomatoes.

Douban’s publishing arm Douban Read was launched in 2012 initially attracting 10,000 writers onto the platform to self-publish and sell e-books.

Since that launch four years ago, the site now has 20,000 writers and over 8,000 exclusive works, according to Yang’s memo. By the end of July this year, the company had sold the filming rights for 10 novels.

Authors are able to earn 70 percent of the sale price of their output, with most works priced at around RMB 5 (US$0.75).

The company is now hoping to incubate film and television projects on the platform, taking popular stories from computer screens to cinema screens.

Douban has already sold nine movies, according to its official website. The company is hoping that sci-fi story ZhuizhuTaiyang De Nanren (追逐太阳的男人) (which roughly translates as A Running Man for the Sun) will become the first feature film developed by the company.

Douban has sold the rights to A Running Man for the Sun to New Classics Pictures (新丽影业) and will work with the company to develop the film and share in its profits.

“Most films aren’t started and driven by their writers,” Dai Qin, the head of Douban Read said. “Douban wants to make films that originate and are pushed along by writers.”

Dai said the new company has two projects, one focused on developing stories with scriptwriters and the other with up-and-coming directors. The company has also established a “cultural fund” to bankroll the new projects.

The first project will allow scriptwriters to adapt stories from the Douban Read catalog and then make script submissions to the new film company. Over 200 scriptwriters have signed up for the project while the film company itself already has 240 scriptwriters.

The other project will open up short-film shooting rights for up-and-coming directors. Successful applicants to this project will be given funding to make short films based on the stories. 16 minute-long film ‘A Hero For A Day’ (一日英雄) is the first film of the rank made on a $20,000 budget provided by Douban Read.

The short film, which plays on schoolyard bullying and mass school shootings, was directed by Wang Lifan, and was shot in Alhambra, Los Angeles. It had its first screening at the Shanghai Film Festival in June.

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This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

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Alibaba Pictures Invests in Hangzhou Cinema Company https://technode.com/2016/08/26/alibaba-pictures-invests-in-hangzhou-cinema-company/ https://technode.com/2016/08/26/alibaba-pictures-invests-in-hangzhou-cinema-company/#respond Thu, 25 Aug 2016 21:54:22 +0000 http://technode-live.newspackstaging.com/?p=41551 Alibaba Pictures, the entertainment arm of the Chinese e-commerce giant, is investing RMB 100 million (US$15.2 million) for an 80 percent stake in a movie theater operator in its hometown of Hangzhou, as it takes on rival Dalian Wanda. The company will acquire around 61 percent of Hangzhou Xingji from shareholder Hangzhou Kunwei for RMB […]]]>

Alibaba Pictures, the entertainment arm of the Chinese e-commerce giant, is investing RMB 100 million (US$15.2 million) for an 80 percent stake in a movie theater operator in its hometown of Hangzhou, as it takes on rival Dalian Wanda.

The company will acquire around 61 percent of Hangzhou Xingji from shareholder Hangzhou Kunwei for RMB 39 million ($5.9 million), as well as invest RMB 61 million ($9.2 million) in the company, according to a filing earlier this week. That amounts to an 80 percent equity interest once the deal is complete.

Hangzhou Xingji owns, operates and manages the Hangzhou Star Cinema, which houses eleven theaters, including one 4D cinema and one China Film Giant Screen (CFGS) theater.  The company’s profit grew 416 percent to more than RMB 563,000 after taxes last year, the statement said.

The news comes a month after the company announced it was partnering with Wuhu Gopher Asset Management on a new $300 million film and TV fund. That investment comes in the face of mounting losses for the company, expected to be RMB 400-450 million for the first half of 2016.

Competition in China’s cinema industry continues to heat up with new players entering the field.

Last week, Wanda Cinema Line, China’s biggest movie theater operator, confirmed it in talks with CJ CGV, South Korea’s largest movie theater chain, with industry watchers speculating the two companies are considering joining forces in China.

That followed a deal earlier this month between Wanda Cinema Line and IMAX to construct 150 theatres in China over the next six years.

Wanda Cinema Line, China’s largest cinema chain operator, is a subsidiary of property and entertainment conglomerate Wanda Group, which is controlled by China’s richest man, Wang Jianlin. The tycoon told Reuters on Tuesday he plans to close two, billion-dollar film industry deals in the U.S. this year.

China Film Co. and Shanghai Film Group, two major state-owned enterprises also floated this month, and have indicated they intend to use the funds raised in their successful initial public offerings to build new cinemas.

Alibaba Pictures has previously invested in several high-profile Hollywood projects, including Star Trek Beyond and Mission: Impossible — Rogue Nation. Star Trek is due to hit cinemas on September 2.

Other movies the studio has invested in include Ferry Man (摆渡人), Three Lives Three Worlds Ten Miles of Peach Blossom(三生三世十里桃花), and Ao Jiao Yu Pian Jian (傲娇与偏见).

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This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

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China’s Mango TV Seeks Back-Door Listing https://technode.com/2016/08/24/chinas-mango-tv-seeks-back-door-listing/ https://technode.com/2016/08/24/chinas-mango-tv-seeks-back-door-listing/#respond Wed, 24 Aug 2016 01:29:28 +0000 http://technode-live.newspackstaging.com/?p=41454 Chinese new media firm Mango TV has announced plans to list via a reverse merger with TV shopping firm Happigo Home Shopping. Mango TV is operated by Hunan TV, the broadcast and film group that is China’s second most-viewed after CCTV. It’s home to some of the most popular entertainment shows in China, including Super […]]]>

Chinese new media firm Mango TV has announced plans to list via a reverse merger with TV shopping firm Happigo Home Shopping.

Mango TV is operated by Hunan TV, the broadcast and film group that is China’s second most-viewed after CCTV.

It’s home to some of the most popular entertainment shows in China, including Super Voice Girls, Happy Camp, andWhere Are We Going, Dad?.

The company is seeking a backdoor listing on the Shenzhen Stock Exchange after announcing plans to be acquired by listed company Happigo Home Shopping Co., Ltd.

Hunan Satellite TV will inject seven subsidiaries into Chinese TV shopping firm Happigo Home Shopping, according to a disclosure filing on Monday,

Included in the seven subsidiaries are entertainment content production, distribution, games and e-commerce firms operated by Hunan Satellite TV.

Happigo Home Shopping was co-founded by Hunan Satellite TV and Hunan province’s broadcasting group in 2005.

The company said it would use funds raised to improve content production, marketing and upgrade the overall user experience of Mango TV viewers.

In late June, Mango TV completed an RMB 1.5 billion (US$228 million) new funding round with a post-money valuation of RMB 13.5 billion ($2 billion), according to local media.

Local media reported at the time that some of the investors included several state-owned private equity funds.

In early 2015, Mango TV signed a multi-faceted alliance with Lionsgate that included a commitment to put up a quarter of Lionsgate’s production budgets over the next three years.

Later in the year, the company also signed a co-operation pact with BBC Worldwide.

cfi

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

Image Credit: Mango TV

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Mobile Revenue Is Exceeding PC In China’s Live Streaming Market https://technode.com/2016/08/24/mobile-revenue-is-exceeding-pc-in-chinas-live-streaming-market/ https://technode.com/2016/08/24/mobile-revenue-is-exceeding-pc-in-chinas-live-streaming-market/#respond Wed, 24 Aug 2016 01:02:04 +0000 http://technode-live.newspackstaging.com/?p=41390 In the second quarter of this year, YY Inc., the leading user-generated live video streaming company in China, saw both mobile users and mobile revenues of their two major businesses, YY Music and gameplay broadcasting service Huya, exceeded PC. According to Eric He, CFO of the YY, the company is “in the process of transforming into a mobile […]]]>

In the second quarter of this year, YY Inc., the leading user-generated live video streaming company in China, saw both mobile users and mobile revenues of their two major businesses, YY Music and gameplay broadcasting service Huya, exceeded PC. According to Eric He, CFO of the YY, the company is “in the process of transforming into a mobile company.”

In the second quarter, the company recorded 1.1 billion yuan (US$165.3 million) and 188 million yuan (US$28.3 million) in performance streaming (mostly singing) and gameplay broadcasting respectively. Like the desktop, mobile revenue is driven by the sale of virtual gifts, rather than advertising. All together, YY generated more than 621 million yuan (about US$94 million) through mobile alone in the last year.

The mobile revenue from the YY Music, YY’s largest business by revenue and usage, increased by 97 percent year-over-year, a sharp contrast to overall growth in the business, which is pegged at around 50 percent. Paying mobile users increased 88 percent year-over-year to 1.8 million.

ME, a separate mobile app YY launched in February this year for average users to live stream their everyday life, had already broken even in the second quarter, according to the company.

Tiange, another major player in user-generated live video streaming, took more than 30 percent of total revenue from mobile as of June thisyear, and expect to see that ratio hit 70 percent by year end, according to CEO Fu Zhengjun. Like their market rivals, the company shifted their business focus to mobile early this year.

Momo, the leading location-based social networking app, also saw a huge uptake in mobile users following their entry to live video streaming.

Released to all users in late 2015, Momo’s live streaming feature took only one quarter to become the company’s largest revenue stream, exceeding mobile advertising, premium subscriptions and gaming. In the second quarter, live streaming revenue more than tripled from the previous quarter.

Live streaming revenue now accounts for 58 percent of the company’s revenue, even as video streaming only accounted for around 13 percent of Momo’s monthly active users.

1.3 million paid users purchased $57.9 million USD worth of virtual gifts in the second quarter. Average revenue per paying user (ARPU) was about $45 USD, much higher than the ARPU of many mobile games in China. The ARPU range of mobile games on Tencent’s messaging platforms was between just 155 yuan and 165 yuan (about US$23 to US$25) in the same quarter.

Momo plans to add more virtual gift options for revenue generation as well as more video effects for user engagement later on.

Apart from companies that started with PC side, such as YY and Tiange, there are about a dozen standalone user-generated live video streaming apps each with more than one million monthly active users in China, according to QuestMobile, a local mobile analytics firm.

Those apps have a combined monthly active user amount of 86 million as of May this year, a 63 percent year-over-year increase.

All of them generate revenue through virtual gift sales, though the combined amount of those apps is unknown. But what’s for sure is that revenue from live video streaming will increasingly be driven by mobile.

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Tencent Invests In Fitness App Keep As Health Tech Booms https://technode.com/2016/08/18/tencent-invests-in-fitness-app-keep-as-health-tech-booms/ https://technode.com/2016/08/18/tencent-invests-in-fitness-app-keep-as-health-tech-booms/#respond Wed, 17 Aug 2016 23:37:38 +0000 http://technode-live.newspackstaging.com/?p=41311 Tencent shelled out $15 million USD to rebroadcast this year’s Olympics, hoping to cement their position as China’s leading online sports streaming service. Now they’re taking the fitness frenzy one step further. The social and gaming giant has invested an undisclosed amount in health startup Keep, which compiles home training regimes that can be accessed through an app. It’s […]]]>

Tencent shelled out $15 million USD to rebroadcast this year’s Olympics, hoping to cement their position as China’s leading online sports streaming service. Now they’re taking the fitness frenzy one step further.

The social and gaming giant has invested an undisclosed amount in health startup Keep, which compiles home training regimes that can be accessed through an app. It’s unclear what form the partnership will involve, though it could signal a host of new fitness-related services in Tencent’s ecosystem.

“There [is] considerable potential for cooperation with Tencent’s health and sports businesses as well as with WeChat”, a Keep spokesperson told Technode.

Keep also hinted at plans to add training courses designed on Olympic athletes as well as an an e-commerce platform. 

Tencent made their first foray into fitness tracking in August last year with the launch of ‘WeRun’, an official WeChat service that lets users track fitness metrics. Earlier int he year the company launched ‘WeChat Sports’, a separate app, for the local market.

Waves of Chinese investment have hit the sports industry in the past year, from Chinese conglomerates buying into premier league football clubs to astronomical bidding wars over rebroadcasting rights. For Tencent, which oversees one of the country’s largest sport streaming services, tapping the disposable wealth of China’s growing middle class through fitness services is an obvious play.

Keep claims to have amassed more than 20 million monthly active users since its launch in February 2015. It’s one of several fitness apps gaining traction in China. Codoon, an app that combines sports and social networking was valued at over 900 million yuan in June this year and boasts more than 1 million daily average users. FitTime, another similar app that offers home workouts, announced a B series of more than 10 million yuan.

Keep’s early investors include Ventech Venture Capital, Bertelsmann Asia Investments, GGV Capital, and Morningside Ventures.

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Weibo Bets On Celebrities And Influencers To Boost Their Live Streaming Plans https://technode.com/2016/08/10/weibo-bets-on-celebrities-and-influencers-to-boost-their-live-streaming-plans/ https://technode.com/2016/08/10/weibo-bets-on-celebrities-and-influencers-to-boost-their-live-streaming-plans/#respond Wed, 10 Aug 2016 02:33:04 +0000 http://technode-live.newspackstaging.com/?p=41078 Seven years old this month, Weibo, often referred to as the Twitter of China, recorded 126 million daily active users and 282 million monthly active users during their second quarter results released yesterday. According to CEO Wang Gaofei, Weibo has made some serious gains in the few months since they launched their live streaming service. Unlike other […]]]>

Seven years old this month, Weibo, often referred to as the Twitter of China, recorded 126 million daily active users and 282 million monthly active users during their second quarter results released yesterday.

According to CEO Wang Gaofei, Weibo has made some serious gains in the few months since they launched their live streaming service. Unlike other platforms that invite average users to generate content at launch, Weibo’s Yizhibo relies strongly on celebrities and influencers from various industries to drive views, currently only allowing verified accounts to use live streaming.

Few other Chinese live video streaming services are able to do this. Weibo remains the primary social marketing platform for the entertainment and content industries (think Twitter before Instagram and Snapchat). Weibo says they also plumped up the service with a handful of exclusive deals with content and marketing companies.

The company says they also plans to take a cut from the existing live video market, where stars emerge from grassroots content.

Weibo’s Yizhibo has also enabled virtual gift giving and purchasing, a major revenue driver for existing services. The company currently doesn’t take revenue cuts from the gifts broadcasters receive, though they will in the future. Momo, a major social networking app, saw the virtual gift sales becoming their largest revenue stream just months after they enabled the live video streaming feature.

Weibo’s live video streaming service will also explore monetization opportunities in e-commerce, according to Mr. Wang.

Partnering with a Third-Party Developer To Slash Risks

Yizhibo wasn’t developed by Weibo, but by Yixia Technology, an online video service developer in which Weibo’s parent, Sina, is an early investor.

Weibo has also been driving video views with the help of two apps also developed by Yixia, video clip sharing app Miaopai and lip sync app Xiaokaxiu. They’ve also benefited from the large celebrity contingent that is supported by the marketing resources of Weibo.

Established in 2011, Yixia Technology announced 200 million yuan (about US$16 million) in Series D funding, at a reported valuation of $1 billion USD, in late 2015 from a group of investors including Sina and YG Entertainment, one of the biggest entertainment companies in South Korea.

Weibo began seeing rapid growth in video views, especially short videos, last year. Daily video views grew 489 percent year-over-year to 470 million in the first quarter of this year, the company claims. Currently 89 percent of their users are mobile.

Partnering with Yixia Technology has provided a more cost-effective (and less risky) means of driving growth for Weibo. Primarily, the company won’t bear the brunt of content costs for the three apps, which will likely increase considerably in the years to come. Yixia Technology hadn’t yet started paying for any content uploaded onto Yizhibo live-streaming platform as of March this year, CEO Han Kun said perviously in an interview. The company plans to begin monetization this year through marketing campaigns for movies and TV series.

Weibo has already begun allowing brand advertisers to purchase display ad placements on videos shared from Yixia services. Video advertising will be a major revenue driver, according to Weibo management.

image credit: Yixia Technology

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Chinese State Media Blames Flagging Box Office On Celebrity Culture And Bad Directors https://technode.com/2016/08/05/chinese-state-media-blames-flagging-box-office-on-celebrity-culture-and-bad-directors/ https://technode.com/2016/08/05/chinese-state-media-blames-flagging-box-office-on-celebrity-culture-and-bad-directors/#respond Thu, 04 Aug 2016 23:12:15 +0000 http://technode-live.newspackstaging.com/?p=41000 Communist Party of China (CCP) newspaper People’s Daily launched a broadside against the country’s film industry on Thursday, blaming the sector’s dramatic reversal in fortunes on “terrible” and “mediocre” films. “Some well-known directors have recently come out with terrible films,” the CCP’s mouthpiece wrote. “If it’s too easy to make money, it’s too easy for the finished product to be […]]]>

Communist Party of China (CCP) newspaper People’s Daily launched a broadside against the country’s film industry on Thursday, blaming the sector’s dramatic reversal in fortunes on “terrible” and “mediocre” films.

“Some well-known directors have recently come out with terrible films,” the CCP’s mouthpiece wrote. “If it’s too easy to make money, it’s too easy for the finished product to be mediocre.”

The paper blamed a glut of new money in the the country’s film industry for a spate of low-quality domestic films that are failing to sustain China’s recent cinema market growth, likening it to the “resource curse” of economic theory.

“In recent years, China’s film industry has grown rapidly, with box office takings going from RMB 10 billion now passing the RMB 60 billion mark,” said the paper. “But of the 600 films made each year, only a few can be called good quality.”

The paper derided the rise of celebrity culture and the lack of cinematic masterpieces produced in the 1980s, like Red SorghumYellow Earth, and Farewell My Concubine.

“The films that dominate now are the most star-studded ones, with nice-looking scenes and a big budget for a promotional campaign,” said People’s Daily. “If even lousy films sell well, what’s going to motivate filmmakers to work hard on creating something of quality?”

This July, total domestic box office revenue declined for the first time in nearly five years, signaling a reversal of fortunes for the Chinese movie industry.

The country’s box office dropped 4.6 percent in the second quarter of 2016, according to statistics from the National Film Development Funds Management Committee.

The recent slump in box office takings is prompting some analysts to mark down their growth predictions for the coming quarters.

Liu Yan, an analyst with Southwest Securities has reduced his annual forecast for Chinese box office revenue to 53 billion yuan, down from the previous 60 billion yuan. Liu also cut the estimated growth rate to 20 per cent, from 30 per cent previously.

“The golden days of 2015, with nearly 50 per cent annual growth, will not come back,” he told the South China Morning Post.

“We don’t expect to see the same growth for at least the next three years.”

Other Chinese media outlets have been spreading the blame for the flagging box office numbers, with local newspaper Beijing Daily taking aim at “fresh meat” — Chinese Internet slang for teen idols — as being behind the spate of poor quality films.

The industry should pay more attention to the quality of films and strive to create works of art, the paper argued, rather than “worship young and handsome stars.”

Chinese social media users have also been venting their displeasure a the state of domestic films of late, with one film bearing most of the brunt of their scorn.

Despite featuring an all-star cast including  Jet Li, Tony Leung Ka-fai, Fan Bingbing, Louis Koo, Angelababy, and Xu Qing, action fantasy pic League of Gods (封神传奇) has been singled out on Chinese social media.

Online critics took aim at the film’s stars for their poor acting, ridiculous costumes, and the film itself for borrowing too obviously from other films like The Lord Of The Rings.

cfi

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

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Can China’s Internet Celebrities Gain International Stardom? https://technode.com/2016/08/04/can-chinas-internet-celebrities-gain-international-stardom/ https://technode.com/2016/08/04/can-chinas-internet-celebrities-gain-international-stardom/#respond Thu, 04 Aug 2016 06:38:13 +0000 http://technode-live.newspackstaging.com/?p=40930 Having received a joint investment of over $1 million USD, Papi Jiang is considered one of China’s most successful internet celebrities, or ‘wang hong’. Globally, she still has a long way to go. Outside of China, internet celebrities like Swedish Youtube star ‘PewDiePie’ are making as much as $12 million USD in one year. “How is it that Youtubers in […]]]>

Having received a joint investment of over $1 million USD, Papi Jiang is considered one of China’s most successful internet celebrities, or ‘wang hong’. Globally, she still has a long way to go.

Outside of China, internet celebrities like Swedish Youtube star ‘PewDiePie’ are making as much as $12 million USD in one year.

“How is it that Youtubers in the [West] can be both influential and make a profit?” says Ivy Wong, the CEO of VS Media, a multi-channel network (MCN) for video content producers in Hong Kong, Taiwan, and mainland China.

“The most important thing is that they have a lot of MCNs […] between brands and internet celebrities to help them create better content and monetize it.”

On Tuesday, VS Media and Discovery Communications, the company behind the Discovery Channel, jointly announced a strategic partnership, which includes an undisclosed amount of funding from Discovery Communications and a new 26 million RMB (about $3.9 million USD) fund for VS Media’s media entrepreneurs. VS Media will leverage the new partnership to bring Chinese internet celebrities overseas and foreign stars into China.

“We want to make China’s internet celebrity economy more professional, more standard, and more international,” says Ms. Wong. “We actually have a lot of internet celebrities with great content but don’t know how to improve their video quality.”

“By giving them more resources and money, they can change their content from UGC [user generated content] to PGC [professional generated content] to IP [intellectual property],” she says.

VS Media calls itself the “voice of young Chinese.” According to Ms. Wong, the average video content creator on VS Media is in their 20’s, though the platform has creators as young as four years old. Video clips are short, just a few minutes long, and are distributed to other content platforms such as Meipai, a Chinese video editing app.

In addition to marketing and distribution services, VS Media also provides film equipment, training, and production support. The company is also working on several IP projects, including a virtual reality travel series, a feature on eSports in China, and a show about Chinese millennial fashion.

“Around the world there are young Chinese people, so we’ve never thought about changing our content to fit Western tastes,” says Ms. Wong. The main barrier to globalizing Chinese video content is access to international platforms like Youtube, not the actual content itself, she says.

It’s not clear whether or not Chinese internet celebrities can appeal to non-Chinese audiences, but that might not even matter. The Chinese diaspora was estimated to be about 50 million people in 2010, according to a report by investment firm Greater Pacific Capital. It’s a sizable market that Chinese internet celebrities could tap into in addition to the domestic market. Besides VS Media, Vice also features wang hong. However, for the most part, Chinese internet celebrities will hire local agents or work with local companies to find and seal deals with brands inside China.

According to VS Media, the platform currently has over 500 video content creators. Founded in 2013, the Hong Kong-based company set up its first office in mainland China last summer and received an undisclosed amount of funding from China Media Capital in June.

IMG_1168
Ivy Wong, CEO of VS Media

Correction (8/4/2016 15:48): This post was updated to correct a mistake about Papi Jiang’s valuation.

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LeEco Reveals Netflix Partnership https://technode.com/2016/08/03/leeco-reveals-netflix-partnership/ https://technode.com/2016/08/03/leeco-reveals-netflix-partnership/#respond Wed, 03 Aug 2016 01:02:19 +0000 http://technode-live.newspackstaging.com/?p=40943 Netflix has been lingering on China’s doorstep for a long time, unable to navigate the minefield of local content regulation laws, but that could be about to change. LeEco, one of China’s largest internet firms, hinted on Tuesday they are planning “very significant cooperation” with the company, to be announced this year. Liu Hong, co-founder and vice chairman of […]]]>

Netflix has been lingering on China’s doorstep for a long time, unable to navigate the minefield of local content regulation laws, but that could be about to change.

LeEco, one of China’s largest internet firms, hinted on Tuesday they are planning “very significant cooperation” with the company, to be announced this year. Liu Hong, co-founder and vice chairman of LeEco revealed the partnership at an event in Beijing.

LeEco has set a September deadline for a U.S. event after a two month delay, where they are expected to outline their strategy for North America. The Chinese company recently purchased a site in Santa Clara for their U.S. headquarters.

The news of the Netflix cooperation comes a week after LeEco announced the $2 billion USD purchase of U.S. consumer electronics company, Vizio. LeEco says the company’s “steady install base of users” was one of the factors driving the purchase, something Netflix can also offer.

Despite being frequently dubbed the Netflix of China, LeEco is a much more complex company (and would probably reject the comparison). LeEco has expanded heavily outside their core streaming service into smartphones, smart TVs and even connected cars.

China’s tough regulatory environment has deterred Netflix from a direct entry, even as they expand heavily into other Asian countries. In September the U.S. entertainment company announced a wide scale Asia launch, which included South Korea, Singapore, Hong Kong and Taiwan, following an earlier launch in Japan. One of the issues facing Netflix is that TV shows in China are required to release entire seasons to Chinese censors prior to their air date. Shows deemed inappropriately sexual or in contradiction with the government ideals are either edited or banned.

A partnership with LeEco could give Netflix the channel into the country they’ve been looking for. Netflix was rumored to be in cooperation Alibaba in the past, but the Chinese e-commerce giant has since launched their own subscription streaming service, Tmall Box Office (TBO).

U.S. companies have been under increasing pressure to seal high-level partnerships to enter the Chinese market, rather than attempting a solo expansion. Uber, which set a new benchmark for U.S. companies seeking to localize in China, finally threw in the towel and sold their entire China operation to Chinese competitor Didi Chuxing.

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Here Are The Top Grossing Crowdfunded Animation Films In China https://technode.com/2016/08/03/crowdfunding-animation-film/ https://technode.com/2016/08/03/crowdfunding-animation-film/#respond Wed, 03 Aug 2016 00:44:37 +0000 http://technode-live.newspackstaging.com/?p=40911 There’s no lack of crowdfunding platforms in China, but they are distinctively different the U.S. platforms that made the funding model popular. One of the most recognized disparities between the two is that Chinese backers prefer reward-based campaigns, because they promise a tangible product as a return on their investment. Often crowdfunding in China is just a way for enthusiasts to […]]]>

There’s no lack of crowdfunding platforms in China, but they are distinctively different the U.S. platforms that made the funding model popular.

One of the most recognized disparities between the two is that Chinese backers prefer reward-based campaigns, because they promise a tangible product as a return on their investment. Often crowdfunding in China is just a way for enthusiasts to get their hands on the latest products. Xiaomi is one of many companies that sells limited release products under the guise of crowdfunding.

It’s for this reason that creative projects go largely unfunded on the main platforms. The documentaries, photo projects and art installations that feature on Kickstarter and Indiegogo are largely absent from Chinese platforms.

Thanks to fast growth in the country’s entertainment industry, the film industry has carved itself a small exception.

Data from research institute 01Caijing shows that the total turnover of film and TV crowdfunding campaigns in China hit around 500 million yuan in 2015.

Here are three of the top crowdfunded animation and computer-generated films in China:

Monkey King: Hero is Back

Monkey King: Hero is Back is an excellent advert for the power of crowdfunding. As the top-grossing project in China’s animation history, the film became a smash hit when it was released last summer, making a record-breaking $150 million USD at the box office.

Monkey King’s crowdfunding plan was initiated through WeChat in November 2014 by Lu Wei, the film producer. A total of 89 individuals invested 7.8 million yuan ($1.17 million USD). The final investment return for the backers reached a combined 30 million yuan with yield of nearly 250,000 yuan for each investor.

Directed by first-time director Tian Xiaoping, the animated film is the story about the Monkey King, a legendary figure from the Chinese epic novel Journey To The West.

Big Fish & Begonia

Dahai

Big Fish & Begonia is the second highest grossing Chinese-produced animated feature.

Directed by Liang Xuan and Zhang Chun, Big Fish & Begonia is loosely adapted from a traditional Chinese folklore tale written by Zhuangzi, a famous Chinese philosopher who lived during the 4th century B.C.

The film reportedly took 12 years to produce. The breakthrough point for the project was in 2013, when the team launched a crowdfunding campaign on Demohour, China’s leading crowdfunding platform at the time. The project successfully pulled in both capital support and media attention.

It raised almost 1.6 million yuan (about $240,000 USD) from over 3500 backers, who contributed between 10-500,000 yuan. The record-breaking crowdfunding campaign subsequently attracted substantial funding from China’s leading entertainment company Enlight Media, which funded the film’s completion. The film recorded a box office revenue of 430 million yuan (about $64.7 million USD) as of July 19.

One Hundred Thousand Bad Jokes

SWLXH

Originally adapted from a comic series on U.17.com, the leading online original cartoon website in China, One Hundred Thousand Bad Jokes is a combination of classic and contemporary stories. It became popular among netizens thanks to its use of funny internet slang and Kuso style, a type of Japanese cartoon. The comic managed to attract more fans after it was aired on TV in July 2012.

In 2013, fans of the book rejoiced when the cartoon site created a crowdfunding campaign for the film version, again using crowdfunding platform Demohour.

The campaign raised almost 1.4 million yuan (around $200,000 USD) from 5300 backers. The blockbuster brought in more than 100 million yuan (about $15 million USD) in box office revenue within 10 days after its premier on December 29 2014.

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‘666’ Has Nothing To Do With Satan In China [Lost In Translation] https://technode.com/2016/07/30/666-has-nothing-to-do-with-satan-lost-translation/ https://technode.com/2016/07/30/666-has-nothing-to-do-with-satan-lost-translation/#respond Sat, 30 Jul 2016 00:11:20 +0000 http://technode-live.newspackstaging.com/?p=40848 Numbers are tricky things in Chinese. If you’re not careful, you might unintentionally invoke death and misfortune, all because you used the number four (sì), a homophone for the word “death” (sĭ). The Chinese language is rich in homophones, which makes it easy to turn numbers into proxies for words and phrases, like 88 (bābā) or […]]]>

Numbers are tricky things in Chinese. If you’re not careful, you might unintentionally invoke death and misfortune, all because you used the number four (), a homophone for the word “death” ().

The Chinese language is rich in homophones, which makes it easy to turn numbers into proxies for words and phrases, like 88 (bābā) or ‘bye-bye.’ That explains why 666 (liùliùliù) refers to the Chinese word for smooth or skilled (溜, liù) instead of the devil.

From League of Legends To Livestreaming

According to Baidu, Chinese League of Legends gamers were the first use the number 6 to express awe and respect for good gameplay. At first, this took place in League of Legends’ chat feed, but now it’s not uncommon to see 666 on livestreaming platforms, which overlay text from chat feeds onto the screen.

With thousands of viewers in one livestreaming ‘room’, throwing a bunch of 6’s across the screen can be a way to applaud in a virtual setting:

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Um…what am I watching again?

Also, in China, there are special hand gestures for numbers 1 to 10. The hand gesture for number 10, for example, is a closed fist. To physically express 666, Chinese people will sometimes shake their hand while it’s in the 6 position, where your pinky and thumb are out, like this guy:

6865996dgw1eo1gyl3bpjg20aj08pb2a
6666666666666666666666

‘Lost In Translation’ is a weekly column that covers netizen-speak from China’s Interwebs. China’s internet slang is a fast-moving linguistic phenomenon and staying fresh has never been harder. Here, you’ll find new words or phrases every week with a breakdown of what they mean, how they’re used, and how they came to be.

Image credit: Shutterstock

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Baidu Uses Big Data to Identify Box Office Fraud https://technode.com/2016/07/30/baidu-uses-big-data-to-identify-box-office-fraud/ https://technode.com/2016/07/30/baidu-uses-big-data-to-identify-box-office-fraud/#respond Fri, 29 Jul 2016 23:43:02 +0000 http://technode-live.newspackstaging.com/?p=40879 Chinese tech giant Baidu, operator of China’s most popular search engine, plans to release its own sales indices that they say will provide evidence of box office fraud before official figures are released. Drawing on mapping query data, the positions of their users, the 25 billion location requests they enter, and the Wi-Fi hotspots they log into, […]]]>

Chinese tech giant Baidu, operator of China’s most popular search engine, plans to release its own sales indices that they say will provide evidence of box office fraud before official figures are released.

Drawing on mapping query data, the positions of their users, the 25 billion location requests they enter, and the Wi-Fi hotspots they log into, Baidu said they are able to actively track the number of people actually watching movies in cinemas.

When movie producers buy out shows to boost ticket totals, the company can draw on its real-time data to verify the number of people attending film showings.

In a report demonstrating the potential of the research, Baidu showed how media reports that the distributor of last years’s box office record-breaker Monster Hunt had made up screenings to inflate box office figures were true.

Baidu’s ability to draw on this real-time data is so unrivaled that it claims it is able to detect fraud before any other party. The report’s authors even call the ability “now-casting” instead of forecasting because they are able to predict same-day box office takings — 24 hours earlier than official statistics.

Wu Haishan, a senior data scientist at Baidu’s Big Data Lab, told China Film Insider that the new box office data may be made available as early as next month.

“We’re going to test more cases about more movies to see if there’s been any box office fraud,” he said. “There have also been other movies that have been accused of box office fraud so we will continue to test those.”

Just this week, official figures released this week revealed a box office slump that is prompting questions about whether the boom has been as big as it first appeared.

The new figures confirmed what private firms like Bejing-based Ent Group had shown a week earlier — that box office takings fell for the first time in half a decade in the second quarter.

The sudden slowdown — after a period of break-neck growth last year in which the country’s box office expanded 49 percent last year — is being blamed by many on a reduction in ticket subsidies made by film producers.

The practice, whereby moviegoers buy tickets at a discount and producers subsidize the remainder of the full price, has led to a distortion in the numbers and lead to doubts about when exactly China will surpass North America as the world’s largest theatrical market.

Other blockbusters such as Lost in Hong Kong and Ip Man 3 have been among a number of domestic movies suspected of inflating box office figures recently.

The company will look towards providing real-time data on current films but that it will require considerable computational resources, Wu said.

Having accurate data about box office takings will not only be useful for investors, but also for the viewing public, he said.

“They’re also very interested in what the real box office numbers are,” Wu said. “Because some producers are using inflated box office numbers to attract more of an audience, but maybe this is not the true case.”

cfi

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

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China Joy: Intel Doubles Down On China’s Hardcore PC Gamers https://technode.com/2016/07/29/china-joy-intel-doubles-chinas-hardcore-pc-gamers/ https://technode.com/2016/07/29/china-joy-intel-doubles-chinas-hardcore-pc-gamers/#respond Fri, 29 Jul 2016 02:12:00 +0000 http://technode-live.newspackstaging.com/?p=40790 Amid a saturating PC market, Intel is sticking to one of its largest and most loyal user bases: hardcore PC gamers in China. Intel joined Acer Inc. on Thursday to jointly launch the latter’s latest high-performance gaming laptop, the Predator GX-791. The souped up Predator is equipped with Intel’s i7 processor, a NVIDIA GTX 980 graphics card, and an improved cooling system […]]]>

Amid a saturating PC market, Intel is sticking to one of its largest and most loyal user bases: hardcore PC gamers in China.

Intel joined Acer Inc. on Thursday to jointly launch the latter’s latest high-performance gaming laptop, the Predator GX-791. The souped up Predator is equipped with Intel’s i7 processor, a NVIDIA GTX 980 graphics card, and an improved cooling system that lets gamers pump their CPU up to 4.0GHZ.

“The users [of this laptop] are top level gamers,” says Haibo Pan, Senior Business Manager at Acer. “These people are definitely looking for the best overclocking experience.”

Partnering with Acer on the Predator GX-791 is Intel’s latest move to attract hardcore PC gamers in China, as well as worldwide. While general PC sales are slowing, China’s PC gaming market is still robust. According to market research firm Newzoo, revenue from China’s PC and MMO (massively multiplayer online game) market makes up almost half the country’s total games revenue, which is estimated to hit $24.4 billion USD in 2016.

“This is our market,” says Jingxiang He, the General Manager of Intel Asia Pacific R&D, referring to China’s gaming market. “We have a dedicated team in China that works with our partners to create a gaming ecosystem that fits China and has Chinese characteristics.”

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The Predator GX-791

Despite a solid user base, mobile gaming has been eating into China’s PC gaming market. According to big data and analytics firm Data Eye, mobile gaming revenue jumped from 5% of China’s gaming market in 2012 to 36% in 2015. Even with the rise of eSports in China, where gamers participate in live tournaments such as the League of Legends World Championships, Intel will have to move beyond hardcore PC gamers to maintain growth in China.

The company has not had an easy year. In April, Intel cut 12,000 jobs and reported slower revenue growth from its data centers. It also cancelled its Broxton and SoFIA SoC (System-on-a-Chip) plans, which were supposed to propel Intel into the smartphone chip market currently dominated by Qualcomm.

The company still managed to pull in $13.5 billion USD in revenue during the second quarter of this year. Intel has also branching out into other areas, such as game consoles. During CES Asia in May, Intel, Tencent, and Haier jointly launched the Tencent Games Platform (TGP) Box, a console that runs Windows 10. Intel also has plans to unveil its own VR-specific products at the end of the year, according to Kit Ho Chee, the director of platform management and operations at Intel.

Image credit: Intel

Update (7/29/2016 11:07): This post was updated to correct an error. The total revenue for China’s games market in 2016 is estimated to be worth $24.4 billion USD not $24.9 billion USD.

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LeEco Acquires Vizio For $2B Amid U.S. Expansion https://technode.com/2016/07/28/leeco-acquires-vizio-for-2b-amid-u-s-expansion/ https://technode.com/2016/07/28/leeco-acquires-vizio-for-2b-amid-u-s-expansion/#respond Thu, 28 Jul 2016 01:34:44 +0000 http://technode-live.newspackstaging.com/?p=40799 China’s LeEco has agreed to acquire U.S. consumer electronics company, Vizio, for $2 billion USD, the Chinese company said on Tuesday. It comes as the Chinese internet company is seeking to expand its product line and ecosystem into the U.S. According to a release from LeEco, Vizio offers a “steady install base of users and a brand that is both […]]]>

China’s LeEco has agreed to acquire U.S. consumer electronics company, Vizio, for $2 billion USD, the Chinese company said on Tuesday. It comes as the Chinese internet company is seeking to expand its product line and ecosystem into the U.S.

According to a release from LeEco, Vizio offers a “steady install base of users and a brand that is both popular and successfully distributed throughout major North American retail channels.

Under the deal LeEco will operate Vizio as a subsidiary, taking responsibility for the U.S. company’s hardware business as well as their smart TV ecosystem. LeEco will own 49 percent of Vizio’s data business, Inscape, with the remaining 51 percent held by Vizio founder William Wang.

It follows much speculation that lead up to the deal, which began negotiations after Vizio abandoned plans for an IPO last year amid shaky stock market conditions.

Vizio founder and CEO William Wang admitted that he had “mixed feelings” about letting go of the 14-year-old company. Vizio, which has previously boasted a majority American staff, has built a brand on their homegrown image.

LeEco CEO Jia Yueting has been a staunch critic of traditional manufacturers and tech companies, including Apple, whose individual app ecosystem he has dubbed “outdated.” 

LeEco has planned a product launch in the U.S. in September, which is expected to be their mobile handsets. The launch was delayed by two months.

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Alibaba Pictures Launches $300M Investment Fund Amid Sluggish Box Office Figures https://technode.com/2016/07/26/alibaba-pictures-launches-300m-investment-fund-amid-sluggish-box-office-figures/ https://technode.com/2016/07/26/alibaba-pictures-launches-300m-investment-fund-amid-sluggish-box-office-figures/#respond Tue, 26 Jul 2016 00:21:41 +0000 http://technode-live.newspackstaging.com/?p=40730 Alibaba Pictures, the Alibaba-backed entertainment firm, announced the launch of a $300 million USD investment fund on Monday, aimed at building assets across the television and film production chain. The Hainan Pictures Entertainment Industry Investment Fund will be managed by China-based Wuhu Gopher Asset Management, a division of Noah Holdings Ltd. In 2013 Gopher Asset Management participated in a […]]]>

Alibaba Pictures, the Alibaba-backed entertainment firm, announced the launch of a $300 million USD investment fund on Monday, aimed at building assets across the television and film production chain.

The Hainan Pictures Entertainment Industry Investment Fund will be managed by China-based Wuhu Gopher Asset Management, a division of Noah Holdings Ltd.

In 2013 Gopher Asset Management participated in a similar 1 billion yuan ($150 million USD) fund on behalf of Bona Film Group, together with Alibaba stakeholder Sequoia Capital.

Bona, which held a 30 percent stake in the aforementioned fund, has since delisted, with Alibaba taking on an approximate 9 percent stake in the film company.

According to a filing made to the Hong Kong Stock Exchange on Monday, Alibaba Pictures’ latest fund will “invest in companies along the value chain of the movie and TV entertainment industry.”

Alibaba Pictures have been investing aggressively in building out assets across the film and television production line. The firm recently purchased a stake in cinema management company Guangdong Dadi Cinema Construction, marking their first foray into physical cinemas. The entertainment giant also recently announced they are currently working on 17 film titles and two television programs.

The fund’s public launch comes just days after Alibaba Pictures warned of increased losses due to the unexpected cost of marketing their newly rebranded ticketing platform, Tao Piao Piao. Corresponding with a significant downturn in China’s box office sales, Alibaba Pictures expects to post up to $58 million USD in losses.

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Alibaba’s Movie Ticketing Platform Is Costing Much More Than They Thought https://technode.com/2016/07/24/alibabas-movie-ticketing-platform-is-costing-much-more-than-they-thought/ https://technode.com/2016/07/24/alibabas-movie-ticketing-platform-is-costing-much-more-than-they-thought/#respond Sun, 24 Jul 2016 08:30:48 +0000 http://technode-live.newspackstaging.com/?p=40690 Alibaba Pictures, the Alibaba-backed entertainment firm, has warned investors that the unit foresees greater losses than expected, and their ticketing unit is to blame. Tao Piao Piao, which until recently was called Taobao Dianying, has overshot its marketing budget amid unexpectedly sluggish box office sales in China. According to a filing made to the Hong Kong […]]]>

Alibaba Pictures, the Alibaba-backed entertainment firm, has warned investors that the unit foresees greater losses than expected, and their ticketing unit is to blame.

Tao Piao Piao, which until recently was called Taobao Dianying, has overshot its marketing budget amid unexpectedly sluggish box office sales in China.

According to a filing made to the Hong Kong stock exchange on Friday, the firm now expects net losses in the six months ending in June to be up to 450 million yuan (around $60 million USD).

“Such expenses were mainly incurred from attracting movie-goers to [use] Tao Piao Piao’s online ticketing platform,” said the filing. The ticketing subsidiary recently raised a 1.7 billion yuan A series, bring its valuation to over $2 billion USD.

Even without a stagnating box office, Tao Piao Piao’s marketing push would undoubtedly be very expensive in line with other heavily subsidized on-demand services in China. The subsidiary also underwent a costly restructuring and rebranding following their latest funding round.

Unfortunately for the Alibaba-backed firm, China’s appetite for blockbusters took a sharp dive toward the middle of the year after starting off with a bang.

Chinese ticket sales saw a unexpected 49 percent boom in 2015, which continued into the first quarter of 2016 before contracting heavily to leave second quarter figures almost 21 percent lower than the same period last year.

Losses aside, Tao Piao Piao still makes up a crucial link in Alibaba’s rapidly expanding entertainment empire. The platform drives consumers to Ali’s other offerings, primarily Taobao, through movie merchandise, as well as employing Alibaba’s own payment system, Alipay.

The service also forms a crucial support for any physical cinema presence Alibaba Pictures has in the future. The company recently purchased a 4.8 percent stake in nationwide cinema chain Guangdong Dadi Cinema Construction, which owns 313 cinemas over 150 cities.

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Film, Special Effects And Sci-Fi In China: Jan Heinze, COO of Pixomondo Q&A https://technode.com/2016/07/21/film-special-effects-and-sci-fi-in-china-jan-heinze-coo-of-pixomondo-qa/ https://technode.com/2016/07/21/film-special-effects-and-sci-fi-in-china-jan-heinze-coo-of-pixomondo-qa/#respond Wed, 20 Jul 2016 22:57:44 +0000 http://technode-live.newspackstaging.com/?p=40595 When Jan Heinze, chief operating officer of Pixomondo, a global special effects company, first came to China in 2009, he expected to stay for just three months. Seven years later, the native of Germany says he’s still excited about working in the Chinese market and has no plans to leave anytime soon. Heinze talked with China […]]]>

When Jan Heinze, chief operating officer of Pixomondo, a global special effects company, first came to China in 2009, he expected to stay for just three months. Seven years later, the native of Germany says he’s still excited about working in the Chinese market and has no plans to leave anytime soon.

Heinze talked with China Film Insider about the effect vast amounts of new money is having on the Chinese film industry, the state of the domestic visual effects industry, and what the prospects for science fiction films are in the country.

Company: PIXOMONDO
Founded: 2001
CEO: Thilo Kuther
Ownership: 100% Founder-Owned
Headquarters: Decentralized Structure
Offices: Los Angeles, Beijing, Shanghai, Stuttgart, Frankfurt, Toronto, Vancouver
Employees: ~ 500
Specialities: Visual Development and High-End VFX Production for Feature Films, TV, Themed Entertainment, Virtual Reality and Commercials
Film projects: Hugo, Star Trek Into Darkness, Gone With The Bullets (一步之遥), Wolf Totem (狼图腾), Bridge of Spies, Furious 7, Lost in Hong Kong (港囧), Impossible (不可思异), Oblivion, 2012
Web site: www.pixomondo.com

There’s a lot of money flowing into the Chinese film market at the moment. How is that affecting the industry?

We see a lot of investments going into the film industry. A lot of money is coming from investors who have no experience in the media sector. Often they try to establish their own development units, production companies, or simply give their money to sometimes inexperienced directors or producers instead of investing it in established players. This has led to an incredible amount of new projects and players in the market.

A lot of these investors are looking for fast returns and often invest in underdeveloped projects that are pushed into production too early. In a long run this might lead to a lot of frustrations when investors realize that it’s not that easy to make good movies or to create successful intellectual properties (IPs). Not to mention making money with it.

If I have learned one thing in China then it’s that any generalization about the market is wrong. It is simply too fragmented and developing too fast – So the problem I just described does not apply to the market in general. It’s just one aspect of a complex development but it will have some effects.

The market will be cleaning itself very fast and there are already a lot of production companies, producers, and directors who very much understand that good content or successful IPs need time for development and that rushing does not help the product. They are in the game for the long run, not for fast profits.

These filmmakers are looking for ways to develop content and IP in a more rational way and without betting too much on individual talent only. Creating a healthy balance between the creative and the business side will be the key to their success. Right now the trend is clearly the development of content based on existing IP like novels, games, etc. but I am confident that we will also see more and more original content.

For those filmmakers we created our new PixoLab. We involve ourselves already in the development phase. With a focus on visual development for characters and worlds and also the early previsualization of the movie, we can help to improve storytelling and make sure that also investors understand what they are spending their money for.

We can’t solve all problems but we can contribute to improving the processes by making them more transparent and visual. We are still figuring how it will work but we already have some great partners who really appreciate our efforts and work closely with us on some great projects.

So has it meant that over time you have identified the sort of clients who you consider more dependable?

We have to distinguish between clients we can depend on as a source of continuous work (what is really important for VFX companies to stay alive in a low-margin industry) and reliable clients in general.

In the U.S., most VFX companies rely on the six big studios who are continuously producing high quality movies with lots of VFX as their major source of revenue. These kind of studios do not exist in China yet. The Chinese “studios” leave a lot of control over VFX to the production companies they collaborate with and these production companies usually do not have a big enough slate of movies in production to keep a VFX company busy.

The market is still very fragmented and you have to work much more on developing relationships with individuals who will soon work elsewhere, than relying on studio relationships.

Everyone knows that doing business in China as a Western company is difficult and whoever is coming to China for quick money will usually leave after a very short time. It’s a market in a gold rush state. There are lots of opportunities but also dangers if you bet on the wrong partners or projects.

Maybe we have been lucky but looking back I must say that our overall experience with clients in China has been very positive.

Indeed, projects face challenges, are postponed, delayed, or even canceled. So far we had two bad and potentially threatening experiences in almost seven years and on almost 20 feature films in China. That’s really not bad – filmmaking and VFX is after all a really difficult business. If you come to China and expect the same business practices as in the U.S. you will fail and get frustrated. The market is still new, sometimes chaotic. There are no standards and best practices so you have to work hard and be pro-active to make a project work.

On a very positive note I can recall four occasions in which clients completely paid us before we delivered the finals – without even being asked. This wouldn’t happen in the U.S. or Europe. In the end it’s all about relationships with the filmmakers and if you succeed to build up trust and deliver good work you can rely on most clients as much as they rely on you.

How would you describe the state of visual effects in China? Are there any Chinese companies in this space that you would regard as being sort-of world class yet?

To produce world-class visual effects, you need a world-class movie production environment. Visual effects can not be separated from the rest of the filmmaking process and the Chinese VFX industry is evolving with its market.

China has incredibly talented and hard-working visual effects artists. I am again and again surprised by what our local team can pull off. The industry is still young so there is not much senior talent here. We often have to compensate that by flying in leads and supervisors but that will change. It simply takes some time and the Chinese artists need experience on world-class productions in order to grow. They have to and they want to be challenged.

That said, it’s really sad to see that some of the producers who now have the budgets to afford quality work would leave China to get it done elsewhere, simply because they lost confidence and trust in the Chinese VFX industry. And in fact there are probably a handful of smaller and bigger VFX companies in China who really work hard on raising the bar for VFX made in China and they have proven that they can produce some fantastic work if they get the chance.

I actually see one of the biggest challenges for the Chinese VFX industry is that they need to catch up on the business and project management side. Bad business deals and practices are one of the reasons why we see so much bad VFX being produced in China.

There are big problems on both sides, the producers and the VFX companies.

A lot of producers have little experience in VFX and how to deal with VFX companies and do not hire experienced VFX producers or supervisors to help them. They often do not provide sufficient information or briefs that would make it possible for vendors to come up with comparable bids. Often they are happy to get a good-looking flat deal and simply compare the numbers instead of asking the right questions. However, they usually get surprised by additional costs in post-production, or even worse, bad work that might harm their movies because assumptions were too optimistic. The budget is usually spent at this point to really turn it around. VFX, as any other discipline, requires good planning to be successful.

On the other side the management of most VFX companies has little knowledge about the filmmaking process. They try to get the job to grow fast or to satisfy their investors and they often take more than they actually can digest.

Again, this does not apply to all producers and VFX companies but it’s a fact we need to consider looking at the market.

We often find ourselves in situations where we have to let go because it would not be possible to compete and deliver a good product. As hard as this is for a VFX company, you have to see it as a long-term investment to lose a job. Most clients who get burned by other companies will come back if you were honest and transparent to them. Again, it’s simply a matter of making experiences and producers in China learn incredibly fast.

We often try to convince clients we haven’t worked with before to either hire an experienced independent supervisor or simply take it slow by first contracting some pre-production or development work. This gives both parties chances to “date for some time before getting married.” In the end we want to work as partners and not just as a service vendor.

Do you see the sci-fi genre becoming bigger in China? It seems to be the generally accepted view that science fiction films don’t really get off the ground in China due to censorship.

I very much believe that sci-fi will play an important role in the Chinese media industry in the future. Not just for movies. There are already great examples of foreign movies that found a big audience here, but it will take some time for the Chinese audience to get used to sci-fi made in China. But with more and more scientific and technological innovations – including space exploration – in China, more people will dream about the opportunities and the effect of science and technology on their life.

I once heard a director on a sci-fi forum say that he could not imagine an alien speaking Chinese. Sci-fi is a very wide genre and certainly more than talking aliens. Successful books like The Three Body Problem prove that even complex stories based on science and fiction can find a wide audience if they relate to the people in China.

cfi

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

Image Credit: Book cover, ‘The Three-Body Problem’

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Homemade News Videos Are Booming In South Korea https://technode.com/2016/07/19/twisted-news-format-videos-booming-south-korea/ https://technode.com/2016/07/19/twisted-news-format-videos-booming-south-korea/#respond Tue, 19 Jul 2016 00:34:03 +0000 http://technode-live.newspackstaging.com/?p=40378 With fast internet and a population of early adopters, South Korea has already produced generations of live-streaming trends. However, the latest trend is somewhat of a throwback: tapping traditional news media broadcast styles to push curated content. Vivian Lee used to work at MBC, one of the top three major broadcasting companies in Korea. After leaving the company, […]]]>

With fast internet and a population of early adopters, South Korea has already produced generations of live-streaming trends. However, the latest trend is somewhat of a throwback: tapping traditional news media broadcast styles to push curated content.

Vivian Lee used to work at MBC, one of the top three major broadcasting companies in Korea. After leaving the company, she started broadcasting her own news series called “News Reading Girl.” In an era where readers and viewers have an influx of news content, individual content creators are cutting their own niche in the market, and in South Korea it’s taken the form of self-produced news shows.

Screen Shot 2016-07-12 at 5.24.14 PM
Top game players of OverWatch giving gaming tips on online video

As part of her program, Vivian recently invited the top Korean players of OverWatch, a game created by Blizzard Entertainment, and interviewed them to get tips for each character on the game. The video went viral and gained nearly 300,000 views on Facebook.

“People love news format contents because it’s fun and informative. We provide not only the fact but also insight,” Vivian Lee, COO of SMC TV told TechNode.

In South Korea, live streaming developed in 2006, as the first generation of game TV in Korea, AfreecaTV, introduced live streaming options on its website. The content was mostly gameplay and sports, where viewers could comment and share ideas together while watching. People didn’t see it as a way to generate revenue though, rather just a way of passing time.

However, in 2015, MCN (Multi-Channel Network) companies mushroomed in Korea and recruited top content creators from YouTube to their platform. A handful of content creators ranging from game player to cosmetics instructors on YouTube signed contracts with huge MCN companies like Treasure Hunter and Makeus. Seven companies in MCN and the video and broadcasting sector raised a total of $38.3 million USD last year, according to Platum’s Startup Investment Trends In Korea 2015.

With hefty online content covering gaming and beauty sectors, some creators, like Vivian, started producing news content. Vivian sets a clear line between MCN’s content creators and independent content creators that use platforms like Facebook.

“We are a new form of media and it’s different. MCN companies sign contracts with content creators and produce drama and music, run concerts with them and make products out of these creators, just like an entertainment company would with a celebrity,” Ms. Lee says, who previously worked at MCN company Makeus. “However, we are not based on contract model. We only invite influencers and KOLs and make contents together to build up trust, as a media.”

These videos are published on YouTube, Korea’s top portal-based Naver TV Cast, and video recommendation platform Oksusu, and mainly distributed through Facebook.

IMG_0310
“News Reading Girl” reporter, Vivian Lee

“You can see Korea’s major news outlets like SBS and KBS’s Facebook page, their news clips do not go over 2,000 views,” Ms. Lee says. “We don’t create news, rather, we curate news in a way that is friendly to our viewers, so that it’s easy to understand.”

In some cases, content creators use South Korean pop culture to create video content. For example, 72Seconds, an online content creator, uses the lives of ordinary Seoulites to create 72 second fictional comedy videos. Each video costs about 10 million KRW ($8,700 USD) to create.

In April, the company received 2 billion KRW ($1.7 million USD) from KIPVC and ES Investor. Now the content creating company runs two Facebook pages including news formatted ’72 Sec Desk’, and ’72 Sec Drama’.

Founded by Chiehwan Sung, a former performance planner, 72 Sec Desk is a satirical news show that makes fun of contemporary culture in Korea. In one video, for example, a Korean guy is arrested for making women fall in love with him by being too nice. Another video shows students at a women’s university with male-phobia.

Videos by 72Seconds are currently on 14 video platforms in China, including Youku Tudou, Tencent, and Meipai. The content creator’s name has been translated into “咸鱼欧巴”, which literally translates to ‘salted fish Oppa’, a reference to a mediocre Korean guy. In addition to developing IP content, 72Seconds also plans to expand their company into a celebrity management company and lifestyle brand to provide physical goods.

http://v.youku.com/v_show/id_XMTUwNzQyODgyOA==.html?from=s1.8-1-1.2&f=26935877

72Sec Drama <I’m just a solitary guy>

Is New Media A Threat To Traditional Media?

After 72Seconds’ videos went viral on Facebook, 72 Sec Drama was broadcasted through Korean TV broadcasting channels like JTBC. The company reported that it made five times more sales in the first half of this year than all of last year by collaborating on content with Samsung Electronics, SK Telecom, and car sharing startup Socar.

72초데스크_캡처
72Seconds’ fake created news

Rather than new media replacing traditional media, 72Seconds believes that new media and traditional media can collaborate to boost each others’ sales.

“In Korea, lucrative short videos are mostly made by traditional TV stations, and the TV stations will keep on making best use of online, mobile environment,” a spokesperson from 72Seconds said. “We believe New media content should also upstream into TV stations, to collaborate on serving wider audience.”

“Through these new media, traditional media also started to analyze and produce content that might appeal to Millennials,” Vivian Lee says.

Korea’s new media industry is still small. Since Korea’s startup scene is concentrated in Seoul, content creators often meet up to broadcast videos together. Vivian often invites IT journalists, analysts, or famous content creators from another channels to introduce new IT trends. She plans to collaborate on gameplay with top Korean game companies like NCSOFT in the future.

“It’s a small market for now. Content creators in Korea know each other, and help each other. This is how we make the pie bigger,” Ms. Lee says.

Image Credit: 72Seconds, News Reading Lady, and GamePlex

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Tencent Just Became The Top Dog In China’s Online Music Market https://technode.com/2016/07/14/tencent-just-became-the-top-dog-in-chinas-online-music-market/ https://technode.com/2016/07/14/tencent-just-became-the-top-dog-in-chinas-online-music-market/#respond Thu, 14 Jul 2016 09:42:07 +0000 http://technode-live.newspackstaging.com/?p=40461 Tencent has upped their stake in China’s leading music streaming company, China Music Corp., giving them the controlling stake in a company worth approximately $2.7 billion USD. China Music Corp. (CMC) oversees two of the country’s most popular streaming services, Kugou and Kuwo, which merged resources with Tencent’s QQ music following the internet giant’s initial […]]]>

Tencent has upped their stake in China’s leading music streaming company, China Music Corp., giving them the controlling stake in a company worth approximately $2.7 billion USD.

China Music Corp. (CMC) oversees two of the country’s most popular streaming services, Kugou and Kuwo, which merged resources with Tencent’s QQ music following the internet giant’s initial investment.

According to sources who spoke to the Wall Street Journal, Tencent’s stake has risen to 60 percent from 16 percent. CMC will operate as a subsidiary of QQ Music, and the combined business will be valued at approximately $6 billion USD. Chinese media reports suggest the transaction was a cash purchase.

Prior to the deal, CMC had been planning an IPO in the range of $300-600 million USD, though those plans have been halted.

China has recently stepped up the regulatory requirements for online music streaming platforms, forcing the services to comply with royalty laws and crack down on piracy. The move has caused rapid consolidation in the market, favoring the companies with deeper pockets.

Tencent’s latest acquisition puts them at the helm of what is now undoubtedly the largest music streaming empire in the country. Not only do the services under the partnership boast a large combined user base, they are also well distributed. Kugou and Kuwo have a significant audience in China’s underserved third and fourth-tier cities, giving Tencent access to an up-and-coming demographic of untapped users.

Alibaba and Baidu, Tencent’s two largest contemporaries in the Chinese market, have also worked on consolidating their respective music assets over the past year. In December, Baidu announced a merger between Baidu Music and traditional music company Taihe Entertainment Group. Last year Alibaba made a series of investments under their newly-created Alibaba Music Group.

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Flexible Action Camera PIC Wins DreamPlus TechNode Demo Day  https://technode.com/2016/07/04/flexible-action-camera-pic-wins-dreamplus-technode-demo-day/ https://technode.com/2016/07/04/flexible-action-camera-pic-wins-dreamplus-technode-demo-day/#respond Mon, 04 Jul 2016 09:47:04 +0000 http://technode-live.newspackstaging.com/?p=40178 The winning startup of DreamPlus TechNode Korean Startup Demo Day, held on June 30th in Shanghai, was Boud, the makers of a flexible action camera. As a reward, the company was given a free booth at the TechCrunch Beijing event in November. The camera startup is one of the four selected companies participating in the DreamPlus Global Expansion Program. “DreamPlus aims to […]]]>
http://v.qq.com/page/c/f/x/c0310uzxmfx.html

The winning startup of DreamPlus TechNode Korean Startup Demo Day, held on June 30th in Shanghai, was Boud, the makers of a flexible action camera. As a reward, the company was given a free booth at the TechCrunch Beijing event in November. The camera startup is one of the four selected companies participating in the DreamPlus Global Expansion Program.

“DreamPlus aims to be the best accelerator in Asia to create an ecosystem where Asia-based startups can help each other to accomplish their dreams. We provide hands-on support for Korean and Chinese startups’ business development,” Lee Moonhwi, the general manager of DreamPlus China said.

The demo day event included a panel discussion on investment trends in China and South Korea, with NP Ventures partner Hyuktae Kwon, DreamPlus China senior director Richard Cai, and iStart founder Cha Li.

“For Korean companies, I’d highly recommend understanding the “Consumption level upgrade (消费升级)” trend in China. Look into beauty, media and entertainment and lifestyle,” Hyuktae Kwon, partner of NP Ventures said. “If you can set up a strong team of your own to run operations in China, that’s the best option. If not, find a strong local partner to maximize your possibility for success.”

Chinese startups, including Strikingly (上线了), Moneylocker (惠锁屏) and TataUFO also shared insights on China’s startup ecosystem and the young entrepreneurs powering it.

The Korean startup pitch competition featured companies in AR, VR, hardware, gaming, lifestyle and education, and was judged by industry experts from ZhenFundSBCVC, Modern Capital, Cherubic VenturesYunqi PartnersNICE Group, and NP Ventures.

PIC

Winner:  Boud

Boud is the maker of lifestyle action camera PIC. As the camera is made of flexible material, it can transform to be fixed on your head, arm, leg, bike, bag or belt to take pictures and film videos. The PIC camera was listed on Indiegogo last year, and bagged CES 2016 Innovation Award in the digital imaging category.

CreativeBomb 

Creative Bomb makes educational game apps for pre-school-aged kids, improving cognitive ability, creativity and musical abilities. Currently the company has merchandising partners in SEA, with 2,000 daily downloads from Vietnam, Thailand, and Indonesia. The three versions of apps are available at $3.99 USD on Google play and iOS Appstore.

Adring 

Adring 3DK is a mobile audio advertising platform that plays audio advertisements while calls are dialing. Once a user downloads Adring 3DK to their phone and makes a call, they will hear a 5 second advertisement where Adring rewards users with additional points. After the call, the user can get more information on the advertisement they heard and get more reward points. 

7pmBand 

7pmBand makes game content, mobile-based Augmented Reality (AR), and Virtual Reality (VR) content, using their graphic resources. Its AR content is mostly used for education, exhibition, and public relations purposes.

SSAM 

SSAM runs cross-border e-commerce for Korean products. The company has an app that connects Korean merchandisers to Chinese merchandisers, and sends Korean brand products directly to Chinese customers. The company partners with Leferi, a beauty entertainment content platform that owns 70 beauty reporters based in Korea, China and SEA, to realtime broadcast its Korean products.

ARmode 

ARmode is a 3D animation maker that has developed original content since 2009. Focusing on creating animation for kids through online platforms, the company plans to localize its content for Chinese viewers.

Villy 

Villy is a crowdfunding-based P2P lending platform. The company takes a 1% service fee cut from the client’s company, and has reached the BEP in one year. The company also allows users to diversify investment by paying a 20,000 KRW (116 RMB) subscription fee.

DSP Global 

DingDongMall is an O2O traveling platform that provides ecommerce functions to sell Korean products to Chinese customers. Currently, more than 100 million Chinese travelers are traveling to Korea and mostly uses Chinese travel O2O apps like Qunar and Dianping. To target these Chinese travelers, the company provides detailed information about trips to Korea and sell Korean products.

TheAlphaLabs

TheAlphaLabs creates comfortable and affordable AR head mounted displays and AR glass. Selected by Shenzhen-based hardware accelerator HAX, the company has a patented technology called S.M.O.S Technology (separated modular optical system) to make world’s smallest wide-angle AR vision system.

Image Credit: DreamPlus

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Foreigners In China’s New Media Landscape Face Uphill Battle: Jiaflix Co-Founder https://technode.com/2016/07/04/foreigners-in-chinas-new-media-landscape-face-uphill-battle-jiaflix-co-founder/ https://technode.com/2016/07/04/foreigners-in-chinas-new-media-landscape-face-uphill-battle-jiaflix-co-founder/#respond Mon, 04 Jul 2016 09:36:11 +0000 http://technode-live.newspackstaging.com/?p=40221 As China’s economy, the world’s second largest, slows, international businesses working there across all sectors have been complaining that they are increasingly unwelcome by Beijing, as demonstrated by the shut down in April of Apple’s iBooks and iTunes movies, and the halt to a video service partnership between Chinese e-commerce giant Alibaba and Disney. Earlier […]]]>

As China’s economy, the world’s second largest, slows, international businesses working there across all sectors have been complaining that they are increasingly unwelcome by Beijing, as demonstrated by the shut down in April of Apple’s iBooks and iTunes movies, and the halt to a video service partnership between Chinese e-commerce giant Alibaba and Disney.

Earlier in June, American officials and European business executives warned China about what they characterized as an increasingly hostile business environment.

But Marc Ganis, co-founder and managing director of Jiaflix Enterprises, which helps Hollywood studios distribute movies in China, saw the early writing on the wall.

“We had a notion from our work over more than a decade in other areas with the government, that technology had advanced beyond the regulatory,” Ganis, a Jiaflix co-founder, told China Film Insider. “And we expected that the regulations were going to catch up to and then ultimately get ahead of technology.”

“You can’t own a website in China unless you’re Chinese,” Ganis said, noting a stubborn regulatory reality that is unlikely to budge anytime soon. “We’ve seen the direction. The direction is greater emphasis on Chinese content and Chinese concepts; and no branded foreign channels.”

Non-Chinese companies looking to exploit regulatory loopholes to get their content into the rapidly-growing market face a steep challenge.

That’s why, as other international companies, such as Western market leader Netflix, have struggled to gain entry into the China market, Ganis said Jiaflix slowly has been making inroads by teaming up directly with the Chinese government.

In June 2012, Jiaflix announced a joint venture to begin streaming the libraries of major U.S. studios to Chinese movie lovers on 1905.com, the web subsidiary of the state-run broadcaster’s China Movie Channel, or CCTV 6.

“Our intent from the outset was to create a platform and content that was completely consistent with the interests of the government,” Ganis said.

Just as the China Film Group holds the sole license to import revenue sharing movies for theatrical distribution, 1905.com is the sole entity with the license to import movies for digital distribution in China.

“Our feeling was to develop something that would have longevity—that wasn’t simply an entity for financial engineering or quick IPO or that kind of thing,” Ganis said.

But whereas international content providers have been given the cold shoulder, local companies including Alibaba’s YoukuTudou, Tencent’s QQ video and Baidu’s iQiyi seem to have been given more regulatory wriggle room.

In the four years that Jiaflix has been operating its video streaming service, those tech giants have piled into the industry, buying up imported films and TV shows to compete.

The appetite for imported fare is particularly strong in the country’s first-tier cities where moviegoers have pay for the movies but find theatrical releases are too few in number to meet their demand.

China allows only 34 film imports on a revenue-shared basis each year, a number industry watchers expect to increase in 2017.

The development of the industry is causing a sea change in consumer habits. In a country where piracy long has been rampant, there are signs that viewers are beginning to open up their wallets.

There were 28.8 million paid online video subscribers in the country by the end of 2015, according to Internet research firm iResearch Consulting Group.

Companies such as iQiyi and Tencent deserve a lot of credit for helping Chinese consumers get more comfortable with the subscription models through promotions and offering premium content, Ganis said.

Through its close relationship with China’s government, Jiaflix judiciously has stayed within both the letter and the spirit of the rules, thus far. This has not  translated into steady revenue.

Although Ganis is coy about revealing exact numbers, he says revenue from the streaming service’s subscriptions (there is no advertising stream) is in the “single digits millions of dollars per year”

Part of the service’s strategy is to garner viewers with free content that attracts “tens of millions of viewers every month,” he said.

Now the company is preparing to launch a number of apps, for all available devices and platforms, to make the content even more accessible to online viewers.

The company’s low-key approach has enabled it to start offering services in other areas. In 2013, the company teamed up with Paramount to be its production and marketing partner in China on Michael Bay‘s Transformers 4.

In April 2015, the company said it would work with the China Movie Channel on a sequel to Need For Speed as a U.S.-China co-production to be filmed in China.

Jiaflix is involved in licensing for theme parks and family entertainment centers, and is planning to co-produce with a Chinese partner a big-budget action film soon, Ganis said.

Ultimately, Ganis says international  companies must maintain a focus on the Chinese market year-round to really make headway. “You’ve got to work it 12 months of the year, not just when some of your 34 movies are out,” he said.

“Studios need to recognize—and some have—that China is not simply an ATM to take money out of.”

cfi

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

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Tencent Buys ‘Clash of Clans’ Game Developer For $8.6 Billion USD https://technode.com/2016/06/22/tencent-buys-clash-clans-game-developer-8-6-billion-usd/ https://technode.com/2016/06/22/tencent-buys-clash-clans-game-developer-8-6-billion-usd/#respond Wed, 22 Jun 2016 09:26:02 +0000 http://technode-live.newspackstaging.com/?p=39955 Following a series of leaked rumors, Chinese tech giant Tencent officially announced the purchase of a majority stake in Supercell, the Finnish gaming company behind the hit game Clash of Clans. The deal will buy a 84.3% stake in the company for $8.6 billion USD from Japanese firm SoftBank Group Corp. The deal values Supercell at $10.2 billion USD, almost […]]]>

Following a series of leaked rumors, Chinese tech giant Tencent officially announced the purchase of a majority stake in Supercell, the Finnish gaming company behind the hit game Clash of Clans. The deal will buy a 84.3% stake in the company for $8.6 billion USD from Japanese firm SoftBank Group Corp.

The deal values Supercell at $10.2 billion USD, almost double its valuation a year ago. When SoftBank bought a 51% stake in 2013, the Finnish company was valued at a mere $1.53 billion USD.

“We have agreed with Tencent that Supercell will continue to be operationally independent, exactly as it was under SoftBank’s ownership,” wrote Ilkka Paananen, CEO of Supercell, in a post on the company’s blog.

“Our headquarters will stay in Helsinki and we will pay our taxes in Finland. All of this is very important for us,” Paananen added.

Tencent’s partnership will offer Supercell access to Tencent’s gaming platforms, such as QQ Games, as well as access to some of Tencent’s other game-related purchases, most notably Riot Games. In turn, the tech giant will grow its mobile gaming business. Gaming is a core part of Tencent’s revenue, making up more than half of the company’s overall revenue in Q1 2016. Tencent’s gaming business model is based off of various value-added services, including the purchase of digital weapons, as well as VIP memberships.

In China’s heavily monopolized mobile gaming industry, Tencent is one of the top players, in addition to iDreamSky and NetEase. As of April 2016, the tech giant occupied almost half of the top 20 titles for Android mobile games in China, with games like King of Glory, Crossfire, and We MOBA. In addition to mobile games, the tech giant will continue to diversify its gaming portfolio through its pan-entertainment strategy, which it announced during last year’s ChinaJoy tradeshow.

Image credit: Supercell

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[Event] Love Korean Startups? Join Our DreamPlus TechNode Demo Day In Shanghai https://technode.com/2016/06/20/event-dreamplus-technode-demo-day-shanghai-koreas-startup-ecosystem-nutshell/ https://technode.com/2016/06/20/event-dreamplus-technode-demo-day-shanghai-koreas-startup-ecosystem-nutshell/#respond Sun, 19 Jun 2016 22:55:59 +0000 http://technode-live.newspackstaging.com/?p=39805 At Technode we’ve witnessed a wealth of South Korean startups entering the Chinese ecosystem, which is why we are very excited to announce our first China-Korea startup event of the year! The DreamPlus TechNode Korean Startup Demo Day will be held at Shanghai’s 1933 Laochangfang on June 30th, focusing on South Korea’s booming startup ecosystem. The demo day follows […]]]>

At Technode we’ve witnessed a wealth of South Korean startups entering the Chinese ecosystem, which is why we are very excited to announce our first China-Korea startup event of the year!

The DreamPlus TechNode Korean Startup Demo Day will be held at Shanghai’s 1933 Laochangfang on June 30th, focusing on South Korea’s booming startup ecosystem. The demo day follows our TechCrunch Shanghai Event, held between June 25th and 29th.

The demo day event will include a panel discussion on investment trends in China and South Korea, with venture capitalists from Modern Capital and NP Ventures. Chinese startups, including Strikingly (上线了), Moneylocker (惠锁屏) and TataUFO will also share insights on China’s startup ecosystem and the young entrepreneurs powering it.

The Korean startup pitch competition will feature companies in AR, VR, hardware, gaming, lifestyle and education, and will be judged by industry experts from ZhenFund, SBCVC, Modern Capital, Cherubic Ventures, Yunqi Partners, NICE Group and NP Ventures. The winning startup will be given a free booth at our TechCrunch Beijing Event in November.

*The event will have both Chinese and Korean translators.

1.pic

Online registration are here. See you there!

Event Details

Date: Thursday, June 30th, 2016

Time: 12:30 PM to 6:00 PM

(Registration opens at 12:30 PM)

Venue: 1933 Laochangfang / 2nd Floor, Building #4 No.611 Liyang Road, Shanghai, 200080 China

1933 老场坊 /上海市溧阳路6114号楼2层 200080

Agenda

12:30 – 13:00 Registration

13:00 – 13:15 Opening remarks delivered by DreamPlus General Manager Moonhwi Lee and Senior Manager Richard Cai

13:15 – 13:25 Opening remarks delivered by TechNode CEO Gang Lu and reporter Eva Yoo

13:25 – 13:50 Panel discussion “Investment Trends in China and Korea” delivered by DreamPlus Senior Manager Richard Cai, Modern Capital Partner Jason Xu, and NP Ventures Managing Director Hyuktae Kwon

13:50 – 14:15 Panel discussion “China’s Startup Ecosystem: Innovation From Young Entrepreneurs” delivered by Moneylocker CEO Minkoo Kang, Strikingly CEO David Chen, and TataUFO CEO Brian Cheong

14:15 – 14:25 10 minute break

14:25 – 15:40 Five startups pitch (each pitch is 10 minutes + 5 minutes of Q&A)

15:40 – 16:00 20 minute break

16:00 – 17:15 Five startups pitch (each pitch is 10 minutes + 5 minutes of Q&A)

17:15 – 17:25 10 minute break & judging

17:25 – 18:00 Winner announced & networking

Korean startups pitching at the event include 

TheBoud / Provider of lifestyle action camera PIC

CreativeBomb / Provides educational game content for kids

Adring / Provides mobile advertising platform Adring

7pmBand / Provider of mobile-based AR and VR content

SSAM / Cross-border e-commerce for Korean products

Lee&Company / Advertising-based free WiFi AP solution

ARmode / 3D animation maker

Villy / P2P lending service

DSP Global / O2O traveling platform

TheAlphaLabs / Creates AR head mounted displays and AR glass

DreamPlus

DreamPlus is the accelerator arm of Hanwha Group. They help startups to expand to Asian markets by collaborating with accelerators in ten Asian countries, including China, Japan, and Vietnam. Founded in 1952, Hanwha Group was listed as one of Fortune’s Global 500 companies.

R.S.V.P. by June 30th, 2016 (Link)

Image Credit: Juncotommy

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Analyse Asia Podcast: LINE IPO And SoftBank’s Divestments https://technode.com/2016/06/17/analyse-asia-podcast-line-ipo-softbanks-divestments/ https://technode.com/2016/06/17/analyse-asia-podcast-line-ipo-softbanks-divestments/#respond Fri, 17 Jun 2016 06:07:20 +0000 http://technode-live.newspackstaging.com/?p=39843 http://media.blubrry.com/analyseasia/content.blubrry.com/analyseasia/Episode_120__LINE_IPO_SoftBank_s_divestments_with_Serkan_Toto.mp3 Serkan Toto from Kantan Games joined us for a conversation on three recent events that impacted the mobile gaming market in Japan and the rest of world. We analyzed the progress of Nintendo’s new mobile games following the changes in Apple’s app store, the upcoming LINE IPO, and why SoftBank is divesting their gaming portfolio: Gungho […]]]>
serkantoto-profile-picture

Serkan Toto from Kantan Games joined us for a conversation on three recent events that impacted the mobile gaming market in Japan and the rest of world. We analyzed the progress of Nintendo’s new mobile games following the changes in Apple’s app store, the upcoming LINE IPO, and why SoftBank is divesting their gaming portfolio: Gungho and Supercell.

Download MP3 here (21.4 MB) or Subscribe via RSS

Analyse Asia with Bernard Leong is a weekly podcast dedicated to the pulse of technology, business & media in Asia. They interview thought leaders and leading industry players and gain their insights to how we perceive and understand the market. Analyse Asia is a content partner of TechNode.

TechNode does not endorse any commentary made in the program.

Notes:

  • Serkan Toto, CEO of Kantan Games JP
  • State of mobile gaming in Japan [1:19]
    • How is the mobile gaming scene moving in Japan since we last spoke? [1:23]
    • Any updates on Nintendo’s continued foray into mobile gaming? [2:00]
    • Nintendo’s new mobile games: Fire Enblem (strategy) and Animal Crossing (farming simulation game) available in iOS and Android [2:30]
    • Niantic Labs (funded under Alphabet), Pokemon and Nintendo’s joint venture: Pokemon Game. What happened with their field test? [3:30]
    • Any new business models or concepts coming out of Japan’s mobile gaming industry with the introduction of AR and VR? [5:23]
    • Apple’s new app store changes and how it’s impacted the mobile gaming space worldwide. [6:40]
  • LINE IPO [8:50]
    • Why did LINE attempt a dual listing in U.S and Japan? [9:13]
    • They currently have 215M monthly active users, with ARPU $5.10 vs Twitter ($7.27) & Facebook ($11.27). How are they going to demonstrate growth by revenue or new products? What is their growth story going to be? [10:00]
    • Interesting numbers: Kakao Talk has 50% monthly active users (MAUs) less than LINE, Wechat has 4x more MAUs (800 MAUs) than LINE.
    • Will LINE end up like Mixi being overwhelmed by Facebook? [11:18]
    • What’s LINE’s impact in the mobile gaming market? [13:05]
    • LINE’s focus on O2O services. [14:00]
    • Is this going to be the biggest tech IPO of the year? [15:16]
    • Should we be bullish or bearish about the IPO? [15:35]
  • SoftBank’s divestments [16:22]
    • Recently, SoftBank has been divesting their assets in the gaming industry: Gungho, known for Puzzle and Dragons; Supercell known for ‘Clash of Clans’ (to Tencent); their stake in Alibaba: US$8.9B (acquired by various major players, Alibaba, Temasek and GIC Singapore). What’s going on? Are they just trying to reduce their debt or raise money for something else, for example, Sprint in the U.S? [16:55]
  • What excites Serkan in the mobile gaming market? Reference with Square Enix [21:00]
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Is There A Film Industry Bubble? China’s Top Tech-Backed Figures Weigh In https://technode.com/2016/06/16/is-there-a-film-industry-bubble-chinas-top-tech-backed-figures-weigh-in/ https://technode.com/2016/06/16/is-there-a-film-industry-bubble-chinas-top-tech-backed-figures-weigh-in/#respond Thu, 16 Jun 2016 04:32:02 +0000 http://technode-live.newspackstaging.com/?p=39811 The speed with which the Chinese film industry has developed in recent years has been dizzyingly fast, even for the country’s most experienced veterans. “Less than a decade ago it was the filmmakers who went out looking for financing,” Alibaba Pictures CEO Zhang Qiang told a forum on finance and film at the Shanghai International […]]]>

The speed with which the Chinese film industry has developed in recent years has been dizzyingly fast, even for the country’s most experienced veterans.

“Less than a decade ago it was the filmmakers who went out looking for financing,” Alibaba Pictures CEO Zhang Qiang told a forum on finance and film at the Shanghai International Film Festival on Sunday.

“Now it’s the investors, armed with money, who are going out looking for scripts and a creative team.”

The massive influx of capital into the Chinese film industry has left many industry players giddy as well as reeling.

“Capital is like blood to the human body” Jerry Ye, Huayi Brothers CEO told the forum. “If it can be used to make good films then that’s good but if its only for burning money blindly that’s not good.”

Zhang and Ye joined Bona Film Group’s Yu Dong, VP of Wanda Culture Industry Group, and president of Wanda Cinema Line Zeng Maojun and veteran director Huang Jianxin on stage to discuss the sea change.

China’s box office grew a staggering 48.7 percent in 2015, reaching a record US$6.78 billion (44 billion yuan) according to official figures released last December.

The market is widely expected to surpass North America as the largest movie market by the end of 2017.

Wanda’s Zeng Maojun said the amount of capital needed to keep the industry developing at a sustainable pace was growing.

“At the moment the local industry is producing around 700 films, with an average investment of between 20 to 30 million” he said, “That means the industry needs about RMB 15 to 20 billion of total investment each year.”

Mergers and acquisitions in China’s film industry have jumped recently with 125 domestic transactions taking place since 2015 in deals totaling RMB 92.7 billion according to data provider Wind.

But the influx of capital is also coming with risks warned Zeng, including complicated derivatives and financial instruments.

“Recently a lot of fast money has rushed in which has twisted investors’ minds” he told the forum. “They’re not paying attention to good quality films, and that’s going to drive down box office.”

Similarly, both Huayi Brothers CEO Jerry Ye and director Huang Jianxin cautioned that while the new investment was mostly welcome, it could also lead to overheating, a drop in quality of films and even investor losses as the result of the introduction of complex financial products.

China’s box office has been experiencing slowing growth in the past couple of months, leading some industry observers to suggest there’s a bubble waiting to burst — a suggestion Alibaba’s Zhang pushed back on.

“There is a bubble in the capital markets, not at the box office,” he said.

“Last year the box office grew nearly 50 percent which was pretty distinct,” Zhang said. “We can probably expect it to grow by around 30 percent over the next five years.”

One way to ensure a high quality of films released to the Chinese market is to marry Hollywood know-how with knowledge of the Chinese market, said Wanda’s Zeng.

An example of that is Warcraft: The Beginning. Despite being met with a lukewarm response in North America the film, produced by Wanda-owned Legendary Entertainment and distributed by Universal Pictures, is breaking a series of Chinese box office records after a stunning opening weekend.

Zeng also lured cold water on talk of a bubble in the investment and construction of theaters.

China currently has fewer than 40,000 screens, a number Zeng says could rise to 120,000 based on the United States’ example.

“But 80,000 screens is probably more reasonable for the Chinese market,” Zeng said. “Growth will probably start to slow down once we break the 70,000 mark.”

Bona Film Group’s Yu said it was the best time for the film industry to take advantage of the glut of capital, but to do so in a rational and reasonable way.

Certainly, there was plenty of evidence that the appetite for further growth among business leaders is yet to be quenched.

“We’re planning more acquisitions to help the development of the Chinese film industry,” Alibaba’s Zhang  said. “The capital feast has just begun.”

cfi logo (1)

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian

Image credit: China Film Insider

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Tencent In Talks To Buy ‘Clash Of Clans’ Gaming Company SuperCell https://technode.com/2016/06/16/tencent-talks-buy-clash-clans-gaming-company/ https://technode.com/2016/06/16/tencent-talks-buy-clash-clans-gaming-company/#respond Thu, 16 Jun 2016 04:13:21 +0000 http://technode-live.newspackstaging.com/?p=39795 Chinese tech giant Tencent may soon add the company behind mobile gaming sensation Clash of Clans to their already massive portfolio. The Wall Street Journal reported on Thursday that Tencent is in talks to purchase a majority stake in Supercell from SoftBank Group Corp, according to people familiar with the matter. The deal that would value the Finnish gaming […]]]>

Chinese tech giant Tencent may soon add the company behind mobile gaming sensation Clash of Clans to their already massive portfolio.

The Wall Street Journal reported on Thursday that Tencent is in talks to purchase a majority stake in Supercell from SoftBank Group Corp, according to people familiar with the matter. The deal that would value the Finnish gaming company at $9 billion USD.

When SoftBank purchased a 51% stake in Supercell in 2013, the company was worth $1.53 billion USD. The sale would free up some significant capital for Softbank, which also recently divested around $10 billion worth of Alibaba shares which the Japanese firm acquired as an early investor in the e-commerce company.

Tencent is also in discussion with other investors, such as Hillhouse Capital Group, who may join the deal as co-investors, according to the same sources.

“We don’t comment on market rumors or speculation,” a spokesperson from Supercell told TechNode. SoftBank and Tencent did not respond to requests for comment.

Supercell’s Clash of Clans has enjoyed extraordinary success in the Chinese mobile gaming market, which is primarily dominated by local players. Other notable companies in China’s mobile gaming industries include Chinese internet company NetEase, as well as mobile game publisher iDreamSky, which sold $15 million USD worth of shares to Tencent in the process of their initial public offering last April.

The multi-billion dollar deal with SoftBank will be Tencent’s largest to date. Just last December, Tencent purchased a majority stake in U.S gaming company Riot Games, the maker of hit eSports game League of Legends. In 2013, the Chinese tech company purchased almost half the stock of gaming firm Epic Games, totaling $330 million USD.

Gaming is a core part of Tencent’s business, accounting for over half of the company’s overall revenue in Q1 of 2016. According to market research firm DataEye, mobile games made up 36.6% of China’s digital gaming industry in 2015, a number that is expected to increase as tech companies shift their attention from PC games to mobile.

Image credit: clashofclans.com

Update (6/17/2016 14:28): This post was updated to include a comment from Supercell. 

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How One 15Yr Chinese Game Built Empires And Survived An Ever-Changing Market https://technode.com/2016/06/15/one-online-game-succeeded-chinas-ever-changing-gaming-market-15-years/ https://technode.com/2016/06/15/one-online-game-succeeded-chinas-ever-changing-gaming-market-15-years/#respond Wed, 15 Jun 2016 05:21:17 +0000 http://technode-live.newspackstaging.com/?p=39370 While the name may not ring any bells with some western gamers, The Legend of Mir 2 (Mir 2), the 15-year-old game is well known in China as one of the games. It is actually a Korean-made game, soared to cult status in the early 2000’s as a PC game, racking up major revenue for the game’s in-country operator, […]]]>

While the name may not ring any bells with some western gamers, The Legend of Mir 2 (Mir 2), the 15-year-old game is well known in China as one of the games. It is actually a Korean-made game, soared to cult status in the early 2000’s as a PC game, racking up major revenue for the game’s in-country operator, Shanda games, as well as Tencent’s distribution platform.

Mir 2 is now experiencing a second resurgence, buoyed on by China’s massive appetite for mobile gaming. In June 2015 the Tencent launched the mobile version on their platform and history repeated itself, as the title once again became one of the key elements driving game revenue growth

The game, which is still operated by Shanda, was generating monthly sales between 600 and 700 million yuan ($92-108 million USD) through Tencent as of March this year, according to Zhu Xiaojing, Vice President of Shanda Games. Daily sales of the game peaked at about 46 million yuan ($7 million USD).

Turning Internet Cafes into Distributors

Shanda did one thing very well when they brought Mir 2 to China 15 years ago. They distributed the game through internet cafes at a time when personal computers weren’t ubiquitous in China, developing an online sales management solution specially designed for cafe customers.

As a startup, Shanda was working on an online social community before they were even approached by the Korean operator of Mir 2. The partners launched a commercial version of Mir 2 on the mainland in November 2001. Immediately the game gained traction in internet cafes, inspiring Shanda to market the game in cafes across China.

Mir 2 quickly became one of the most popular games in China. Shanda first hired Ubisoft, the French multinational game developer and publisher, to distribute prepaid game cards, but would soon have difficulty meeting the rising demand. To solve the problem, Shanda developed E-sales, an online software system tailored for internet cafes. Not only did it better facilitate sales, the system enabled Shanda to track data on game purchases across China and collect money in a timely manner, something that was unprecedented at the time.

In 2002 about 65% of Shanda’s total revenue was collected through the E-sales system. Internet cafes also became more willing to promote the game as they could get commissions directly through the system.

Almost all of Shanda’s revenue was from Mir 2 up until mid-2003, when the Chinese company launched their own role playing game, The World of Legend. The new game so similar to Mir 2 that the Korean developer, WeMade, sued the company for copyright infringement later that year. Despite this, the copycat prevailed. In the quarter before Shanda went public on the NASDAQ in May 2004, Mir 2 and The World of Legend generated 57% and 31% of the company’s total revenue respectively.

Transitioning From Pay-For-Access to Freemium Models

From the second quarter of 2005, Shanda began seeing revenues from online role-playing games, especially Mir 2, declining. The company concluded that the decline in Mir 2 revenue was partly attributable to “increased competition in the online game market”, and “cheating programs and pirate servers”.

To boost the popularity of its major titles, Shanda announced in November 2005 that they would offer their major titles including Mir 2 for free, hoping to generate revenue primarily through in-game items and services.This decision caused huge losses for Shanda in the following quarters, but revenues would gradually recover thanks to increases in the number of paying players and average revenue per paying account. This move revolutionized the business models adopted by Chinese games across the board.

Tencent’s Mobile Game Distribution Powerhouse

As smartphones finally became powerful enough to support massive games like Mir 2 the industry would experience a third revolution.

The distribution market for mobile games in China is totally different to what Mirr 2 had experienced as an online game. Apart from Apple’s App Store and a few Chinese Android stores (Google Play is still not available in mainland China), Tencent is one of the largest mobile game distribution channels.

In 2014, Tencent claimed it had become the largest mobile game publisher in China and one of the largest globally. It grossed 14 billion yuan and 21.3 billion yuan (about $3.3 billion USD) in mobile gaming sales in 2014 and 2015, respectively.

Before 2010 the Chinese social networking giant had only operated game titles licensed directly from developers or developed in-house. The company launched an open platform in late 2010 to allow games operated by third parties to access to their huge user base and online marketing resources.

Mobile QQ and WeChat, the two messaging apps by Tencent, now account for almost all Chinese mobile internet users. The mobile game stores on both social apps have become important game publishing platforms, and Tencent’s in-house developed payment solution is widely used by customers on the two apps. Mobile games on Tencent’s platform, including Mir 2allow QQ and WeChat users, to log in directly without registering separately and play games with their QQ or WeChat friends. The mobile versions of many other longtime popular online games such as Zhengtu, the flagship game of Chinese game developer GIANT, are also now found on Tencent’s mobile gaming platform too.

Tencent needs these games too. While the newly emerged mobile games have relatively shorter life cycles and a lower ARPU (average revenue per user), games like Mir 2 have mechanics that are able to keep a large number of loyal, paying players.

Blurring The Lines Between Gaming And Entertainment Content

Mir 2 could now already be looking at a fourth resurgence, as the popularity of entertainment content has rocketed among VCs and tech giants. Shanda Games plans to adapt Mir 2 and other core titles of their Legend series to new formats, including movies and drama series.

Chinese tech companies behind longtime famous game titles, including Tencent, are working on adaptations based on their games to ride the rising tide of China’s entertainment content industries. Foreign gaming companies are also eyeing China entertainment market too. The movie based on smartphone game Angry Birds reportedly grossed 195 million yuan (roughly $30 million USD) in box offices during the three days following its China release earlier this month.

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Chinese Online Gaming Firm Giant Interactive Gets into Pictures https://technode.com/2016/06/08/chinese-online-gaming-firm-giant-interactive-gets-into-pictures/ https://technode.com/2016/06/08/chinese-online-gaming-firm-giant-interactive-gets-into-pictures/#respond Wed, 08 Jun 2016 08:31:03 +0000 http://technode-live.newspackstaging.com/?p=39676 Chinese online game developer and operator Giant Interactive Group is getting into China’s booming movie business, local media reports said. According to the reports on Monday, the company has formed a new subsidiary called Giant Pictures (Jùrén Yǐngyè / 巨人影业) It is the first major move Giant has made since it was privatized in 2014 […]]]>

Chinese online game developer and operator Giant Interactive Group is getting into China’s booming movie business, local media reports said.

According to the reports on Monday, the company has formed a new subsidiary called Giant Pictures (Jùrén Yǐngyè / 巨人影业)

It is the first major move Giant has made since it was privatized in 2014 in a U.S.$3 billion deal and then re-listed in China via Shenzhen-listed Chongqing New Century Cruise in a reverse merger worth U.S.$2.1 billion.

Giant Pictures will develop film and television projects, as well as invest in other intellectual property and entertainment industry investments.

The studio plans to draw on its own gaming IP to create novels, online and TV dramas, as well as feature films as well as invest in other projects.

Giant Interactive CEO Liu Wei told local media that the company has some experience with the film industry though having worked with local celebrities including Fan Bingbing, Yang Mi, and Wang Baoqiang.

Giant also hired director Zhang Yimou’s production designer and art director on the films Hero and House of Flying Daggers, Huo Tingxiao, a to be visual director on Jianghu, a 2D Massively Multiplayer Online Role Playing Game (MMORPG).

The company is best known for the MMORPGs ZT Online 2 (also called Long Journey 2) and for Allods Online.

“Giant Interactive has been ambitious to get into the entertainment industry for awhile now” said David Hao, Managing Partner at Elements Capital in Beijing.

The move follows earlier announcements by Chinese game developers including Netease, Youzu Interactive and Linekong that they were moving into film projects.

“I think it is a big trend that everyone is moving to” said Hao. “It’s just a matter of when.”

Giant Interactive revealed a strong interest in the film industry when it became an anchor investor in a recent RMB 10 billion capital campaign by Wanda Pictures.

“Given the upcoming high possibility of success for the World of Warcraft film, I think more Chinese companies will be pumped to jump in,” said Hao, referring to the imminent release in China of one of the movie version of one of the most popular MMORPGs of all time.

Expectations are high for the Warcraft film with pre-sales for its opening day on Wednesday already hitting RMB 95.2 million ($14.5 million).

According to GF Securities, at least 10 percent of the total 100 million players of Activision Blizzard Inc.’s World of Warcraftgame are based in China.

There is huge potential for more game-to-movie adaptations in the future as the gaming industry continues to expand. China’s video games industry is estimated to be worth $24.4 billion this year, making it the biggest market for game publishers, according to research firm Newzoo.

More details about Giant Pictures are expected to be announced at next week’s Shanghai International Film Festival.

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian.

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Netizens Now Pay More For Dating Shows Than Gaming On China’s Top Streaming Platform https://technode.com/2016/06/06/netizens-now-pay-more-for-dating-shows-than-gaming-on-chinas-top-streaming-platform/ https://technode.com/2016/06/06/netizens-now-pay-more-for-dating-shows-than-gaming-on-chinas-top-streaming-platform/#respond Mon, 06 Jun 2016 11:23:09 +0000 http://technode-live.newspackstaging.com/?p=39512 Reformatting Chinese dating shows to fit the live-streaming market is a highly profitable business. To the point that it’s outperformed gaming and singing performance streaming in terms of average revenue per paying user (ARPU) on YY, one of the country’s biggest live-streaming services platforms. YY’s online dating show platform revealed that the average revenue per paying user in the first quarter […]]]>

Reformatting Chinese dating shows to fit the live-streaming market is a highly profitable business. To the point that it’s outperformed gaming and singing performance streaming in terms of average revenue per paying user (ARPU) on YY, one of the country’s biggest live-streaming services platforms.

YY’s online dating show platform revealed that the average revenue per paying user in the first quarter of 2015 surpassed $100 USD, and surged up to about $130 in the fourth quarter.

It’s a staggering spend, outpacing massive multiplayer online games (MMORPG), the previous top money-maker for many Chinese online services providers. In the fourth quarter of 2015, an average paying user playing one of these games on China’s largest gaming platform, Tencent, spent between $40 to $60, less than half the amount on YY’s dating service.

Source: YY Inc.

Like other non-gaming services hosted by YY, the dating service has been counting on virtual gifts as their primary source of revenue. Launched in November 2013, the dating service generated over $100 million USD in virtual item sales in 2015, a 235% year-over-year increase. In the first quarter of 2016, 283,000 paying accounts purchased $32.8 million worth of virtual gifts on YY’s platform.

yydating

According to YY, the dating service was so far “the most engaging and interactive” among all their social offerings as of the end of 2015.

Based on a popular dating show format in China, YY’s online dating show has a virtual stage that can accommodate up to five male and five female users, with a host moderating each session. YY allows anyone to participate or apply to be a host. Shows on the YY platform are live streamed and multiple sessions can take place at the same time. There are features that allow participants and audiences to interact with each other, such as “Like” functions for each contestant as well as greetings, comments, private messages or gifts.

Interface of YY Dating Show
Interface of YY Dating Show

Anyone in the online ‘show room’ can send virtual gifts to participants or the host. On receiving virtual gifts, dating participants gain experience points and a ‘status’ boost, while the host also takes a revenue cut. To engage users and encourage gift purchases, YY created charts ranking dating participants based on the value of virtual gifts.

The dating show recently rolled out a premium subscription in an attempt to add another monetization channel. Like subscriptions provided by other YY online social services or other Chinese internet companies, this subscription includes a wide range of privileges that can increase the users’ online social status.

YY was one of the first Chinese internet companies to develop this kind of dating show platform. The model has attracted a flock of competitors, including Tencent’s Huayang and BoBo by NetEase.

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Tencent Enters JV With The K-Pop Company That Manages Psy https://technode.com/2016/06/02/tencent-establishes-jv-yg-entertainment-psy-bigbang/ https://technode.com/2016/06/02/tencent-establishes-jv-yg-entertainment-psy-bigbang/#respond Thu, 02 Jun 2016 04:27:20 +0000 http://technode-live.newspackstaging.com/?p=39440 China’s internet giant Tencent Holding Ltd. and Weiying Technology announced on Tuesday the establishment of a joint venture with YG Entertainment, which oversees some of the industry’s top names, including Psy, BigBang, and 2NE1. The announcement follows a recent $85 million USD injection of funding into the South Korea-based entertainment company. Weiying Technology and Tencent invested $55 million USD and $30 […]]]>

China’s internet giant Tencent Holding Ltd. and Weiying Technology announced on Tuesday the establishment of a joint venture with YG Entertainment, which oversees some of the industry’s top names, including Psy, BigBang, and 2NE1.

The announcement follows a recent $85 million USD injection of funding into the South Korea-based entertainment company. Weiying Technology and Tencent invested $55 million USD and $30 million USD, and now hold 8.2% and 4.5% stakes in YG Entertainment, respectively.

The round makes Weiyang and Tencent the third and fourth largest shareholders of the company following the founder and the top shareholder of YG Entertainment, Hyunsuk Yang, and L Capital Asia. Weiying Technology operates the mobile ticketing application called WePiao, which runs on Tencent’s platforms QQ and WeChat.

The joint venture aims to nurture local Chinese artists and serve as a launching ground for YG’s artists, actors, and actresses on the mainland.

“This move is to meet the huge appetite in China for Korean entertainment such as music, concerts and variety shows,” commented a spokesperson from Tencent in a press release.

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(L-W) Lin Ning, CEO of Weiying Technology, Min-Suk Yang, CEO of YG Entertainment, Suman Wang, General Manager of Film/Drama Department and Editor in Chief of Tencent Video

YG Entertainment already serves as a content provider for Tencent. Tencent’s QQ Music previously signed an exclusive content partnership with the company. When YG’s artist BigBang held a concert in Macau, China, Tencent monetized viewers through Tencent Video’s concert live streaming function. More than 120,000 users paid for the online access to the concert, and were able to purchase virtual gifts and merchandise items on Tencent’s streaming page. On the QQ Music site, BigBang’s 2015 albums sold over 4 million copies in China through digital sales alone.

The joint venture will also work on a reality show called ‘The Collaboration’, which will feature two artists from YG and be broadcasted on Tencent Video. The two companies are also preparing other reality shows covering Korean fashion trends and beauty content.

South Korean content providers on Chinese multimedia platforms have established themselves as lucrative businesses in recent years. This year, Korean military romance drama Descendants of the Sun (太阳的后裔) was partly funded by Chinese investors and exclusively broadcasted on iQiyi, with 440 million views recorded on the video streaming site.

The patents for South Korean reality shows like Running Man (奔跑吧兄弟) and Where Are We Going, Dad? (爸爸去哪儿) have been sold to Chinese production houses, where local celebrities are cast in the Korean shows to draw the national fandom toward homemade spin-off episodes. Where Are We Going, Dad?‘s spin-off version saw an advertising revenue of 28 million yuan ($4.57 million USD) in its first season in China, along with sponsor fees surging tenfold to 310 million yuan ($47 million USD).

Image Credit: YG Entertainment

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Secretive Alibaba-Backed Magic Leap Is Suing Its Staff… And Making Robots https://technode.com/2016/05/29/secretive-alibaba-backed-magic-leap-is-suing-its-staff-and-making-robots/ https://technode.com/2016/05/29/secretive-alibaba-backed-magic-leap-is-suing-its-staff-and-making-robots/#comments Sat, 28 May 2016 23:33:31 +0000 http://technode-live.newspackstaging.com/?p=39340 In a rare glimpse into the secretive Alibaba-Google-backed augmented reality startup, Magic Leap, the company has filed a lawsuit against two former employees, claiming they worked on proprietary robotics technology while building a similar project outside the company for over a year. The company claims that Gary Bradski, a senior vice president at the company “was aware […]]]>

In a rare glimpse into the secretive Alibaba-Google-backed augmented reality startup, Magic Leap, the company has filed a lawsuit against two former employees, claiming they worked on proprietary robotics technology while building a similar project outside the company for over a year.

The company claims that Gary Bradski, a senior vice president at the company “was aware of and involved in projects and plans that involved deep-learning techniques for robotics.” Bradski and another Magic Leap employee, Adrian Kaehler, allegedly began working on a new company while still employed at Magic Leap.

Magic Leap has attracted its fair share of attention, in part because of its secrecy, and also because it has so far attracted over a billion USD in investment from the likes of Alibaba and Google, valuing the company at around 4.5 billion USD.

So what do we know about them?

Up until now we already knew the company is working on a VR-style headset and imaging technology that allows users to overlay high-quality 3D imagery onto real life scenes. According to the company’s eccentric CEO, Rony Abovitz (who once dressed as an astronaut to deliver a TED talk), the technology “replicates” the field of light human experience in regular sight.

Following the lawsuit it’s clear the technology could have much more diverse applications: “Magic Leap’s Proprietary Technologies are not limited to its head-mounted virtual retinal display”, the lawsuit noted, “and extend to many different applications and devices, including, but not limited to, robotics.”

Before founding Magic Leap, Abovitz built a company specializing in medical robots called Mako, which went on to sell for $1.65 billion USD in 2013. Magic Leap is developing an optical chip using silicon photonics to bridge the gap between regular and virtual sight – it’s not difficult to see how the company’s technology could encroach on the field of robotics.

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Microsoft’s Minecraft Builds Its Way Into China With Netease https://technode.com/2016/05/23/microsofts-minecraft-builds-its-way-into-china-with-netease/ https://technode.com/2016/05/23/microsofts-minecraft-builds-its-way-into-china-with-netease/#respond Mon, 23 May 2016 00:21:05 +0000 http://technode-live.newspackstaging.com/?p=39158 Fans of Minecraft on the mainland have received some good news: the globally famous sandbox game is coming to China. Gaming firm  Mojang and their parent company Microsoft have announced a partnership with Chinese internet company Netease to launch a China-ready version of the PC and mobile versions of Minecraft, according to an announcement from Microsoft. Minecraft already has a […]]]>

Fans of Minecraft on the mainland have received some good news: the globally famous sandbox game is coming to China.

Gaming firm  Mojang and their parent company Microsoft have announced a partnership with Chinese internet company Netease to launch a China-ready version of the PC and mobile versions of Minecraft, according to an announcement from Microsoft.

Minecraft already has a huge following in the mainland, though like many foreign gaming offerings, a lack of language support, community and payments options makes playing the game inconvenient for regular consumers.

The five-year deal with NetEase will include releasing a version of the game “tailored for the Chinese market,” which could potentially involve local payment options and Chinese-language support.

Minecraft has over 100 million users globally, gaining a huge following due to its highly-customizable nature which appeals to young children and adults alike. The game requires a one-time purchase, and can be played offline.

Minecraft creator Mojang was founded in 2011 and purchased by Microsoft in 2014 for $2.5 billion. None of the companies involved have given any indication as to when the Chinese version will launch.

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Chinese Tinder-Like ‘Tantan’ Rakes In 32 Million USD https://technode.com/2016/05/18/chinese-tinder-like-tantan-rakes-32-million-usd/ https://technode.com/2016/05/18/chinese-tinder-like-tantan-rakes-32-million-usd/#respond Wed, 18 May 2016 07:04:09 +0000 http://technode-live.newspackstaging.com/?p=39027 Chinese mobile dating app Tantan has raised a $32 million USD series C funding from a group of investors, including LB Investment, Vision Capital (元璟资本), and DST Global. The latter is headed by Russian billionaire Yuri Milner, whose investment portfolio includes big name tech companies, including Didi Chuxing, Xiaomi, Facebook, Snapchat, and Twitter. “After this round of funding, […]]]>

Chinese mobile dating app Tantan has raised a $32 million USD series C funding from a group of investors, including LB Investment, Vision Capital (元璟资本), and DST Global. The latter is headed by Russian billionaire Yuri Milner, whose investment portfolio includes big name tech companies, including Didi Chuxing, Xiaomi, Facebook, Snapchat, and Twitter.

“After this round of funding, we plan to continue focusing on [user] pain points, improving daily usage, and consolidating our position in the social application industry,” a PR spokesperson from Tantan told TechNode.

According to Tony Park, a Partner at LB Investment, some of the app’s future features include offering users the option to ask their matches out to lunch or to go for a walk. This will make it easier for matches to start a conversation and prevent matches from never talking to each other, he says.

Screenshot (342)
Well this looks familiar…

Tantan claims it has 2.5 million active users, about 80% of which are part of China’s post-90’s generation. According to Chinese media, the male-to-female ratio on Tantan’s app is 6:4.

Founded in 2014, the Chinese app is almost identical to Tinder, down to its UI which lets users swipe left and right for potential matches. In 2015, the Beijing-based company came under fire when multiple security risks in the app were revealed by Hong Kong-based entrepreneur, Larry Salibra. By reverse-engineering the Chinese app, Mr. Salibra discovered that sensitive user data, including passwords and telephone numbers, were not encrypted and vulnerable to hackers. In addition, Mr. Salibra found a list of censored sexual keywords in the app, such as “meet for sex?” and “nude photo.”

China’s online dating scene has grown rapidly over the past few years with multiple companies jumping into the industry, including Momo, a location-based social app that has recently zeroed in on livestreaming to boost user interactivity. Last year, online dating platforms Baihe Network Co. and Jiayuan.com joined forces when a subsidiary of Baihe acquired Jiayuan, a dating service designed for “busy students and young professionals.” The platform monetizes through a paid messaging system as well as user subscriptions, which include value-added services like virtual gifts and higher search rankings.

It’s unclear how Tantan plans to monetize its app, which is currently free and offers no in-app purchases. According to a PR spokesperson from Tantan, the company’s current focus is not on generating profit. “We’ll focus on that around the end of this year after we’ve hit 7 to 10 million daily active users,” he said. If Tantan continues to follow Tinder’s lead, we can probably expect a paid version of Tantan – ‘Tantan Plus’ – in the near future.

Previously, Tantan raised a 13 million USD round of Series B funding from DCM, KPCB, and GX Capital (光信资本), and LB Capital, all of which returned to fund Tantan’s latest round of funding. In January, 2015, Tantan raised a 5 million USD round of Series A funding.

Update (5/19/2016 12:39): This post was updated to include a comment from Tony Park, a Partner at LB Investment. His comment includes more specific information about Tantan’s planned app features.

Image credit: Tantan

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Alibaba’s Movie Ticketing Business Is Now Worth Over $2 Billion https://technode.com/2016/05/16/alibabas-movie-ticketing-business-is-now-worth-over-2-billion/ https://technode.com/2016/05/16/alibabas-movie-ticketing-business-is-now-worth-over-2-billion/#respond Mon, 16 May 2016 01:46:44 +0000 http://technode-live.newspackstaging.com/?p=38931 TaoBao Dianying, the ticketing subsidiary of Alibaba Pictures, has raised a 1.7 billion yuan ($260 million USD) A series, valuing the company at over 13.7 billion yuan ($2.09 billion USD). According to a filing made by Hong Kong-listed Alibaba Pictures on Sunday, the CDH Investments led the round, followed by Alibaba finance affiliate Ant Financial and Chinese […]]]>

TaoBao Dianying, the ticketing subsidiary of Alibaba Pictures, has raised a 1.7 billion yuan ($260 million USD) A series, valuing the company at over 13.7 billion yuan ($2.09 billion USD).

According to a filing made by Hong Kong-listed Alibaba Pictures on Sunday, the CDH Investments led the round, followed by Alibaba finance affiliate Ant Financial and Chinese web portal Sina.com.

[Update: As of May 16 TaoBao Dianying has been renamed Taobao Piaopiao, and has partnered with one of China’s largest ticketing platforms, Damai.cn, according to Alibaba.]

Alibaba has been shoring up resources across the entire film production and distribution chain, capitalizing on China’s growing appetite for blockbuster movies. Last week Alibaba Pictures announced their first ever investment in physical cinemas, purchasing a 4.76 percent stake in Dadi Cinemas for 1 billion yuan ($150 million USD).

In June last year Alibaba Pictures sold $1.57 billion USD in shares to fund their expansion into new media projects.

Ticketing service Taobao Dianying is an off-shoot of Alibaba’s other on-demand services, and one of the company’s core strengths in sealing international distribution deals with U.S. production houses. Alibaba previously marketed Paramount’s Mission: Impossible – Rogue Nation through Taobao Dianying, a relationship that will extend to the Teenage Mutant Ninja Turtles and Star Trek franchises in the future.

According to Alibaba Pictures, most investors participating in Taobao Dianying’s latest round “possess not only investment capital but also industry and strategic resources which are highly valued by the Group.” Other participants in the round include Chinese film houses BONA Film, Hehe Pictures and Huace Media.

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China To Halt New Entertainment, Tech Stocks To Stave Off Market Bubble https://technode.com/2016/05/13/china-to-halt-new-entertainment-tech-stocks-to-stave-off-market-bubble/ https://technode.com/2016/05/13/china-to-halt-new-entertainment-tech-stocks-to-stave-off-market-bubble/#respond Fri, 13 May 2016 13:07:08 +0000 http://technode-live.newspackstaging.com/?p=38896 In a bid to head off a speculative bubble, China’s securities regulator is set to bar companies from selling new shares to fund investments in film and television, online gaming, internet finance and virtual reality, fields that it deems non-core businesses, a leading national magazine reported. Citing two unnamed sources, one at the China Securities […]]]>

In a bid to head off a speculative bubble, China’s securities regulator is set to bar companies from selling new shares to fund investments in film and television, online gaming, internet finance and virtual reality, fields that it deems non-core businesses, a leading national magazine reported.

Citing two unnamed sources, one at the China Securities Regulatory Commission (CSRC), and the other an investment banker, respected business outlet Caixin reported on Wednesday that media and entertainment had been singled out because they are viewed as not closely related to the so-called “real economy.”

According to Caixin’s source at the CSRC, the regulator is worried that listed firms will take advantage of investor enthusiasm in the movie and television business, video games, and virtual reality technologies, which have shown signs of overheating. The CSRC did not respond to China Film Insider’s inquiries.

Stocks related to the four “non-tangible” fields dropped sharply on local bourses following the news, despite the fact the securities regulator has yet to confirm the suspected impending ban on non-core business buys.

As the traditional drivers of China’s economy slow down, businesses have been scrambling to get into media and entertainment. China’s film industry in particular is awash with money, with 166 film-focused private-equity funds established last year according to Beijing-based Zero2IPO Research, which researches financial institutions.

In fact, of all listed companies, film and television companies including Huayi Brothers, Enlight Media, Huace and Wanda Cinema, performed the best on local bourses in 2015, Zhang Juhua of Capital Securities told local media CMG.

And new entertainment companies are springing up at a rapid rate. According to a report released by China’s National Development and Reform Commission (NDRC) on Wednesday, 27,000 cultural and entertainment firms were registered in the first quarter of this year.

Market analyst Angus Nicholson told China Film Insider it’s good that Chinese regulators are looking to clamp down on some of the more suspect capital raising campaigns.

“Chinese companies do have a history of renaming themselves so that it sounds like they have connections to whichever industry is hot” Nicholson said.

In recent years, hundreds of Chinese companies have either made a superficial change to their name to something sexier, or have completely jettisoned their core business to pursue unrelated fields.

“If a company that does not do its main business right branches out into an unrelated field, it is often just to create hype,” one of Caixin’s sources said, adding that failing to to regulate would mean, “continuing to inflate bubbles and ultimately hurt investor interests.”

Putting the brakes on breakneck investment in the film sector may be welcomed by an industry that some worry is developing a bubble. Last year,  only 372 of 686 domestic films made were able to secure theatrical releases, according to Beijing-based film-research company EntGroup.

But regulators will need to look at higher quality reporting standards among other measures, if they want to make a lasting change.

“Such restrictions are only likely to be a temporary measure,” Nicholson said. “There are structural factors in China’s capital markets that need to be fixed to improve corporate governance and protect shareholders.”

cfi logo (1)

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian. Additional reporting Congzhe Zhang

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One Of China’s Biggest Music Streaming Companies Plans U.S. IPO https://technode.com/2016/05/12/one-of-chinas-biggest-music-streaming-companies-plans-u-s-ipo/ https://technode.com/2016/05/12/one-of-chinas-biggest-music-streaming-companies-plans-u-s-ipo/#respond Thu, 12 May 2016 01:54:02 +0000 http://technode-live.newspackstaging.com/?p=38818 Tencent-affiliated China Music Corp. (CMC), the company behind online music services Kugou and Kuwo, is planning a U.S. listing, possibly before the end of the year. According to sources who spoke to the Wall Street Journal, the company has hired Goldman Sachs Group and Morgan Stanley for the IPO which could range between $300-600 million […]]]>

Tencent-affiliated China Music Corp. (CMC), the company behind online music services Kugou and Kuwo, is planning a U.S. listing, possibly before the end of the year.

According to sources who spoke to the Wall Street Journal, the company has hired Goldman Sachs Group and Morgan Stanley for the IPO which could range between $300-600 million USD.

In January this year Kugou and Kuwo inked a syndication deal with with QQ Music, the leading music streaming service from Tencent. Under the deal the two CMC companies gained the rights to over one billion songs exclusively distributed by QQ Music within China.

Competition between China’s largest musics streaming services has intensified in the last year. Nudged on by government regulations, the industry’s major players have cracked down on piracy on their own platforms, leading to a spate of legal battles between top players. In late 2014 Tencent sued rival Netease over alleged infringements, leading Netease to immediately countersue for similar reasons. Last year Kugou was sued by both Alibaba and Netease, before dutifully countersuing both companies.

Kugou and Kuwo hold one of the largest stakes in the Chinese online streaming industry, due mostly to their impressive presence in the country’s underserved third and fourth-tier cities.

The Chinese market has historically struggled to monetize online music. An increase in proprietary restrictions and a growing number of consumers with disposable income could transform the industry however, and leading services are racing to stake their claim in the industry early.

Alibaba consolidated a collection of their own music investments last year under Alibaba Music Group, including music streaming services Xiami and Tiantian. In December last year Baidu announced the merger of Baidu Music with traditional music company Taihe Entertainment Group.

Related: China’s Music Streaming War: The Era Of Being Squished By Giants Is Not Over

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Alibaba Now Controls Investments Across The Entire Film Production Chain https://technode.com/2016/05/11/alibaba-now-controls-investments-across-the-entire-film-production-chain/ https://technode.com/2016/05/11/alibaba-now-controls-investments-across-the-entire-film-production-chain/#comments Wed, 11 May 2016 10:26:24 +0000 http://technode-live.newspackstaging.com/?p=38774 Alibaba has made a major purchase in cinemas, marking an important milestone as the Chinese tech giant now controls investments across the entire film industry production chain. The company’s entertainment arm, Alibaba Pictures, bought 1 billion yuan ($154 million USD) worth of convertible bonds issued by Guangdong Dadi Cinema Construction, who own 313 cinemas over 150 cities in China. According to […]]]>

Alibaba has made a major purchase in cinemas, marking an important milestone as the Chinese tech giant now controls investments across the entire film industry production chain.

The company’s entertainment arm, Alibaba Pictures, bought 1 billion yuan ($154 million USD) worth of convertible bonds issued by Guangdong Dadi Cinema Construction, who own 313 cinemas over 150 cities in China.

According to a filing with the Hong Kong stock exchange submitted on Monday evening, Alibaba will take on a 4.76 percent equity stake in the cinema company.

It’s Alibaba’s first foray into physical cinemas following spate of investments in entertainment content and distribution.

“Cinemas will play an integral part in Alibaba Pictures’ operations as the company aims to build an integrated entertainment platform,” said Alibaba Pictures CEO Zhang Qiang.

China’s growing middle class has fueled several box office records in the past eighteen months. In February this year Kung Fu Panda 3 netted $57 million USD during the movie’s opening weekend, becoming China’s biggest-ever animated film launch. Last weekend Captain America: Civil War sold $96.1 million in tickets over its first three days in theaters, besting the U.S. market by over $16 billion USD.

Alibaba has previously partnered with Hollywood production companies, including Paramount Pictures and Lionsgate to distribute and market U.S. blockbusters, such as Mission: Impossible – Rogue Nation. The Chinese tech company monetizes on the lucrative deals by selling merchandise through their e-commerce channels as well as ticketing services in their own on-demand platforms.

Alibaba’s first purchase in physical cinemas means the company could soon be overseeing the entire film production process, from investment to production, marketing, ticketing and cinema sales.

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One VR Platform To Rule Them All: iQIYI Wants 10 Million Users In 12 Months https://technode.com/2016/05/06/one-vr-platform-rule-iqiyi-wants-10-million-users-12-months/ https://technode.com/2016/05/06/one-vr-platform-rule-iqiyi-wants-10-million-users-12-months/#respond Fri, 06 May 2016 03:12:29 +0000 http://technode-live.newspackstaging.com/?p=38631 Chinese video streaming service provider iQIYI (爱奇艺) unveiled ambitious plans to create the “world’s largest Chinese-language VR platform” during the 2016 iQIYI World Conference on Thursday. The company also launched a virtual reality set and VR Partner Incentive Program, two initiatives to boost iQIYI’s new virtual reality platform. “In recent years, the investment in VR hardware development has made significant […]]]>

Chinese video streaming service provider iQIYI (爱奇艺) unveiled ambitious plans to create the “world’s largest Chinese-language VR platform” during the 2016 iQIYI World Conference on Thursday.

The company also launched a virtual reality set and VR Partner Incentive Program, two initiatives to boost iQIYI’s new virtual reality platform.

“In recent years, the investment in VR hardware development has made significant gains, but this cutting-edge technology still remains a futuristic concept to ordinary people in the absence of a VR content platform,” stated Gong Yu, founder and CEO of iQIYI in the company’s press release.

“iQIYI’s expertise in online video and games will serve us as a springboard to build up an open and complete industry chain that covers VR production, distribution and interaction,” he said.

iQIYI expects its virtual reality platform to reach more than 10 million users in China over the next 12 months.

iQIYI’s virtual reality set or “iVR +” includes two apps, the iVR Panorama Cinema and iVR Game Room, which are compatible with all head-mounted VR devices currently on the market. The VR Partner Incentive Program is twofold: the company will offer marketing, production, and operation assistance to VR content and device manufacturing partners, as well as work with VR video and game developers to make 10 copyrighted films and dramas and 100 copyrighted games into virtual reality content.

IP monetization is trending among Chinese tech giants as a way to generate revenue through content. In 2015, Tencent launched Tencent Pictures and Penguin Pictures, for producing and distributing online videos and movies. More recently in April, Alibaba Pictures, a Chinese film company under Alibaba, announced that it invested in Paramount Pictures’ Teenage Mutant Ninja Turtles: Out of the Shadows and Star Trek Beyond.

For video streaming platforms, such as iQIYI and its competitor Youku Tudou, copyrighted content is a crucial way to offer viewers popular and high-quality content. In 2015, both iQIYI and Youku Tudou signed licensing deals with Paramount Pictures, giving both platforms access to hundreds of movie titles. Virtual reality, if it becomes as mainstream as iQIYI hopes, is simply another form of content that providers will compete over for distribution rights and ownership.

As of March, the Baidu subsidiary had 350 million PC users and 275 million people using its mobile app, according to iResearch. Other video streaming services, such as Youku Tudou and LeEco, have launched their own virtual reality initiatives, such as the Youku Tudou’s VR channel and the LeVR headset, respectively.

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Virtual Gifts Are Still The Top Earner In China’s Live Video Streaming Market https://technode.com/2016/05/05/virtual-gifts-are-still-the-top-earner-in-chinas-live-video-streaming-market/ https://technode.com/2016/05/05/virtual-gifts-are-still-the-top-earner-in-chinas-live-video-streaming-market/#respond Thu, 05 May 2016 09:05:57 +0000 http://technode-live.newspackstaging.com/?p=37835 The first wave of Chinese live video streaming websites emerged in the second half of the 2000’s, later spawning into ‘virtual gift’ businesses, a model that has become as lucrative as gaming. These platforms enable viewers to reward content contributors with virtual gifts that can be purchased with real money. Platforms in turn take a cut of each virtual item. […]]]>

The first wave of Chinese live video streaming websites emerged in the second half of the 2000’s, later spawning into ‘virtual gift’ businesses, a model that has become as lucrative as gaming.

These platforms enable viewers to reward content contributors with virtual gifts that can be purchased with real money. Platforms in turn take a cut of each virtual item. The highly profitable sector has unsurprisingly attracted third-party companies who retail virtual gifts or market content for contributors or platforms.

Nasdaq-listed YY is considered a typical example and one of the most successful companies in the field. Originally creating an online games portal and a voice messaging service for game players, YY discovered their first inroads to virtual gifts in live-streaming amateur singers. They have since expanded to add gameplay, e-course, dating and even a channel for personal finance experts.

Virtual gifts pulled in about 1.5 billion RMB ($230 million USD) for YY in the fourth quarter of 2015. In the same period the company paid out more than 1.1 billion RMB ($170 million USD) to content contributors and channel operators.

Source: YY
Source: YY

Encouraged by the success of early entrants like YY, a large number of Chinese internet companies, with a wide range of core businesses, now operate live video streaming platforms with a slew of popular interactive functions or features including virtual gift. Live video streaming has also been widely available and hugely popular on mobile in China.

Amateur Singing, Professional Profits

About half a dozen early live platforms made a fortune in live streaming amateur performances, including YY, Tiange and 6.cn.

Tiange‘s 9158.com was one of the first services to host amateur singers and adopt the virtual item model. Besides virtual item sales, Tiange also generates minor revenue from gaming and advertising. Before expanding to other businesses in the past year or so, the company’s operating profit margin peaked at 41% in 2013.

Source: Tiange
Source: Tiange
Source: Tiange
Source: Tiange

As of June 2014, there were more than 29,000 live broadcasting ‘rooms’ on Tiange’s platform that were receiving as many as  5.5 billion virtual items monthly, according to the company.

Average revenue per user (ARPU) on YY Music, the equivalent of 9158.com, would reach 530 RMB ($82 USD) in the fourth quarter of 2015. 2.2 million paying viewers contributed more than 1.1 billion RMB in virtual item sales. Just over three years ago live performance streaming surpassed third-party games on the YY platform in both sales and ARPU.

Another major player in amateur singing was 6.cn, which started as an on-demand video site. 6.cn was acquired by Songcheng, a leading performing arts company in China, for 2.6 billion RMB (roughly $400 million USD) in March 2015. The company reportedly made 160 million RMB (roughly $25 million USD) in revenue in 2015.

The model has also helped a few on-demand music streaming services who are still struggling to turn a profit through their core business. Revenues from Fanxing, a YY Music-like service launched in 2012, accounted for 70% of the total for Kugou, one of the most highly used music streaming services in China, as of February 2016, as reported in local media. Kuwo, another major music streaming service, also developed a clone in the same year. The Chinese Ministry of Culture counted live singing streaming as part of China’s online music market in 2013 and concluded that about half of China’s online music sales that year could be attributable to live streaming.

Profitability aside, live singing performances on these platforms are oftentimes described in China’s tech industry as lowbrow entertainment, considered more of in the vein of pornography rather than art. It is found that gift buyers on those platforms are oftentimes males and gift receivers are overwhelmingly female, and the main audience, based in lower-tier cities or rural areas, are considered less educated.

Virtual Gifts Aren’t Profitable For Everyone

As Chinese tech companies become increasingly obsessed with providing a wealth of centralized services, live video streaming platforms are now packed with as many categories as possible. Online live-streamed gameplay, education courses, music concerts, sports events and gameshows have already become widely available.

Source: YY
Source: YY

Although virtual gift giving has crossed into several verticals, very few newly-added content categories are able to motivate viewers to make purchases. Generally speaking, fans show a preference for buying virtual gifts for their ‘stars’, whether they are professional artists or amateur singers.

Some platforms are experimenting with paid access to live streams of music concerts or other entertainment events. Several tech companies including Tencent and LeEco (formerly LeTV) touted that concerts live streamed through their platforms in recent years managed to attract tens of thousands of paid users.

Premium subscription has been a common offering on the Chinese web. LeSports, the spinoff of online video streaming site LeTV.com, recently rolled out a paid subscription model, with premium live sports costing 59 RMB (US$9) per month, much more expensive than existing paid subscriptions, which are in the 10 to 15  RMB (US$2) range.

Live Streaming On Mobile

Partly thanks to the hype created by mobile live streaming apps like Meerkat and Twitter’s Periscope, relevant Chinese tech services, including video clip sharing apps, on-demand video sites and social apps quickly adapted to the addition. Standalone live video streaming apps also keep emerging to challenge these established companies.

The two leading video clip sharing apps, Miaopai, funded by China’s leading Twitter-like service Weibo, and Meipai, owned by China’s largest photo editing service developer Meitu, both released a live streaming feature in early 2016.

Location-based social networking app Momo announced in late 2015 that they would open up their live video streaming platform to all users, even though it had originally been designed for the company’s self-organized concerts only. You can find live video broadcasters mixed in the list of Momo users with rankings based on their physical distance from you.

Once again, the major difference between these offerings and western live streaming apps is the virtual gift giving feature. Virtual gifts on Momo are priced from 0.1 RMB to 1888.8 RMB (US$290).

45% of YY Music’s total revenue was generated from mobile in the fourth quarter of 2015, up from 14% a year ago. While the average spend per user was about 20% less on mobile than desktop, total paying mobile users outnumbered those who paid via desktop, accounting for 64% of the total.

But there are still doubts about whether newly launched apps are able to monetize with this model. Qihoo 360, the market leader in internet security, incubated a live video streaming app called Huajiao last year. Hu Zhensheng, CEO of Huajiao and former CEO of short video sharing app Weipai, said in Feb this year that he didn’t think there was much room in the virtual gift model. Huajiao would experiment with advertising instead, according to Hu.

It is expected a larger percentage of content streamed on mobile will be contributed by average users in the future which, like all the previous user-generated online content, will be harder to monetize. But at the same time live streamed content may create more opportunities for social. YY has launched a separate live streaming app, called ME, for average users to live stream their daily life.

Image credit: Down.cc

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Alibaba-Backed Bona Film Delists From U.S. But Won’t Turn Its Back On Hollywood https://technode.com/2016/05/05/alibaba-backed-bona-film-delists-from-u-s-but-wont-turn-its-back-on-hollywood/ https://technode.com/2016/05/05/alibaba-backed-bona-film-delists-from-u-s-but-wont-turn-its-back-on-hollywood/#respond Thu, 05 May 2016 05:53:22 +0000 http://technode-live.newspackstaging.com/?p=38599 The Bona Film Group was the first Chinese entertainment company to be listed on NASDAQ, a feat accomplished in 2010. Now, 17 years since its founding in 1999, the Beijing-based distributor and producer whose films include The Grandmaster, Flying Swords Of Dragon Gate, and the From Vegas To Macau series, has joined a growing number of […]]]>

The Bona Film Group was the first Chinese entertainment company to be listed on NASDAQ, a feat accomplished in 2010. Now, 17 years since its founding in 1999, the Beijing-based distributor and producer whose films include The GrandmasterFlying Swords Of Dragon Gate, and the From Vegas To Macau series, has joined a growing number of Chinese companies that are delisting from U.S. indices.

The delisting was a long time coming and brought to a head amid a broad government-led campaign to distance China from foreign influence, but still was a difficult decision for Bona CEO Yu Dong.

“The idea to delist was like a seed,” Yu told local media last week. “It has been growing inside me for some years now, germinating and growing bigger and bigger.”

In December Yu joined a consortium to take Bona private with Alibaba Pictures, Sequoia Capital, and Fosun International. Other partners include Tencent affiliate Willow Investment, Fosun affiliate Orrick Investments, SAIF Partners, and All Gain Ventures.

Yu, a graduate of China’s prestigious Beijing Film Academy in movie production management, said that as early as 2010, Neil Shen, a Sequoia Capital general partner urged him to return Bona to the Chinese stock market.

“At that time, every entrepreneur was seeking their dream in America” Yu told China Business News (第一财经日报) last week. “I was quite reluctant to pull out of the United States, because it wasn’t easy to get in and we experienced accomplishments and setbacks every step of the way.”

But as competitors such as Huayi Brothers started to give them a run for their money, Yu’s decision to bring Bona’s  business home to the cash-rich local market got a lot easier.

After five years on NASDAQ, Bona had managed only to raise $100 million, a sum Yu considered inadequate for a business that had invested in 60 films and constructed 30 movie theaters.

“Huayi’s total valuation was 13 times ours at the peak,” Yu told China Business News. “Local investors took no notice of Bona.”

Bona joins a growing number of Chinese companies seeking to privatize with an eye to listing again on a domestic bourse where, the thinking goes, local investors better understand their businesses. According to Yu, Bona will relist on China’s A-share market within three years.

Bona may be delisting from an American bourse, but it is not retreating from the American market, which still, for now, is larger at the box office than China’s.

The company has just finished setting up an office in Los Angeles, and will begin operations there in May, Li Peng, a Bona investor relations executive, told China Film Insider. CEO Yu has been visiting L.A. every three months to meet with entertainment industry executives.

Last November, Bona announced a $235 million investment in The Seelig Group (TSG Entertainment Finance), that netted it a slice of six 20th Century Fox productions, including The Martian, Independence Day 2, X-Men: Apocalypse, and War For The Planet Of The Apes. Bona got no China distribution rights and the Fox titles were treated as imports, subject to quotas and a limited share of the revenue.

In addition to investing in films such as The Martian, Bona also has put money into Ang Lee’s Billy Lynn’s Long Halftime Walk, co-financed with Jeff Robinov’s Fosun-backed Studio 8.  An international version of Overheard (窃听风云), the Hong Kong crime thriller, is in an initial phase.

Overheard’s creators, Felix Chong and Alan Mak, are the same Hong Kong pair who made Infernal Affairs, which later was adapted by Martin Scorsese into The Departed. Bona CEO Yu is hoping the formula will work a second time around.

The six 20th Century Fox productions were chosen judiciously with returns in mind, Yu, who has the final say on Bona’s production investments, told local media.

“These investments were based on our rational judgment,” Yu said. “We invested in these particular films—we didn’t just go and buy their next 50 films.”

Chinese studios have started to pour money into Hollywood movie slates. Bona joins Beijing-based Perfect World Pictures, which in February announced a $500 million slate financing deal with Universal.

The Chinese companies are hoping to tap Hollywood’s expertise to create quality content they can feed back into a local market where box office figures have skyrocketed.

And as box office revenue has risen, so too have the number of cinema screens. Li told CFI that Bona will expand its infrastructure business to 100 cinemas and 800 screens over the next three years.

China currently has 31,627 screens to the roughly 39,000 that sit in North America. At its current growth rate, Yu expects China’s box office to be three times greater than North America’s in five to eight years.

This article originally appeared on China Film Insider

About the Author: Fergus Ryan is a reporter at China Film Insider and previously worked  as a journalist for the News Corp. publications China Spectator and The Australian.

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Time Warner Invests $10M In Live Streaming App Kamcord https://technode.com/2016/04/27/time-warners-invests-10m-kamcord-live-streaming-market-takes-off/ https://technode.com/2016/04/27/time-warners-invests-10m-kamcord-live-streaming-market-takes-off/#respond Wed, 27 Apr 2016 08:22:24 +0000 http://technode-live.newspackstaging.com/?p=38270 Live streaming company Kamcord announced a $10 million USD Series C led by Time Warner, a US-based global leader in media and entertainment. Other participants in the round include previous investors Tencent, TransLink Capital, XG Ventures, Plug & Play Ventures and Wargaming. The latest injection values Kamcord at more than $100 million USD. The company is hoping to […]]]>
Live streaming company Kamcord announced a $10 million USD Series C led by Time Warner, a US-based global leader in media and entertainment. Other participants in the round include previous investors Tencent, TransLink Capital, XG Ventures, Plug & Play Ventures and Wargaming. The latest injection values Kamcord at more than $100 million USD.
The company is hoping to capture two booming trends from China this year: gaming and live streaming.
Kamcord, with its major focus in gaming broadcasting, provides a software developer kit (SDK) so that players can record their game play. In December 2014, Y Combinator graduate Kamcord raised a $15 million USD from Tencent, billion-dollar Japanese gaming firm GungHo to cement their move into the Asian market.
The company revealed last June that China, Japan and South Korea make up 50 percent of mobile gaming revenue and have been investing heavily in China since 2015. It is estimated that China will overtake the US as the world’s largest mobile gaming market in 2016, according to the Global Mobile Game Confederation.
As citizen broadcasters gathered on Kamcord, the company added different categories including fashion, music, and even ‘Tinder’ to its category list.
The main difference between Kamcord and other global broadcasting channels such as Youtube and Twitch is that Kamcord pays their broadcasters, through a ‘virtual goods’ feature. Viewers can pay money to broadcasters, that is then split between the company and the broadcaster.
The live streaming market is known as a good money making business in China. A flock of Chinese tech companies, including YY Music and Momo, also use virtual goods features to allow fans to engage with performers through their respective apps. Last month, Twitch-like DouyuTV was valued at $100 million USD by Tencent and live streaming service YiLive received a 30 million RMB ($4.6 million USD) series A.
Image Credit: Kamcord
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Is Alibaba The Real Winner Of This Multi-Million Online Celebrity Ad Auction? https://technode.com/2016/04/22/alibaba-papi-jiang/ https://technode.com/2016/04/22/alibaba-papi-jiang/#respond Fri, 22 Apr 2016 06:37:42 +0000 http://technode-live.newspackstaging.com/?p=38183 People in China have become accustomed to the craziness that is the country’s internet startup scene, but 22 million RMB (US$3.4 million) for a single video ad is still a jaw-dropper. The first advertisement by Papi Jiang, China’s hit amateur video girl who secured a joint investment of 12 million RMB last month, was put under hammer […]]]>

People in China have become accustomed to the craziness that is the country’s internet startup scene, but 22 million RMB (US$3.4 million) for a single video ad is still a jaw-dropper.

The first advertisement by Papi Jiang, China’s hit amateur video girl who secured a joint investment of 12 million RMB last month, was put under hammer yesterday with a top bid of 22 million RMB, despite a recent government crackdown forcing online celebrities to take down videos due to the use of curse words. The price is even higher than the ads for China’s most popular TV event, the Spring Festival Gala.

Winner of the bid, a lesser-known cosmetics startup called Lily & Beauty, could gain a one-time promotion through Papi Jiang’s video after May 21st. Other benefits include promotions on Papi Jiang’s Weibo and WeChat accounts (one time each) and multiple ads on Logical Thinking, a knowledge-based video program hosted by Luo Zhenyu, Papi Jiang’s investor and the bid’s organizer.

Being held both offline and online, the bid started at 217,000 RMB and closed at the final bidding price within 7 minutes. Yang Ming, Papi Jiang’s manager, announced that all the money would be donated to the Central Academy of Drama, where she previously studied for a film directing masters course.

There’s not doubt that the auction, the first of its kind, will have a great impacts on China’s new media sector, the internet star economy and their commercialization modes, but there’s also another player that will benefit from the case: Alibaba.

Local media pointed out that all the parties involved in are related to the internet giant. The auction is streamed through Alibaba’s video affiliate Youku, which is aiming to push out more original professionally generated content amid tougher competition between rising video streaming sites like Tencent Video. The auction was also conducted on Alibaba’s online auction platform. The e-commerce giant is also the backer of Papi Jiang’s investor and bid organizer Luo Zhenyu and Series A investor of bid winner Lily & Beauty.

Luo Zhenyu posted a status to squash speculation, saying “22 million RMB for media hype? We are donating big bucks.” However it is undeniable that all the parties – with Alibaba links, have benefited from the deal.

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image credit: 21cbr.com

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Baidu’s Online Video Arm Receives $155M Investment Upon Spinoff https://technode.com/2016/04/21/baidu-video-funding/ https://technode.com/2016/04/21/baidu-video-funding/#respond Wed, 20 Apr 2016 22:22:35 +0000 http://technode-live.newspackstaging.com/?p=38030 Chinese search giant Baidu announced today that its online video unit Baidu Video is going to run its business independently. Hu Hao, former manager of Baidu’s video business department, has been appointed as CEO of the new subsidiary. Along with the news, the new company is completing a 1 billion RMB ($USD155 million) investment led […]]]>

Chinese search giant Baidu announced today that its online video unit Baidu Video is going to run its business independently. Hu Hao, former manager of Baidu’s video business department, has been appointed as CEO of the new subsidiary.

Along with the news, the new company is completing a 1 billion RMB ($USD155 million) investment led by New Culture Media with participation of Zeus Entertainment and SAIF Partners. The investors will not only bring capital support, but also open up their IP and operation resources to the new spinoff, the company said in a statement.

As the first major move following the spin-off, Baidu Video launched a 500 million RMB investment program earmarked for professionally generated content (PGC) development as the production model of Chinese video sharing sites swings form user-generated content to professionally generated content. The capital will go towards supporting high-quality professional content and production teams, the company added.

Currently, the platform claims to have accumulated over 580 million videos and over 300 million mobile users, cooperating with thousands of PGC producing institutions.

The PGC-focused subsidiary, Baidu-backed online video streaming site iQIYI and Nuomi, Baidu’s group-buying service that has a hand in offline entertainment will form three prominent parts in Baidu’s culture and entertainment business pipeline.

In order to release capital pressure and increase efficiency, Baidu announced an ‘Aircraft Carrier’ project in June 2015, opening up a series of businesses for outside investment. Baidu Video’s funding is the latest move to boost this program. Other businesses that have received outside funding include company’s food delivery service Baidu Waimai, after school tutoring platform Zuoyebang and Baidu Literature.

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Chinese Netizens Mourn Over Kobe Bryant’s Last Game https://technode.com/2016/04/14/chinese-netizens-mourn-kobe-bryants-last-game/ https://technode.com/2016/04/14/chinese-netizens-mourn-kobe-bryants-last-game/#respond Thu, 14 Apr 2016 09:15:06 +0000 http://technode-live.newspackstaging.com/?p=37836 Weibo, the Chinese equivalent of Twitter, was filled with sobbing emojis today as Chinese netizens paid tribute to Kobe Bryant’s last NBA game with mournful tweets and nostalgic messages. Hashtags like “It’s not just a game” (不只是比赛) and “I was alive during the time of Kobe” (我活在科比的时代) have flooded Weibo’s newsfeed, and celebrities, such as Taiwanese pop star […]]]>

Weibo, the Chinese equivalent of Twitter, was filled with sobbing emojis today as Chinese netizens paid tribute to Kobe Bryant’s last NBA game with mournful tweets and nostalgic messages.

Hashtags like “It’s not just a game” (不只是比赛) and “I was alive during the time of Kobe” (我活在科比的时代) have flooded Weibo’s newsfeed, and celebrities, such as Taiwanese pop star Jay Chou and Chinese actor Yifeng Li, are honoring Bryant’s 20-year career with throwback pictures of the time they hung out with the “Black Mamba.”

Screenshot_2016-04-14-16-00-50_com.sina.weibo_1460621315067
#ILivedDuringTheTimeOfKobe I just cried my eyes out at work (literally “crying myself into a dog”), I feel so ashamed! But I’ll never be able to find that kind of exciting youth again!”
Screenshot_2016-04-14-15-58-53_com.sina.weibo
“An era of an idol, a kind of ‘mamba’ spirit, ‘snail shell’ (nickname for Kobe Bryant), memories, youth, deep love, brotherhood.”
Screenshot (233)
“The beginning of English class.”

China’s obsession with the NBA spans decades, which many trace back to 2002 when 7-foot tall Chinese basketball player Yao Ming was drafted by the Houston Rockets. In 2007, over 200 million Chinese people tuned in to one of the most watched NBA games of all time, when Yao Ming faced off another Chinese basketball player, Yi Jianlian, in a match between the Houston Rockets and the Milwaukee Bucks. In comparison, an average of 15.5 million Americans are estimated to watch NBA Finals on T.V.

Though Yao Ming retired in 2011 due to injuries (fun fact: he’s now the celebrity front man for English education company VIPABC), China’s fever for the NBA grew. In 2012, the NBA claimed that its previous three seasons received 9 billion video views on their Chinese website, an increase of 180% from the year prior. Currently, the NBA has more than 30 million followers on its Weibo account.

The numbers behind the NBA’s following in China are so impressive that tech giants like Tencent and ZTE have invested in NBA partnerships to boost marketing. The latter is sponsoring five NBA teams, including the Chicago Bulls and Houston Rockets. In July 2015, Tencent and the NBA extended their five-year partnership, which brings live NBA games and other NBA programming and content to Tencent’s various content platforms, including Qzone, Tencent Video app, Tencent News app, and more.

It’s a sad day for Kobe Bryant fans in China, who call the basketball star by various nicknames, including “Old Kobe” (老科), “My Kobe” (我科), or even “snail shell” (蜗壳), which is a homonym of “My Kobe.” Though other NBA players, like Vince Carter and Tracy McGrady, are just as loved and worshiped by Chinese NBA fans, for many, Kobe Bryant’s departure from the professional basketball signals “the end of their youth.”

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Alibaba Finalizes Youku Tudou Buyout https://technode.com/2016/04/07/alibaba-youku-buyout/ https://technode.com/2016/04/07/alibaba-youku-buyout/#respond Thu, 07 Apr 2016 07:33:47 +0000 http://technode-live.newspackstaging.com/?p=37562 Alibaba is recording another milestone in the construction of their entertainment empire. China’s top video service Youku Tudou Inc. announced Tuesday that it has completed privatization after a six-year run on NYSE, which means the site has become a wholly-owned subsidiary of Alibaba according to a 3.5 billion USD buyout deal the companies announced last year. […]]]>

Alibaba is recording another milestone in the construction of their entertainment empire. China’s top video service Youku Tudou Inc. announced Tuesday that it has completed privatization after a six-year run on NYSE, which means the site has become a wholly-owned subsidiary of Alibaba according to a 3.5 billion USD buyout deal the companies announced last year.

Victor Koo, the chairman of board and the CEO of Youku Tudou, said the company plans to return to the A share market within 3 years, and the relevant procedures have started. Koo disclosed that the group is still discussing the re-listing, they did not exclude the possibilities of back door listing, restructuring, or transferring to a shareholding company, Tech Sina reports.

It is not difficult to understand the reasons for Youku Tudou’s privatization. The company’s market cap is around 4.57 billion USD, much lower than the 109.1 billion RMB (16.86 billion USD) valuation of a comparable A-share video site Letv.com. Iqiyi, another video sites backed by Baidu, also plans to list on the A share market.

Following the merger, the two companies will share resources in users, e-commerce, data, content and channels, Alibaba CEO Zhang Yong said.

Although Alibaba entered entertainment industry relatively late, the e-commerce behemoth has taken solid steps in building a digital entertainment ecosystem. Currently, Alibaba’s entertainment business has covered all major sectors include Ali Pictures, Ali Music, Ali Game and Ali Sports.

Tencent Interactive, the entertainment unit of Alibaba’s major rival Tencent, also launched a plan last month to create synergy effects among its entertainment-related businesses including Tencent Game, Tencent Literature, Tencent Animation and Tencent Films.

China’s online video scene is getting close to its peak development stage while leading players in the field like Youku Tudou, iQiyi, Tencent Video and Sohu Video are being considered as traditional video sites. More internet giants are supercharging their focus on setting up entertainment ecosystems, of which online video is an important, but not the sole part.

Aside from that, non-traditional video sites are rising in a big way, attracting the attention of both entrepreneurs and investors. AcFun, China’s top ACG associated video sharing site, has received 50 million USD from Youku Tudou. Another similar site Bilibili is recording a valuation of 1.7 billion RMB. Tencent led a 100 million USD investment in gameplay sharing service Douyu TV.

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Xiaomi Leads $25M Investment In Hungama To Fuel Indian Expansion https://technode.com/2016/04/05/xiaom-invests-hungama-india/ https://technode.com/2016/04/05/xiaom-invests-hungama-india/#respond Tue, 05 Apr 2016 05:51:07 +0000 http://technode-live.newspackstaging.com/?p=37468 Chinese smartphone maker Xiaomi has participated in a $25 million USD financing round in Hungama Digital Media Entertainment, an Indian online publisher and aggregator of entertainment content. This is Xiaomi’s first investment in India and the reason behind the deal is self-evident. As domestic competition in China is stiffening and India is becoming a strategic […]]]>

Chinese smartphone maker Xiaomi has participated in a $25 million USD financing round in Hungama Digital Media Entertainment, an Indian online publisher and aggregator of entertainment content.

This is Xiaomi’s first investment in India and the reason behind the deal is self-evident. As domestic competition in China is stiffening and India is becoming a strategic focus for Xiaomi as they seek to maintain sustainable growth.

Other participants of the round include Hungama’s existing investors Intel Capital, Bessemer Venture Partners and Rakesh Jhunjhunwala, a top investor and billionaire in India. The consortium will pick up a minority, but undisclosed, stake in the Mumbai-based company.

Hungama Digital Media Entertainment is Indian’s leading aggregator, developer, publisher and distributor of Bollywood and South-Asian entertainment content. The company claims to have over 65 million monthly active consumers who access Hungama across platforms for its music, video and movie services. Hungama Play will add 1,500 hours of TV content in Indian languages and English, the company said in a statement.

The new capital is earmarked for content development and improving technological support for Hungama Music and Hungama Play on mobile terminals.

The tie-up will help Xiaomi to integrate Hungama’s content services, including themes and ringtones, into the company’s Mi platform. “We consider smartphones as a platform for us to deliver internet services, and it includes content. As our user base in India grows and as 4G penetration in India continues picking up, we will start to see more and more consumption of digital media through Xiaomi devices,” said Xiaomi vice president Hugo Barra.

Chinese internet companies like Alibaba and Tencent, have made aggressive moves to tap the content market and Xiaomi is no exception. The firm made its first major move into digital content sector in 2014 with a 1 billion USD investment. Of the capital, the firm has invested $300 million in online video provider iQiyi and bought a stake in China’s largest video streaming site Youku Tudou.

Xiaomi entered the Indian market in July 2014 and started to manufacturing locally since last year. Over 75% of its smartphones sold in India are made in the country.

India has over 1.2 billion people as the world’s second largest country in terms of population. However, its internet penetration is comparatively low with 400 million netizens and an estimated 220 million smartphone users. The country is wildly recognized as an emerging market for internet startups as China’s market is reaching saturation.

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China Is Creating A Revolutionary Talent Show Format Online https://technode.com/2016/04/02/china-creating-revolutionary-talent-show-format-online/ https://technode.com/2016/04/02/china-creating-revolutionary-talent-show-format-online/#respond Sat, 02 Apr 2016 01:51:18 +0000 http://technode-live.newspackstaging.com/?p=37163 China’s unique tech ecosystem coupled with a huge connected user base is a catalyst for disruption, and now they are reinventing one of the most hallowed traditional forms of entertainment: the gameshow. Super Girl, one of the longest-running and most successful reality TV talent shows in China, is moving its main stage online, creating a completely new format for cross-medium […]]]>
2016 Super Girl Online Audition
2016 Super Girl Online Audition

China’s unique tech ecosystem coupled with a huge connected user base is a catalyst for disruption, and now they are reinventing one of the most hallowed traditional forms of entertainment: the gameshow.

Super Girl, one of the longest-running and most successful reality TV talent shows in China, is moving its main stage online, creating a completely new format for cross-medium gameshows. While game shows worldwide have enabled online voting and mobile social features, Super Girl is completely transcending the barrier between internet and television with a large portion of the show actually resembling a payment-enabled social network.

The  2016 season of the singing reality show kicked off this past January and will continue through August on live stream through Hunantv.com (aka. Mangguo TV), the video streaming service of the organizing TV broadcaster Hunan Broadcasting System, and Mango Live (not official translation), a live video streaming app tailor-designed for the new model.

Apart from live streaming auditions in ten cities across China, the show for the first time introduced online open audition that allows those auditionees to perform live from any place.

Online audition can accommodate applicants from any place.
Online audition can accommodate applicants from any place.

All contestants are required to create profiles on the Mango Live app where they can live stream performances, share multi-media content and interact with followers. Real-time commenting, contestant-fan chatting, and virtual gifts/points buying are enabled on the app.

Contestant Profile on Mango Live App
Contestant Profile on Mango Live App

Viewers can reward contestants virtual points either earned by fulfilling gamified tasks or bought with money. Mobile payments are supported by WeChat Payment, the mobile payment solution of Tencent, and Alipay, the online payment solution of Alibaba’s finance arm.

Supergirlranking

After the preliminary casting where 300 hopefuls will be picked out by judging panels, there will be a one-month long online vote to advance one third of the contestants to the next stage.

Then the 100 girls will undergo two-month training which will be live streamed 24/7, according to the organizer. To help the 100 girls cultivate fans beyond the Mango Live app, the organizer has partnered with Owhat (fan engagement app), Baidu Tieba (online fan forum), Weibo (the leading Twitter-like social media), Q-zone (the Facebook-like social network from Tencent) and Changba (a social Karaoke app).

After selecting the top 20 girls through competitions in skill development and fan cultivation, the contest will finally begin and be live broadcasted both online and on TV.

The Evolution Of Digitally-Enabled Voting

Online voting will play an important role during each stage of 2016 Super Girl.

The show was actually one of the first TV shows in China to take voluntary voting into account. The first season in 2004 introduced audience vote through SMS, much like other gameshows worldwide at the time, that generated a surprising amount of revenue through millions of SMS votes sent in by viewers for the supporting telecom operator.

The management of the TV broadcaster are proud that Chris Lee (aka. Li Yuchun), the winner of the first Super Girl season whose singing didn’t impress professional judges but won the audiences’ hearts, is still one of the biggest pop stars in China. Super Girl and Happy Boy, the two flagship talent shows of the broadcaster that both conduct voluntary voting, have produced more than a dozen first-tier pop stars in the past eleven years.

While SMS was the only technology available to conduct voting a decade ago, the broadcaster is now using a whole new set of powerful online means to further democratize the show. Online voting makes real-time ranking possible. Mango Live app ranks contestants based on the virtual points each contestant has received from viewers.

Revolutionizing The Artist Development Process

Another major difference 2016 Super Girl will make is that contestants are able to build a following from the very beginning through the Mango Live app and other social platforms.

Previously winners of the broadcaster’s talent shows would be signed to (and managed by) Tianyu, an artist management company founded the same year as the first Super Girl season. Now all the interactive functions available with the broadcaster’s online platforms and other social media will help promote artists in a very different way.

No matter how far a contestant can go with the contest, they are able to rise to stardom by attracting a large fan base. With the casting just starting last month, a handful of girls have already built a considerable following.

Will The Next Chinese Super Stars Emerge From Online Platforms Instead Of TV Programs?

It is expected the next Chinese super stars will emerge from such new internet-enabled formats as Super Girl’s instead of conventional TV programs, as the web is where core audience are and increasingly more shows will take place.

Chinese online video viewers reached 504 million, some 73% of the total Chinese internet users, and mobile video viewers were 405 million as of 2015, according to the latest annual report by CNNIC. Like many other markets, typical online video viewers in China are young. The 2016 Super Girl production team has found that more than 50% of their applicants were born after 1995.

While almost all TV programs have been available online, the amount of online-only content is growing rapidly.

Not only are online video services able to live stream shows or other events as much as they like, Chinese online video streaming sites, with a majority of them backed by deep-pocketed big tech companies, have been investing heavily in original shows or licensing exclusive content to differentiate themselves from competing video streaming sites and TV broadcasters. Online video companies are also able to create more interactive shows or viewing experiences than conventional TV content producers.

Qi Pa Shuo, a debate show initiated by video streaming service iQiyi.com, has produced a dozen stars with only two seasons. Ma Dong, former chief content officer of iQiyi and a veteran TV program producer, along with the production team of the show, left iQiyi last year to up start a business producing online-only shows for various video sites. Only half a year since its founding Ma’s startup Me We Media (not official translation) was valued at RMB2 billion (about US$30mn) in the latest round of financing.

The popular Chinese online interactive networks, which accommodate amateur singers/performers, have incubated a handful of stars in recent years. A number of applicants of 2016 Super Girl are actually from these platforms such as singing platform YY Music and Karaoke app Changba.

Hunan Broadcasting System launched its online streaming site Hunantv.com, launched in 2011. It began producing original shows from the second half of last year and streaming third-party content from earlier this year. The Mango Live app, launched just before the 2016 Super Girl, has also begun live streaming other events. The company overseeing the two online services raised some 500 million yuan in external funding over 2015 and is reportedly raising another round in order to become a fully-fledged online video business.

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Bionic Arms, VR Controlled Teddy Bears, and Other Curiosities https://technode.com/2016/04/01/asia-hardware-battle-bionic-arms-vr-controlled-teddy-bears-and-other-curiosities/ https://technode.com/2016/04/01/asia-hardware-battle-bionic-arms-vr-controlled-teddy-bears-and-other-curiosities/#respond Fri, 01 Apr 2016 09:02:15 +0000 http://technode-live.newspackstaging.com/?p=37342 This year’s Asia Hardware Battle featured a smorgasbord of hardware products, making it clear just how broad the term hardware has become and how rapidly the field has expanded. The hardware competition showcased a total of fifteen startups from all over Asia: India, China, South Korea, Israel, and Japan. Startups came from a diverse range […]]]>

This year’s Asia Hardware Battle featured a smorgasbord of hardware products, making it clear just how broad the term hardware has become and how rapidly the field has expanded.

The hardware competition showcased a total of fifteen startups from all over Asia: India, China, South Korea, Israel, and Japan. Startups came from a diverse range of industries, tackling problems around urban farming, sleep quality, bad coffee, long distance relationships, healthcare, air pollution, personal fitness, and more.

Social enterprises made a strong presence at this year’s competition, such as Chakr, whose product converts harmful particulates from diesel emissions into ink. Health-related products were also popular, such as exii.Inc and MedEXO Robotics’ bionic arms, which help amputees and patients suffering from Parkinson’s, respectively. 

After a grueling session of fifteen back-to-back pitches, Asia Hardware Battle chose the following three startups as the winners:

Alesca Life

Related Post: Meet Alesca Life, The Urban Chinese Startup That Can Grow Your Lunch On Demand [Video]

exii Inc.

_MG_3652
exiii Inc.’s robotic limb is a 3D-printed alternative to replacement limbs for amputees, which can typically start at $15,000. exiii’s open source solution will retail within a year for around $2000, according to the company.

Meirenji (每人计)

U12553P693DT20150925114956
Meirenji won the final competition with their sophisticated solution to offline retail data collection and analysis.

See More: Meirenji.cn

This article is part of Technode’s coverage of ChinaBang, where Technode was the organizer of the event.

Image credit: Alesca Life, Live Braille, Rideon, Meirenji

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Alibaba Joins China’s Virtual Reality Race With New Research Lab https://technode.com/2016/03/18/alibaba-vr-lab/ https://technode.com/2016/03/18/alibaba-vr-lab/#respond Fri, 18 Mar 2016 10:13:13 +0000 http://technode-live.newspackstaging.com/?p=36923 technodeWhile VR technology is still lingering on the fringes of the mainstream consumer, China’s tech giants are wasting no time in entering the field. Alibaba announced Thursday the launch of its in-house VR research lab, dubbed the ‘GnomeMagic’ Lab after the inventor characters from World of Warcraft, together with the details of their VR strategy. The lab is overseen […]]]> technode

While VR technology is still lingering on the fringes of the mainstream consumer, China’s tech giants are wasting no time in entering the field.

Alibaba announced Thursday the launch of its in-house VR research lab, dubbed the ‘GnomeMagic’ Lab after the inventor characters from World of Warcraft, together with the details of their VR strategy. The lab is overseen by a group of lead engineers from Alibaba’s wireless and architecture divisions, the firm added.

The company’s plan for the VR lab stems from its core e-commerce business. For its first-ever project, the “Crater”, GnomeMagic Lab is going to develop a 3D virtual warehouse with a view to integrate VR into the shopping experience. Alibaba claims to have completed 3D modeling for hundreds of products and will accelerate the process with standard modeling tools.

Together with the lab, the company released Buy+ Plan, aiming to produce high-quality VR content in cooperation with Youku Tudou, Alibaba Entertainment and Alibaba Music.

Alibaba has already been building groundwork in the red-hot VR sector. Alibaba-backed Youku Tudou rolled out 360 degree panoramic videos in January this year, followed by a VR special report on this year’s NPC & CPPCC event. Notably, the company also participated in a $793 million USD C round for augmented reality company Magic Leap this February.

The year of 2016 is often referred to by industry insiders as “Year One” for virtual reality. Many domestic internet giants are flocking to the emerging industry. Alibaba’s rival Tencent announced last December an all-inclusive VR plan, including VR display headsets that support PC, game console and mobile devices. A consumer-level VR product is slated for this year, according to the company.

LeEco, or LeTV, has also taken their first steps into the market with the launch of a VR headset, LeVR Cool 1, in December 2015. Xiaomi is also spearheading forays into the sector with their own VR lab. Smaller players in the battlefield are Ants, Chines video player developer Baofeng, KAT and GDI.

It seems that virtual reality is getting real in China, influencing every field from e-commerce to cultural heritage protection and even sex tech.

Image credit: Alibaba

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Huayi Brothers Taps Hollywood Veterans To Launch Animation Unit https://technode.com/2016/03/15/huayi-brothers-taps-hollywood-veterans-to-launch-animation-unit/ https://technode.com/2016/03/15/huayi-brothers-taps-hollywood-veterans-to-launch-animation-unit/#respond Tue, 15 Mar 2016 07:44:39 +0000 http://technode-live.newspackstaging.com/?p=36799 Animated films in China are breaking the box office and Tencent-Alibaba-backed film studio Huayi Brothers Media Corp. is taking a bite of the action. The Chinese company said on  Monday that they will launch their own animation untit, headed by Hollywood veteran Joe Aguilar as chief executive. Mr Aguilar was formerly a producer at DreamWorks Animation […]]]>

Animated films in China are breaking the box office and Tencent-Alibaba-backed film studio Huayi Brothers Media Corp. is taking a bite of the action.

The Chinese company said on  Monday that they will launch their own animation untit, headed by Hollywood veteran Joe Aguilar as chief executive. Mr Aguilar was formerly a producer at DreamWorks Animation as well as Twentieth Century Fox.

In a statement to the Shenzhen stock exchange Huayi Brothers also announced that Markus Manninen will be the art director for the new company. Mr. Manninen worked on visual effects for the Kungfu Panda 3 movie, which grossed a record $146 million, the highest amount for any animated film in China.

The new unit is the latest in a series of links growing between the US film industry and China’s tech giants. Alibaba and Tencent have embarked on aggressive, individual spending sprees for IP content, as demand for entertainment continues to create a vacuum for local platforms. Just last week Tencent led a 500 million RMB ($76 million USD) funding round for boutique film studio Linmon Pictures, following a series of other deals including Disney partnerships covering ESPN and Star Wars. The Chinese tech giant also launched their own film production unit in September 2015.

Alibaba has expanded into all aspects of the film industry, from production to distribution, ramping up investment since the launch of Alibaba Pictures in early 2015. The company acquired the total remaining stake in Youku Tudou late last year, forming the cornerstone of their online subscription business. In 2015 the company forged strong links with Hollywood, including distribution deals with Disney and Paramount Pictures.

Huayi Brothers, which also counts Chinese finance institutions CITIC and Ping An among their core investors, has been laying the infrastructure in early 2016 for a cross-border expansion. In December the company revealed an investment in a Hong Kong shell company alongside Tencent Holdings and Jack Ma-backed Yunfeng Capital. The new entity will oversee the production of 10 live-action films and 3 animated films in cooperation with unnamed US production houses. Huayi Brothers also signed an 18-movie deal with Robert Simonds’ STX Entertainment last April.

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This Chinese ‘Uber for Escorts’ Startup Just Raised 5 Million RMB https://technode.com/2016/03/10/chinese-come-rent-startup-wants-uber-dating-services/ https://technode.com/2016/03/10/chinese-come-rent-startup-wants-uber-dating-services/#comments Thu, 10 Mar 2016 08:43:59 +0000 http://technode-live.newspackstaging.com/?p=36665 Despite boasting a population of over 1.3 billion citizens, China’s young people have a surprisingly tough time meeting people. At least that’s what one startup thinks. Hangzhou Ouch Technology Ltd.’s ‘Come Rent Me’* is a service that wants to monetize the spare time of China’s young people – by renting it to others. The company announced 5 […]]]>

Despite boasting a population of over 1.3 billion citizens, China’s young people have a surprisingly tough time meeting people. At least that’s what one startup thinks.

Hangzhou Ouch Technology Ltd.’s ‘Come Rent Me’* is a service that wants to monetize the spare time of China’s young people – by renting it to others. The company announced 5 million RMB (about $767,000 USD) in new funding from an undisclosed angel investor, according to an announcement on Monday.

Using Ouch Technology’s official Come Rent Me WeChat account, users rent themselves to strangers and vice versa. Fees are on an hourly basis and vary from 1 to 200 RMB per hour (about $0.15 to $30.70 USD). Rental activities include going to the movies, eating dinner, jogging, visiting ancient towns, and more.

“Nowadays, young people don’t want to go out,” says Yulong Fan (范宇龙), a co-founder of Come Rent Me.” Between going to and from work, most people either stay at home by themselves or play games. When people don’t leverage their free time, the opportunities to talk and meet with new people decreases.”

come rent me screenshots
From left to right: (1) Rental profiles on Come Rent Me. (2) The profile of a user renting out their time. She is a designer based in Hangzhou and will eat, go shopping, watch movies, and drink afternoon tea with clients.

Like Momo, a Chinese social networking app, Come Rent Me wants to help young Chinese people meet each other. However, unlike Momo, Come Rent Me views these meetings as monetization opportunities that individuals can capitalize on.

“We’re not a community platform,” says Mr. Fan.  “We’re running an information service. No matter what you do, whether it’s meeting someone or completing a task, you have a cost.” Mr. Fan believes that Come Rent Me dates have a comparable value to ticket sales, citing the example of ‘cross-talkers’, which is a type of performance popular in northern China involving casual comedic banter.

“Isn’t [that] a type of consumption too?” he says. “For example, maybe some people want to meet Jack Ma, but they can’t. If Jack Ma was on our platform, people would have the opportunity to meet him. So the rental fee is the cost of opportunity.”

When a user on Come Rent Me wants to rent someone, they pay for the number of hours they want to rent before receiving a text message from the platform. The text includes the WeChat ID of the person they want to rent. After making contact through WeChat, the person renting out their time can reject their client (in which case the client gets a full refund), or they can arrange the meeting and pay the fee.

The company compares itself to Uber and Didi Chuxing, two ride-hailing apps that have become icons of China’s burgeoning on-demand economy. “When Didi and Uber started, they wanted to enable individuals to make money outside of their day jobs. But at that time, people thought private cars were unsafe,” says Mr. Fan.

“Now, Uber and Didi have transformed the free time of individuals, and have made private cars acceptable,” he says. Come Rent Me has the same goal but instead of driving cars, individuals will rent out their time. “Don’t [performers and cross-talkers] sell their time?,” says Mr. Fan. “Or consultants and lawyers? Why can’t individuals sell their time?”

Come Rent Me is very similar to a mobile app called Zuwo (租我) or “Rent Me”, which is also a C2C rental service with hourly fees and specified tasks. Both Zuwo and Come Rent Me operate in the context of Chinese dating culture, where Chinese people in their 20’s and 30’s are often pressured by family members to get married. Both platforms appeal to users in that age range, who may not have many opportunities to meet and get to know strangers.

However, both companies also have to grapple with Chinese regulations around sex. In China, prostitution and porn are illegal, and media is often censored for “inappropriate” content. Though Mr. Fan claims that Come Rent Me is very strict when it comes to who is renting and what they’re renting, preventing illicit activity from happening on the platform is almost impossible, as there is no way to control what happens after two users meet offline. Other Chinese companies have also straddled this fine line, such as Momo, which was accused of facilitating prostitution by Chinese officials in 2014.

Founded in July 2015, the Hangzhou-based company claims that it has 500,000 users on its Come Rent Me WeChat platform. About 10% or 50,000 – 60,000 of those users offer services while the rest are clients, according to Mr. Fan. The company plans to launch a mobile app in April and will use its newest round of funding on offline and online marketing, in addition to product development.

*杭州哎呦科技有限公司/来租我 Our English translation

Image credit: Shutterstock

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Linmon Pictures Raises 500 Million RMB in Series B Backed By Tencent https://technode.com/2016/03/08/linmon-pictures-raises-500-million-rmb-series-b-funding-backed-tencent/ https://technode.com/2016/03/08/linmon-pictures-raises-500-million-rmb-series-b-funding-backed-tencent/#respond Tue, 08 Mar 2016 10:19:42 +0000 http://technode-live.newspackstaging.com/?p=36614 Shanghai-based “boutique entertainment studio” Linmon Pictures (柠萌影业) announced a round of 500 million RMB (about $76 million USD) Series B Funding on Tuesday, according to Chinese startup and investor platform, ITJuzi. The round of investment was led by Hony Capital (弘毅投资) and followed by Tencent and Mango V Foundation. “In the near future, using this new round […]]]>

Shanghai-based “boutique entertainment studio” Linmon Pictures (柠萌影业) announced a round of 500 million RMB (about $76 million USD) Series B Funding on Tuesday, according to Chinese startup and investor platform, ITJuzi. The round of investment was led by Hony Capital (弘毅投资) and followed by Tencent and Mango V Foundation.

“In the near future, using this new round of funding, we plan to not only expand the production of our TV shows, but also invest in film, variety shows, and other kinds of content,” said Xiao Su (苏晓), the CEO of Linmon Pictures, in an article by Sina Finance.

Founded in August 2014, Linmon Pictures is an independent creator, producer, and distributor of entertainment content. In 2015, Linmon Pictures received a 100 million RMB round of Series A funding from Tencent, after which it produced three TV dramas: Chronicle of Life (寂寞宫廷春欲晚), A Love for Separation (小别离), and The Good Man (our translation, 好先生).

Tencent’s backing of Linmon Pictures marks another move into the entertainment industry by a Chinese tech giant. Both Tencent and Alibaba have made efforts to control more of China’s entertainment and media industry in the past year. In November 2015, Alibaba acquired Chinese online video provider, which signed a partnership with Paramount Pictures last September, and owns Alibaba Pictures Group. Last year, Tencent signed a deal with Disney to be the exclusive online distributor of Star Wars: The Force Awakens.

A spokesperson from Linmon Pictures could not be reached in time for comment.

Image credit: Sina Entertainment

Update (3/11/16 15:40): This post was updated to correct the Chinese name of Linmon Pictures.

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China Doesn’t Tip In Restaurants, But They Tip Millions Online https://technode.com/2016/03/07/digital-tipping-economy-china/ https://technode.com/2016/03/07/digital-tipping-economy-china/#respond Mon, 07 Mar 2016 03:32:35 +0000 http://technode-live.newspackstaging.com/?p=36500 Tipping wait staff for food, hotels, taxis or other service-based industries isn’t the norm in China. While it is widely believed that Chinese consumers are generally unwilling to participate in the tipping culture, a wealth of online ‘tip’ services shows otherwise. In fact Chinese netizens commonly tip on a range of online services from literary works to […]]]>

Tipping wait staff for food, hotels, taxis or other service-based industries isn’t the norm in China.

While it is widely believed that Chinese consumers are generally unwilling to participate in the tipping culture, a wealth of online ‘tip’ services shows otherwise. In fact Chinese netizens commonly tip on a range of online services from literary works to live-streamed performances.

Shang (赏) an Article on Weibo
Shang (赏) an Article on Weibo

Tipping online is called ‘da shang'(打赏), or ‘shang’ (赏) for short, a practice in ancient China that the upper class rewarded people with a lower social status. Da shang oftentimes happened during performances, when audiences would give gifts or cash to performers who belonged to one of the lowest social classes back then. In those days some types of performances, especially those performed on the street, didn’t charge admission but relied solely on tips voluntarily left by audiences.

It is believed, though artists are not perceived as socially disadvantaged anymore, that explains why tipping artists and content creators is popular in China while other forms of tipping have gone by the wayside.

Some tipping-enabled platforms even have charts ranking top virtual gift buyers, which gives them a social status boost in the virtual world, and in turn encourages more consumption.

As online payment is becoming increasingly commonplace, tipping has become an important revenue stream for many online content and service providers. Some who count on contributor-generated content and services unsurprisingly take cuts from the tips.

A Must-Have Feature On Various Publishing Platforms

Ds Shang feature on an Online Game
Da Shang Feature with an Online Game

Most tipping norms and practices in the Chinese online world can be traced to the gaming world. Literature works published online also attract a large number of tips.

In 2013, an author known as Meng Ru Shen Ji received a tip of 1.58 million yuan (more than $200,000  USD) from a 24-year-old business man. In 2014 a reader in his 60s gave a 1 million yuan tip to Tang Jia Shan Shao, a celebrated author.

The price for a work originally published by Chinese online publishers, normally based on the number of Chinese characters, was generally lower than that for a print book. It was the tipping feature that helped top-grossing authors make tens of millions yuan in annual income.

Now most Chinese online platforms that enable text, audio and video publishing have enabled tipping in the hope of generating more or less extra money for content creators or themselves, in addition to revenues from advertising or paid consumption.

Alipay, the online payment service from Alibaba’s finance arm, and WeChat Payment, the mobile payment solution by Tencent, are among the most popular payment solutions adopted for giving tips.

weibotipping
Tipping on Weibo

Sina’s blogging platform and Weibo, the leading Twitter-like micro-blogging service affiliated with Sina, added a tipping feature in 2014.

In the period from June 2014 to June 2015 a total of more than 50 million yuan in tips went to Weibo post authors, according to Chen Fuyun, vice president of Weibo operations.

WeChat, China’s most popular mobile messaging app, enables businesses or writers to publish articles through its official account system (aka. public account system). While the service has recently begun testing a paywall, a tipping feature was added in May 2015.

WeChat allows for up to 256 yuan (US$40) for each tip. Transactions are processed by WeChat Payment, which takes only two clicks to make a payment within the app.

wechattipping
117 readers have tipped for this article.
Entering Your Password to Tip
Giving a tip for a WeChat article

Alipay’s mobile app, which provides a variety of financial services and more recently added social features, began to allow users to tip for content shared onto its social sharing platform or on its live streaming channel in October 2015.

Giving a Tip on Alipay App
Giving a Tip on Alipay App

It generates random tip amounts and no password is required for a transaction of less than one yuan.

Mafengwoshang
Giving Tips on Social Travel Service Mafengwo

Travel diaries shared onto social travel service Mofenggo can also receive tips through Alipay or WeChat Payment.

More Money in the Entertainment Industry

It’s not surprising that average entertainment industry fans are willing to spend more money to show their support than those of authors.

Five hours after pop singer Hua Chenyu posted his new single on Weibo in August 2014, he received some 105,000 yuan through about 23,000 payments. The song download was sold at 2 yuan and tips were allowed. So the money paid as tips amounted to more than twice the song sales.

A survey conducted by Tencent’s online media division at the end of 2015 shows that about 6 percent of a survey of more than 7000 paying music users tipped singers online.

The whole industry of online interactive shows, which is huge in China, has been dependent on virtual gift buys from audiences for revenue generation. Kugou, one of the leading online music companies, saw some 70 percent of their total revenue come from virtual gift sales on their interactive video platform, according to a recent report by Jiemian.com, though its music streaming service is one of the biggest in China.

Will It Change the Tipping Culture in China?

Digital tipping is so popular in China that a few startups focusing on it have emerged. With a plugin like this one WordPress bloggers can receive tips through WeChat or Alipay.

Youshang, launched in August 2015, is dedicated to helping anyone collect tips on various online or offline occasions via QR code, which is widely accepted among Chinese mobile payment users. Both Alipay and WeChat Payment are equipped with QR code readers to process payments. WeChat can also read QR codes shared between users and complete transactions within the app.

Now street performers don’t need a tip jar anymore but a QR code generated by a service like Youshang. A few services like Youshang are also encouraging restaurant wait staff to ask for tips through digital tip jars.

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Alibaba’s Finance Arm Looks To Invest In Caixin https://technode.com/2016/03/03/alibabas-finance-arm-looks-to-invest-in-caixin/ https://technode.com/2016/03/03/alibabas-finance-arm-looks-to-invest-in-caixin/#respond Thu, 03 Mar 2016 13:00:34 +0000 http://technode-live.newspackstaging.com/?p=36418 Just over two months ago Alibaba agreed to acquire Hong Kong’s flagship English language daily, the South China Morning Post, and now it appears the media spending spree isn’t over. In a statement on Wednesday, Caixin Media Company Ltd., the well-known publisher of Chinese finance magazine Caixin, revealed they were in talks with new investors. Sources cited by the Wall […]]]>

Just over two months ago Alibaba agreed to acquire Hong Kong’s flagship English language daily, the South China Morning Post, and now it appears the media spending spree isn’t over.

In a statement on Wednesday, Caixin Media Company Ltd., the well-known publisher of Chinese finance magazine Caixin, revealed they were in talks with new investors. Sources cited by the Wall Street Journal say the talks are indeed with Alibaba’s financial arm, Ant Financial.

Caixin’s statement notes that the potential partner will not “violate Caixin’s editorial independence,” and that no concrete terms have yet been laid out.

Caixin’s flagship magazine is one of the most influential names in Chinese finance, business and politics coverage. The publication has a strong data and analytics background, and maintains indices covering a wide range of Chinese industry.

The synergies between Alibaba and Caixin are numerous. The tech powerhouse has been leading an aggressive expansion into media, entertainment and content. In late 2015 they bought out the remaining stake in video streaming site Youku. In December Alibaba forked out $266 million USD to acquire the South China Morning Post.

Alibaba has also joined forces with Tencent to produce original film content, as well as growing out Alibaba pictures, their film production and marketing arm founded in early 2015.

Alibaba has also been extending into financial management services, which could see strategic benefits from a partnership with Caixin Media. Caixin didn’t state how much they are seeking to raise in the upcoming round, or any other financial terms specific to the deal.

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Chinese Mobile Ad Tech Giant Mobvista Buys US-Based NativeX For 25 Million https://technode.com/2016/03/02/chinese-mobile-ad-tech-giant-mobvista-buys-us-based-nativex-for-25-million/ https://technode.com/2016/03/02/chinese-mobile-ad-tech-giant-mobvista-buys-us-based-nativex-for-25-million/#respond Wed, 02 Mar 2016 04:04:02 +0000 http://technode-live.newspackstaging.com/?p=36339 Mobvista, Asia’s largest mobile ad network, has agreed to acquire US-based NativeX for 160 million yuan (24.5 million USD), the companies said on Tuesday. “Acquiring NativeX is another key step in realizing our global ad-tech vision to develop a multi-dimensional global ecosystem of mobile traffic,” said Mobvista CEO Wei Duan. The company claims to receive 10 […]]]>

Mobvista, Asia’s largest mobile ad network, has agreed to acquire US-based NativeX for 160 million yuan (24.5 million USD), the companies said on Tuesday.

Acquiring NativeX is another key step in realizing our global ad-tech vision to develop a multi-dimensional global ecosystem of mobile traffic,” said Mobvista CEO Wei Duan. The company claims to receive 10 billion daily impressions across 240 countries.  

Minnesota-based NativeX was founded in 2000 by twin brothers Robert and Ryan Weber, and produces advertising for mobile games and apps. The company claims to have over a billion users across 178 countries, with 12 consecutive years of profitability. NativeX, now a subsidiary of Mobvista, will grow their team as part of the acquisition, maintaining their current leadership structure. CEO Rob Weber will also become a Vice President at Mobvista.

A Mobvista spokesperson told Technode that globalization is a top priority for the company in 2016. The Guangzhou-based company follows in the footsteps of several large Chinese tech powerhouses looking to expand globally in 2016. As the local market saturates amid a slowing economy and China’s tech companies begin to mature, finding new markets has become a priority for big names as well as smaller players looking to expand early and stave off competition.

Mobvista, founded in March 2013, secured their 12 million USD A series led by NetEase, followed by a 200 million yuan series B from Shanghai Media Group, Golden Eagle Broadcasting System, Haitong Securities and China Securities in mid-2015. Mobvista listed on the National Equities Exchange and Quotations (NEEQ), China’s over-the-counter equities exchange, in November 2015. At the time the company said the move was designed to fund their global expansion.

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Momo Stock Surges 20% As Alibaba Vice Chairman Joins Board https://technode.com/2016/02/24/momo-stock-surges-20-as-alibaba-vice-chairman-joins-board/ https://technode.com/2016/02/24/momo-stock-surges-20-as-alibaba-vice-chairman-joins-board/#respond Wed, 24 Feb 2016 10:34:08 +0000 http://technode-live.newspackstaging.com/?p=36187 Momo Inc., one of China’s most popular social networks, saw its stock leap almost 20 percent following an announcement that Alibaba Holdings Group Ltd. vice chairman Joseph Tsai has joined the company’s board. Momo received a privatization bid in June 2015, just six months after their NASDAQ listing in December 2014. Tsai’s involvement suggests that Alibaba could […]]]>

Momo Inc., one of China’s most popular social networks, saw its stock leap almost 20 percent following an announcement that Alibaba Holdings Group Ltd. vice chairman Joseph Tsai has joined the company’s board.

Momo received a privatization bid in June 2015, just six months after their NASDAQ listing in December 2014. Tsai’s involvement suggests that Alibaba could have a hand in the bid, which is currently led by Momo CEO Tang Yan, with participation from Matrix Partners China and Sequoia Capital.

Momo’s stock rose to $12 on Tuesday, it’s highest peak since May 2015. The company’s stock tumbled 40% in the second half of the year as progress on privatization stalled alongside general volatility in the Asian markets.

Momo joins a number of Chinese tech companies looking to re-list in China. At the time of the initial privatization bid in June, Momo was the thirteenth company to plan a delisting from the US markets in 2015. Just a week earlier Chinese internet giant Qihoo 360 had also revealed privatization plans.

Momo initially began as a location-based social app for strangers, and has since extended into a wider networking platform. The company made a muted attempt to enter the US market with the release of a localized app called ‘Blupe’ in late December 2014, a month after their IPO.

The app failed to gain significant traction and the company has since refocussed efforts on the Chinese market. In September Momo launched ‘XianChang’ — meaning “on the spot”, a live concert broadcasting platform. The product targets China’s high demand for online streaming content, a vertical in which Alibaba has also been aggressively expanding.

Momo also has crossover with Alibaba in the digital gifts business and ‘lucky money’ drives. Acquiring the privatized social network could potentially help Alibaba extend into areas dominated by Tencent’s highly-popular WeChat and QQ social ecosystems.

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Chinese VR ‘Treadmill’ Startup Raises $1M In Funding https://technode.com/2016/02/23/chinese-vr-treadmill-startup-receives-1m-funding/ https://technode.com/2016/02/23/chinese-vr-treadmill-startup-receives-1m-funding/#respond Tue, 23 Feb 2016 09:30:39 +0000 http://technode-live.newspackstaging.com/?p=36124 Chinese virtual reality startup KAT received $1M USD in a round of angel investment led by Unity Ventures, they announced on Monday. The startup’s flagship product, KAT WALK, is an omni-directional ‘treadmill’ that lets users physically explore worlds in virtual reality. After strapping into a hanging harness, KAT WALK users can walk, run, wave their arms, and swivel around in place. […]]]>

Chinese virtual reality startup KAT received $1M USD in a round of angel investment led by Unity Ventures, they announced on Monday. The startup’s flagship product, KAT WALK, is an omni-directional ‘treadmill’ that lets users physically explore worlds in virtual reality.

bdabf15f54e6dc868716af037f965f7c_original
KAT WALK

After strapping into a hanging harness, KAT WALK users can walk, run, wave their arms, and swivel around in place. Special shoe covers interact with KAT WALK’s concave base, mapping the user’s movement in virtual reality. The product can sense up to 35 centimeters of vertical movement, including jumping, through KAT WALK’s sensors and harness.

“Frictionless walking is awkward, like walking on ice. To make walking in VR feel more natural, KAT WALK uses special high-friction material and the constant force of rolling friction,” explains the company on their Kickstarter campaign page. “This makes you feel like you are walking on real ground instead of sliding walk.”

The product is meant to overcome one of the fundamental barriers to virtual reality gaming: space constraints. The company claims that KAT WALK lets users experience limitless exploration in virtual reality without tripping over their living room table. They also claim that KAT WALK reduces the motion sickness sometimes induced by virtual reality.

“Virtual reality is about sensory immersion,” says Chen Pang, the CEO of KAT. “An important criterion for excellent VR products is how immersive they are.”

“KAT is committed to creating a more complete and unlimited virtual reality experiences for users,” she says. “After the KAT WALK series, KAT will create other virtual reality products.”

KAT WALK primarily targets small businesses, such as internet cafes, which can house the product and offer gamers more active VR content, like first-person-shooter (FPS) games. Currently, the product is headset-agnostic and can support any kind of VR content, as along as it incorporates KAT’s software development kit (SDK), which will be released “soon”, according to a spokesperson from KAT.

Last August the company ran a successful crowdfunding campaign on Kickstarter, raising $149,278 USD. KAT is currently partnering with XIMMERSE, a Guangzhou-based research and development (R&D) company that focuses on mobile visual computing technology, as well as VR content companies Sureal Technology (超凡视幻), Mirage (幻视), and ZHJLAB (指挥家).

http://v.youku.com/v_show/id_XMTI1ODY5NzkyMA==.html

KAT CEO Chen Pang presents KAT WALK at TechCrunch Shanghai 2015, hosted by Technode.

Image credit: KAT

Update (2/23/2016 18:25): This post was updated to correct Chen Pang’s name. Previously, we published it as Pang Chen (surnames are first in Chinese). 

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Why Intellectual Property Is Now Hot Property In China Tech https://technode.com/2016/02/22/why-intellectual-property-is-now-hot-property-in-china-tech/ https://technode.com/2016/02/22/why-intellectual-property-is-now-hot-property-in-china-tech/#respond Mon, 22 Feb 2016 03:54:18 +0000 http://technode-live.newspackstaging.com/?p=35859 The term ‘IP’ has emerged from general obscurity in the Chinese tech market to become one of the hottest buzzwords over the past few years. While China has historically been notorious for weak intellectual protection, tech giants and startups alike are beginning to tap into the all-valuable IPs behind gaming, film, TV and a wealth of other copyrighted content. It’s […]]]>

The term ‘IP’ has emerged from general obscurity in the Chinese tech market to become one of the hottest buzzwords over the past few years.

While China has historically been notorious for weak intellectual protection, tech giants and startups alike are beginning to tap into the all-valuable IPs behind gaming, film, TV and a wealth of other copyrighted content. It’s reflective of two emerging trends in the Chinese market: tech companies are expanding aggressively into entertainment or cultural sectors, and good content is scarce and in high demand.

China’s gaming industry was of the first to know the importance of IP. A handful of big tech companies, including Tencent, Sohu and NetEase, have seen a large portion of their revenue generated from a small number of game titles in the past years.

By 2015, established Chinese tech companies, especially the giants, have entered almost all entertainment sectors including book publishing, television, film production and distribution, online video production, and anime & cartoons.

While online piracy is still a big problem on the Chinese web, companies are increasingly taking legal or other measures to protect the rights to their originally developed or licensed content.

Tencent: From Gaming to Every Other Sector

So it’s not surprising that Tencent, the social network giant with gaming accounting for its largest revenue source to this day, was one of the first tech companies to tout the importance of intellectual property. If gaming can monetize on hundreds of millions users, adaptations based on already-popular games are a no-brainer.

In recent years Tencent tapped into almost all other non-gaming entertainment sectors, including the movie market which has been growing rapidly alongside the competing effort from Alibaba.

In September 2014 Tencent unveiled the Movie Plus program (our translation) to adapt popular games, books and anime titles of their own to movies by partnering with Chinese film production companies and other industry institutions. The program started with seven titles, four games, an anime, Roco (a role-playing social network for children), and one novel by Nobel laureate Mo Yan, which was signed by Tencent’s online publisher.

In 2015 Tencent unveiled two companies, Tencent Pictures and Penguin Pictures, for producing and distributing movies and online videos. Tencent Pictures’ in-house studios produce movies adapted from games. Penguin Pictures, which is managed by Tencent’s online video division, produces online shows. The first online drama series to be launched is based on Ghost Blows Out the Light, a best-selling novel first published on online publishing platform Qidian.com.

Tencent poached core team of Qidian.com, who created the online fiction publishing model which is widely adopted across China, in 2013. The company would later acquire Cloudary (or Shanda Literature), the largest online original works publisher consisting of Qidian and several other online publishing sites, in late 2014.

Apart from exploiting copyrighted materials of its own, Tencent also acquires rights to and develop games based on movies, television series, anime and even variety shows. The company has developed a social music game based on reality singing competition show The Voice of China, which is part of The Voice franchise. In 2013 the company hired Peter Chan, a well-know Hong Kong film director, to help develop a game based on Tian Ya Ming Yue Dao, a popular Wuxia novel.

LeTV: Exploiting Existing Rights

LeTV, one of the leading online video and smart TV companies, granted game developer LineKong exclusive rights to develop online games based on some of its drama TV series in which the former owns rights.

LeTV is well known for acquiring a large number of  TV drama series rights at relatively low prices before online video became mainstream in China. The company now also produces original drama series and other shows.

LineKong has developed a game based on The Legend of Zhen Huan, a hugely popular TV series that had brought LeTV a lot of money by simply reselling it to television stations and other online video sites.

In early 2015 LeTV announced that LineKong would begin developing a game based on a new drama series, which was still under production at the time, by the same team that produced The Legend of Zhen Huan.

(Update: LeTV has recently rebranded as LeEco.)

Huayi Brothers: from Movie to Gaming

Huayi Brothers, one of the leading film production companies, has invested in a bunch of game developers since 2010 that include OurPalm, YINHAN Games and Yingxiong.

After Shen Mo, a game developed by YINHAN Games in which Huayi Brothers has a controlling stake, began generating meaningful monthly income, Huayi Brothers started production on a movie spin-off.

The company saw over one third of its total revenue in the first three quarters of 2015 from online entertainment, primarily from gaming.

Conventional Drama & Film Production Industries: Extra Money

Developing a television series and a game in unison is a model that has been accepted by many in the conventional television and film industries.

Now it’s common to see a drama series or variety show being promoted together with an identically themed game. Online viewers are able to download the accompanying game through ad links, and TV viewers can scan a QR code shown on the screen to find it.

Image Source: Mi Yue Zhuan, an online game based on an identically-themed TV Drama.

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The World Of Chinese Interactive Online Video Shows https://technode.com/2016/02/19/the-world-of-chinese-interactive-online-video-shows/ https://technode.com/2016/02/19/the-world-of-chinese-interactive-online-video-shows/#respond Fri, 19 Feb 2016 05:02:28 +0000 http://technode-live.newspackstaging.com/?p=35937 Chinese online video services of all kinds, from TV and movie streaming websites to user-created live streaming platforms, now offer a variety of interactive features. These features are not new. Danmu, translated from Danmaku, is a real-time commenting function originated from Japan, and virtual ‘tipping’ live video streaming had been popular in South Korea long before it spread […]]]>

Chinese online video services of all kinds, from TV and movie streaming websites to user-created live streaming platforms, now offer a variety of interactive features.

These features are not new. Danmu, translated from Danmaku, is a real-time commenting function originated from Japan, and virtual ‘tipping’ live video streaming had been popular in South Korea long before it spread to China. Voluntary voting during a reality show had been conducted by Chinese television programs through either internet or, in earlier days, text message.

However, the combination of these capabilities has inspired new ways to engage audiences and produce online-only interactive content; for instance, real-time polling is used to decide encore songs during a live streamed concert. Some features, such as virtual gift sending and tipping, have become significant revenue sources.

A live broadcast of a debate on video site Youku-Tudou between Luo Yonghao, a celebrated smartphone startup founder, and tech reporter Wang Ziru attracted some 2.5 million viewers, with more than one million people participated in the voting. Luo’s supporters tipped a total of RMB9,000 (US$1,500), all of which went into Youku Tudou’s pocket, according to Youku Tudou.

Virtual gift sales have also been a major revenue source for live video broadcasting services companies like YY and Tiange (or 9158.com).

Online-Only Interactive Shows

In late 2014 the online video streaming service of social network giant Tencent produced Hi Song (our translation), an adaption of Irish TV talent show The Hit. It was one of the first online-exclusive shows in China to adopt the above-mentioned interactive features. It showcased how online service providers were poised to tap these features in a way that no traditional TV network could ever hope to.

Winners of the Hi Song competition were determined by online voting and other user-engagement metrics. A celebrity contestant who loses in one episode would get another chance so long as he or she got enough votes. The final episode received more than 5 million votes.

Tencent also claimed to use other metrics in the decisions, including feedback from the company’s other platforms, WeChat, Mobile QQ (mobile messaging and social sharing), and QQ Music (music streaming). The production team said they also made adjustments to the show’s format according to viewer feedback.

Real-time Comments during Hi Song Show
Real-time Comments during The Hi Song Show

Viewers are able to post Danmu comments, which are displayed on the screen and can be seen by all viewers. The final episode of Hi Song had some 30 million Danmu comments. There were also three sessions during the final for celebrities to chat directly with viewers.

Virtual Flowers Show on the Screen
Virtual Flowers Shown on the Screen (image credit: Qdaily)

Apart from voting, another major way for fans to show their support in these kinds of shows is by buying virtual flowers as gifts with real life money. One virtual flower costs RMB2 ($0.3). You can also pay RMB10 ($1.6) to have your ID attached onto a flower. There is a virtual flower chart that ranks the top gift buyers.

Virtual Gift Chart (image credit: Qdaily)
Virtual Gift Chart (image credit: Qdaily)

The whole season of the show reportedly had more than 400 million views. Tencent provides real-time demographics such as peak concurrent viewers, and their locations and gender.

These shows naturally have some high-level sponsors. For example, a pop-up window (reminding viewers to vote) features an ad by a major smartphone brand. It is believed sponsorship advertising is the major revenue source of the show. For a platform like Tencent who produces original shows, the interactive offerings so far are utilized for user engagement rather than revenues.

User-created Interactive Shows

For many Chinese user-created video broadcasting services, these interactive features are part of the shows on their platforms, and they count on interactive features, especially virtual gifts, for revenue generation.

YY’s live video broadcasting platform is a typical example. Since revenue from virtual gift sales is their only income source from the platform, broadcasters on YY are motivated to interact with their audiences so to encourage them to buy gifts.

From YY Music, which is for amateur singers, the YY live video streaming platform has expanded to gameplay, e-learning and, more recently, dating.

Source: YY
Source: YY

Revenue from YY Music, primarily from virtual gift sales, surpassed YY’s revenue from online games, one of the most lucrative online offerings in China, in 2012. YY Music would maintain strong growth driven by an increased number of total paying users and average revenue per paying user (ARPU). Not only are more users volunteering to tip performers, they have also been paying more on average.

YY Dating Virtual Stage
YY Dating Virtual Stage

YY’s dating service has speed dating participants on a virtual stage with a host for each dating session. Despite being a form of online dating, the format is modeled the popular dating TV shows, meaning it also attracts a substantial audience. YY allows users to send gifts to anyone on the ‘stage’, including the host. The service has been growing rapidly in both popularity and virtual gift sales. Its revenue surpassed that from online games in the third quarter of 2015.

User-created live video streaming platforms like YY have had their own social structure. On these platforms there are different channels managed by users instead of platform operators. Platforms also share virtual gift revenue with channel owners. A group of agents has also emerged, some of whom are also channel owners, that help promote broadcasters who agree to work with them on various live video streaming platforms.

In the live gameplay streaming sector, a few superstar broadcasters have stood out, with their respective platforms depending on them heavily for revenue. To retain them, platforms have begun paying them annual fees or ‘salaries’ in addition of revenue shares. The annual fees have been driven as high as 20 million yuan ($3 million USD). Many celebrated broadcasters are also able to monetize their loyal audiences by selling merchandize through e-commerce platforms like Alibaba’s Taobao.

Image credit: Tencent, YY

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2016 Predictions For China’s Digital Gaming Industry https://technode.com/2016/02/17/2016-predictions-for-chinas-digital-gaming-industry/ https://technode.com/2016/02/17/2016-predictions-for-chinas-digital-gaming-industry/#respond Wed, 17 Feb 2016 11:30:28 +0000 http://technode-live.newspackstaging.com/?p=35810 China has the most active gaming community in the world. Despite a 15 year ban on gaming consoles – and a generation of kids who grew up without an XBox, Playstation, or Nintendo 64 – China’s game industry raked in about $22 billion USD in revenue last year, more than any other country, according to market research firm Newzoo. Drawing from a […]]]>

China has the most active gaming community in the world. Despite a 15 year ban on gaming consoles – and a generation of kids who grew up without an XBox, Playstation, or Nintendo 64 – China’s game industry raked in about $22 billion USD in revenue last year, more than any other country, according to market research firm Newzoo.

Drawing from a list of predictions by Niko, a market intelligence firm specializing in Asia’s gaming industry, we’ve compiled five predictions for China’s digital gaming industry that we think you should know about:

1. Growth in China’s Mobile Gaming Industry is Slowing

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Image credit: DataEye

This year, China’s mobile gaming industry is expected to continue growing, but not as sharply as it has in the past. Smartphone sales, which add more paying gamers to the market, are slowing as the domestic smartphone market saturates. China’s overall digital gaming industry will be affected, as mobile gaming made up 36.6% of China’s digital gaming market in 2015.

In 2015, revenue from China’s mobile gaming industry surpassed that of the U.S, bringing in $6.8 billion USD of combined domestic and export revenue. The industry also enjoyed a year-on-year growth rate of 22.9% last year, according to a report by big data mining and analytics firm, DataEye. Revenue from China’s mobile gaming industry has increased steadily and rapidly over the past few years, growing from $2.3 billion in 2013 to $4.4 billion in 2014.

2. Virtual Reality Games Will Take Off In China

ANTVR-headset
A woman trials a VR headset by Chinese VR-maker ANTVR

You’ve probably heard this a million times, but 2016 might finally be the year for virtual reality gaming to excel.

That’s because VR hardware and software are finally ready for it. In China, VR headsets and equipment are now widely available and accessible thanks to Chinese companies including ANTVR, LeVR, DeePoon, and Baofeng. This year, Facebook’s $2 billion VR darling, the Occulus Rift, will finally launch with shipments coming out on March 28th (pre-ordering has already started!).

VR content is also becoming more accessible. Foreign companies like Jaunt, Immersive Media, and NextVR are offering games, videos, and live-streaming in virtual reality. In 2015, Jaunt received $65 million USD from Walt Disney, China Media Capital (CMC), and Evolution Media Partners, a sign that the company might target the Chinese market soon. Cheap panoramic cameras like the Insta360 and platforms like Immersive Media’s im360 Server Platform have also helped to lower the barriers to entry for VR content production and publishing.

3. China’s E-Sports Ecosystem Will Expand

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China’s 2015 League Of Legends Tournament. Image Credit: Kotaku

Niko says e-sports are defined as “professional or amateur tournaments and organized competitions involving specific game genres,” which the Chinese Game Publishers Committee specifies as Massive Online Battle Arena games, Action, Shooting, Casual, Poker and Trading Card Games.

According to Newzoo, more than 170 million people worldwide watched e-sports in 2014. In 2016, China’s e-sports ecosystem, dominated by tech giants including Tencent and NetEase, is expected to expand as more people in China become e-sports spectators.

China’s e-sports ecosystem has grown rapidly. Already, it encompasses a wide variety of industrial players, such as developers, publishers, e-sports clubs, organizers, e-sport platforms, and live broadcasting sites.

The e-sports industry is a lucrative one in China, with some e-sports commentators earning up to 10 million RMB (about $1.5 million USD) each year. In 2014, the World Cyber Arena (WCA) hosted an e-sports event in China where prize pool estimations varied between $95,000 USD and $1.1 million USD.

4. China’s Gaming Market Will Consolidate

China’s gaming market is incredibly crowded. In 2015 alone, the SAPPRFT (State Administration of Press, Publication, Radio, Film and Television) in China approved 750 games.

In 2016, consolidation in China’s gaming market is expected, especially among small to mid-sized gaming companies, while bigger companies like Tencent and NetEase continue to battle each other for the top 10 titles in mobile gaming.

Similarly, we expect more small and medium-sized gaming companies to dig into new market segments, like girl games, warfare strategy games, and animation or comic games, as they face increasing pressure from competitors and market preference for quality products.

5. Pan-Entertainment Will Drive IP Monetized Content

In 2016, Chinese gaming companies are expected to invest more in pan-entertainment strategies, which can provide opportunities for IP (intellectual property) monetization.

Pan-entertainment is cross-sector collaboration across different media such as books, movies, games, animation, and comics. For example, “Hua Qian Gu,” a popular Chinese T.V series, was jointly released with a mobile game of the same name in June 2015.

For tech giants like Tencent, who own stakes in animation, digital books, and film, pan-entertainment can be a way to leverage content across different platforms. The company announced its plans to create pan-entertainment businesses during the 2015 ChinaJoy tradeshow, and hired two famous Chinese authors, Nanpai Sanshu (南派三叔) and Liu Cixin (刘慈欣) last March as part of their strategy.

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Baidu Receives Offer For iQiyi Stake Led By CEO Robin Li — IPO In Sight? https://technode.com/2016/02/13/baidu-receives-offer-for-iqiyi-stake-led-by-ceo-robin-li-ipo-in-sight/ https://technode.com/2016/02/13/baidu-receives-offer-for-iqiyi-stake-led-by-ceo-robin-li-ipo-in-sight/#respond Sat, 13 Feb 2016 01:51:40 +0000 http://technode-live.newspackstaging.com/?p=35856 Baidu Inc., China’s largest search engine, said Friday that they had received a non-binding acquisition bid for their $2.8 billion USD bid video streaming business iQiyi led by Baidu Chairman and CEO Robin Yanhong Li and iQiyi CEO Yu Gong. The executives offered to acquire Baidu’s entire 80.5 percent stake in the company, formerly known as […]]]>

Baidu Inc., China’s largest search engine, said Friday that they had received a non-binding acquisition bid for their $2.8 billion USD bid video streaming business iQiyi led by Baidu Chairman and CEO Robin Yanhong Li and iQiyi CEO Yu Gong.

The executives offered to acquire Baidu’s entire 80.5 percent stake in the company, formerly known as Qiyi, fueling speculation that the company is being ripened for IPO.

In May 2014 CEO Yu Gong told Bloomberg that the company planned to IPO within the next three years, giving them a loose deadline of mid-2017. The latest centralization of ownership within the Baidu family could be the first sign that the process is underway.

“The buyers expect that Qiyi will remain a strategic partner of Baidu after the consummation of the transaction and enter into business cooperation agreements with Baidu,” said Baidu in a release on Friday.

Over the past year Baidu has invested heavily in original content as they seek to outrun their main competitor Youku Tudou — the Alibaba-back streaming site. Both Alibaba and Tencent have expanded aggressively into media and entertainment, seeking to serve the growing demand for local content.

“iQiyi now plans to invest 50% of its resources in creating more self-produced content to compliment the acquired licensed content, such as films from Lions Gate.” said Baidu CEO Robin Li during their Q3 earnings call in October 2015.

Baidu said their board has formed a special committee of three independent directors to evaluate the transaction along with legal counsel.

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540 Robots Celebrate Chinese New Year With A Syncronized Dance https://technode.com/2016/02/10/540-robots-celebrate-chinese-new-year-with-a-syncronized-dance/ https://technode.com/2016/02/10/540-robots-celebrate-chinese-new-year-with-a-syncronized-dance/#respond Wed, 10 Feb 2016 02:06:42 +0000 http://technode-live.newspackstaging.com/?p=35831 In a show reminiscent of the 2008 Beijing Olympics drumming spectacle, state broadcaster CCTV aired a dance routine by 540 synchronized robots accompanied by 29 neon drones on Sunday. The annual Chinese New Year Gala, which attracts some 700 million viewers every year, is an epic live variety show showcasing Chinese culture with a healthy dose of 爱国 (patriotism). […]]]>

In a show reminiscent of the 2008 Beijing Olympics drumming spectacle, state broadcaster CCTV aired a dance routine by 540 synchronized robots accompanied by 29 neon drones on Sunday.

The annual Chinese New Year Gala, which attracts some 700 million viewers every year, is an epic live variety show showcasing Chinese culture with a healthy dose of 爱国 (patriotism).

China has invested heavily in kickstarting an innovation economy amid turbulence caused by a slowing economy, and nothing showcases a newfound commitment to hi-tech like half a thousand dancing mechanical men.

The bi-pedal performers must have undergone some serious training because not a single one seemed to break unison during the performance:

Please note you may need a VPN to view this video from within the mainland.

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Secretive AR Company Magic Leap Raises $800M Led By Alibaba https://technode.com/2016/02/04/secretive-ar-company-magic-leap-raises-800m-led-by-alibaba/ https://technode.com/2016/02/04/secretive-ar-company-magic-leap-raises-800m-led-by-alibaba/#respond Wed, 03 Feb 2016 23:25:21 +0000 http://technode-live.newspackstaging.com/?p=35823 Secretive augmented reality (AR) company Magic Leap has sealed almost $800 million USD from high-profile investors including Alibaba, Google and Warner Bros to produce their AR headset. The latest investment values the company at $4.5 billion USD. Alibaba’s executive vice-chairman, Joe Tsai, will also join the company’s board. Magic Leap’s technology is as fantastical as it is secretive. […]]]>

Secretive augmented reality (AR) company Magic Leap has sealed almost $800 million USD from high-profile investors including Alibaba, Google and Warner Bros to produce their AR headset. The latest investment values the company at $4.5 billion USD. Alibaba’s executive vice-chairman, Joe Tsai, will also join the company’s board.

Magic Leap’s technology is as fantastical as it is secretive. The company has offered only glimpses of the beta headset, which appears to show highly-sophisticated 3D graphics interacting with offline spaces. A video released last year showed a robot hiding under a desk and a very detailed depiction of the solar system in the same office space.

The latest funding follows a $542 million USD investment in 2014 which valued the company at $1.2 billion USD. Other investors in the recent round include Morgan Stanley, JPMorgan Chase and Qualcomm Ventures.

“Here at Magic Leap we are creating a new world where digital and physical realities seamlessly blend together to enable amazing new experiences,” said Magic Leap Founder, President and CEO Rony Abovitz.

It’s not clear what Alibaba’s interest in the startup is, though the technology could theoretically be applied in several of the Chinese giant’s most prominent sectors, including entertainment and e-commerce. “We are excited to welcome Alibaba as a strategic partner to help introduce Magic Leap’s breakthrough products to the over 400 million people on Alibaba’s platforms,” said Mr. Abovitz.

Magic Leap’s commercial product currently has no sale date in sight, though in an interview with the Financial Times Mr. Abovitz said the devices would be shipping “soon” following a series of test runs and modifications to the accompanying software, cloud services and applications.

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Tencent Joins Forces With ESPN To Tap March Madness In China https://technode.com/2016/02/04/tencent-joins-forces-with-espn-to-tap-march-madness-in-china/ https://technode.com/2016/02/04/tencent-joins-forces-with-espn-to-tap-march-madness-in-china/#respond Wed, 03 Feb 2016 23:20:56 +0000 http://technode-live.newspackstaging.com/?p=35820 Tencent Holding Ltd. has inked a multiyear deal with ESPN, a division of Walt Disney Co., to air live sporting matches and Chinese-language commentary. QQ Sports, Tencent’s flagship sports portal, will launch an ESPN sports section, initially focussing on NBA and international soccer, according to a statement from ESPN. ESPN will provide exclusive Mandarin-language commentary […]]]>

Tencent Holding Ltd. has inked a multiyear deal with ESPN, a division of Walt Disney Co., to air live sporting matches and Chinese-language commentary.

QQ Sports, Tencent’s flagship sports portal, will launch an ESPN sports section, initially focussing on NBA and international soccer, according to a statement from ESPN.

ESPN will provide exclusive Mandarin-language commentary for every game in the 2016 NBA playoffs, as well as a weekly “opinion and debate program” for Tencent users. The deal also covers the NCAA ‘March Madness’ Basketball Championship along with the X Games.

“Our relationship with Tencent marks an exciting new era for ESPN’s global business,” said Russell Wolff, Executive Vice President of ESPN International.

ESPN has also committed to providing Chinese-language media content covering NBA and international soccer, as well as permitting QQ to syndicate translated versions of other ESPN media content.

China’s tech giants, among which Tencent is the biggest, have been rapidly buying up media content in a mad dash to lock down sections of the online entertainment subscription market. Alibaba recently bought out the remaining shares in Beijing-based streaming company Youku Tudou, as well as several other media assets including the controversial acquisition of Hong Kong newspaper South China Morning Post.

Passages of investment have blurred between Tencent and Alibaba amidst the vacuum of available media content. Disney’s ESPN favored Tencent’s strong existing sports audience, though Disney recently launched an exclusive over-the-top content streaming service with Alibaba, who have excelled in media marketing. Recently Tencent also joined forces with Yunfeng Capital, backed by Alibaba Chairman Jack Ma, to buy out a shell company with the aim of producing media content.

ESPN says that they intend to extend the partnership with Tencent into other sports in the future.

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Market Snapshot: China’s Highly Consolidated Online Movie Ticketing Market https://technode.com/2016/02/03/market-snapshot-chinas-highly-consolidated-online-movie-ticketing-booking-market/ https://technode.com/2016/02/03/market-snapshot-chinas-highly-consolidated-online-movie-ticketing-booking-market/#respond Wed, 03 Feb 2016 02:28:21 +0000 http://technode-live.newspackstaging.com/?p=35603 The Chinese box office has soared in recent years and the growth is projected to continue. The movie ticket sector is a hot target for tech companies who’ve been sniffing around conventional industries for business opportunities. China’s online movie ticket sales as a percentage of total sales reached 75% in July 2015, according to market research firm Eguan and the […]]]>

The Chinese box office has soared in recent years and the growth is projected to continue. The movie ticket sector is a hot target for tech companies who’ve been sniffing around conventional industries for business opportunities.

China’s online movie ticket sales as a percentage of total sales reached 75% in July 2015, according to market research firm Eguan and the market data service under Chinese authorities. Mostly were through mobile apps.

Source: Eguan
Source: Eguan/Qdaily
Source: Eguan
Source: Eguan

The online movie ticket booking market is highly consolidated, and the new entity resulting from the Meituan-Dianping merger holds a dominant position in the market. Tencent-backed WePiao recently merged with Gewala, one of the first online movie ticket booking services in China. Tencent is also an investor in Meituan-Dianping.

The rest of the market is mainly divided between Alibaba and Nuomi, the group-buying service Baidu acquired from Renren.

Source: Bigdata-Research
Source: Bigdata-Research.cn

Like the food delivery and ride-hailing sectors movie ticket booking in China is highly subsidized. Some ticket booking apps take a few yuan for each ticket sold in commission, but no player will turn a significant profit in the near future given their massive subsidy campaigns.

For movie publishers and distributors, those popular movie ticketing apps have become a good place for online marketing campaigns. Tech companies are willing to conduct experiments with them to see what online marketing and promotions stick and which ones flop.

Unsurprisingly these movie ticketing apps are expanding to other categories such as music, arts and sports events. It’s no secret the tech giants behind them are aiming to disrupt the whole entertainment industry, not just bookings.

Maoyan App
Maoyan App

Group-Buying Helped Meituan Take The Lead

In 2012 Meituan, then only significant player in the group-buying sector, decided to develop a separate app for their movie ticket service.

Deals helped the app, called ‘Maoyan’ (‘Cat Eye’), quickly gain traction and surpass the existing movie ticket booking services such as Mtime. Group-buying discounts also helped Baidu’s Nuomi take a nice market share in movie ticket booking early on.

Maoyan generated some 5 billion yuan ($806 million USD) in gross merchandize volume in 2014 and 6 billion yuan ($970 million USD) in the first half of 2015.

Meituan claims that sales through their platform represent some 30% of China’s total box office as of the first half of 2015. The company has now begun working with directors and producers to help publish and promote their movies.

WePiao on WeChat (left) and Mobile QQ
WePiao on WeChat (left) and Mobile QQ

WePiao: The tencent-Backed Dark Horse

With Tencent behind them, two-year-old startup WePiao quickly become a major player in China’s movie and events ticketing market.

The startup is now running movie and event ticket booking services on the highly-popular Tencent social services WeChat and Mobile QQ, both of which boast more than 600 million monthly active users. Users are able to select seats and pay with the built-in mobile payment service provided by Tencent without leaving WeChat or Mobile QQ.

WePiao has also been granted exclusive rights to operate the WeChat display advertising program for the entertainment businesses. The ad solution provided by WePiao enables audience targeting and tickets to be purchased directly inside the WeChat application.

It’s one of the few cases where Tencent has allowed a startup to build a major service for its social networking platforms. Lin Ning, founder and CEO of WePiao, said it was Pony Ma, CEO of Tencent, who invited him to build the event ticket booking service for Tencent. Lin became the CEO of Gaopeng, the joint venture between Groupon and Tencent, in 2012 and his own group-buying startup would be merged into Gaopeng later.

WePiao has raised an almost US$350 million total funding through three rounds, according to the company. Tencent participated all three rounds and now they are the company’s second-largest shareholder. Wanda Group, the real estate and entertainment conglomerate, also participated in the series B and C rounds.

WePiao has signed up some 4500 movie theaters in over 500 cities, claiming to cover 80% of cinemas across China. It has added a few foreign counties including the U.S. and Spain.

Daily ticket sales and pre-orders reached 400,000 as of May 2015, according to Lin Ning. The merger with Gewala would bring WePiao an online fans community of more than 40 million users.

WePiao is now trying to be more involved in movie publishing, distribution and production. The company has started working with some movie theaters on scheduling.

Wealth management services provider NOAH, its subsidiary Gopher Asset Management, and WePiao jointly established a 2 billion yuan ($320 million USD) investment fund for movies or movie-related content and services in 2015. WePiao has invested in a dozen domestic movies.

Tencent wants to (and is able to) go even further. The company unveiled two production companies, Tencent Pictures and Penguin Pictures, in 2015. Tencent Pictures owns movie studios that will produce movies adapted from online games, and Penguin Pictures will produce online shows and make investments in movies. Pony Ma, co-founder and CEO of Tencent, is a long time shareholder in Huayi Brothers, one of the largest movie production companies in China.

Alibaba: “Smart Cinema” is the New Cool.

For Alibaba, movie ticketing is just a small part of their intended entertainment empire.

Taobao Dianying, which sells movie tickets and merchandize online, and Yulebao, an online crowdfunding platform that allows small investors to invest in movies, have recently been merged into Alibaba Pictures Group.

Alibaba bought a controlling stake in ChinaVision Media Group, a television and movie production company, in March 2014 and then rebranded it as Alibaba Pictures Group.

In March 2015 the company made a RMB2.4 billion (US$39mn) investment in Enlight Media, a leading television and movie production company, for an 8.8% stake. Alibaba’s Jack Ma is also a shareholder in Huayi Brothers.

After pulling those leading movie content producers under their entertainment umbrella, Alibaba formed a “smart cinema” initiative. The acquisition of YKSE, the cinema management software and ticketing app developer whose services are used by most of online movie ticketing services in China, is building a cloud-based analytics and business intelligence platform.

Image credits: Meituan, WePiao

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This Baidu-Backed Israeli Startup Is Targeting China’s 50 Million Piano Players https://technode.com/2016/01/28/startups-that-want-to-disrupt-traditional-piano-learning/ https://technode.com/2016/01/28/startups-that-want-to-disrupt-traditional-piano-learning/#respond Thu, 28 Jan 2016 15:30:08 +0000 http://technode-live.newspackstaging.com/?p=35259 China is the world’s biggest producer of pianos, and the domestic market of players is at an estimated 50 million. Ownership of pianos per 100 urban households is expected to reach 4 units by 2020. So it’s perhaps not surprising that Baidu’s investors injected $5 million USD into Israel-based Tonara last April. “Music has been written down on paper sheets for […]]]>

China is the world’s biggest producer of pianos, and the domestic market of players is at an estimated 50 million. Ownership of pianos per 100 urban households is expected to reach 4 units by 2020.

So it’s perhaps not surprising that Baidu’s investors injected $5 million USD into Israel-based Tonara last April.

“Music has been written down on paper sheets for centuries. Then the International Music Score Library Project (IMSLP) started to collect and scan all the paper sheet music written in the world which is no longer under copyright,” says Ron Regev, Chief Musician at Tonara.

“Now we’re trying to distribute sheet music through tablets to make printed music more interactive and relevant to today’s students and musicians, as well as profitable once more to publishers. If everyone uses only IMSLP, publishers will not have the resources to print any new music. It is similar to what iTunes did for recordings.”

Tonara provides piano learning based on the sheet music iPad app Wolfie, which will be localized to meet Chinese user’s needs by the end of this month. When users are learning new pieces, Wolfie can listen, follow along and analyze how a user is playing through iPad’s microphone. The app gives customized reports that can track user’s progress.

Founded in 2011, the company uses optical music recognition (OMR) technology, which recognize the melody and rhythms. By combining the OMR process with Tonara’s Polyphonic Score Following technology, the app can display the music on a tablet, and know which part is right or wrong.

Chop

“We are not trying to replace music teachers, or to make a game. We’re trying to fuse the best true-and-tested practices of music teachers and music tradition with the excitement and motivation provided by today’s cutting-edge technology,” Mr. Regev said.

In China, The ONE smart piano and light keyboard won the Innovation Awards Honoree at CES 2016. The piano comes with a mobile phone or tablet to help users play any piece in short time. The campaign closed in August last year, and surpassed their Indiegogo goal by eighteen times, with over $464,284 USD.

Image Credit: Shutterstock, Tonara 

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Live Concert Streaming Is Taking Off In China https://technode.com/2016/01/22/live-concert-streaming-is-taking-off-in-china/ https://technode.com/2016/01/22/live-concert-streaming-is-taking-off-in-china/#respond Thu, 21 Jan 2016 22:43:00 +0000 http://technode-live.newspackstaging.com/?p=35382 A flock of Chinese tech companies and music companies have entered concert streaming business since 2014, ranging from online video sites (Youku, iQiyi, Tencent Video), music (video) streaming services (Tencent’s QQ Music, Kugou, NetEase Cloud Music, Yinyuetai), social services (YY, Momo), gameplay broadcasting services (Douyu TV, Longzhu), conventional music labels and promoters (Modern Sky Entertainment, YEMA), […]]]>

A flock of Chinese tech companies and music companies have entered concert streaming business since 2014, ranging from online video sites (Youku, iQiyi, Tencent Video), music (video) streaming services (Tencent’s QQ Music, Kugou, NetEase Cloud Music, Yinyuetai), social services (YY, Momo), gameplay broadcasting services (Douyu TVLongzhu), conventional music labels and promoters (Modern Sky Entertainment, YEMA), to newly established startups (Panda TV).

LeTV, a leading online video website and an early entrant into concert streaming market, streamed some 367 music concerts and festivals claiming 200 million views in total in 2015. 4.9 million viewers watched the live video stream of a show by pop singer Chris Lee in September 2015. LeTV now also regularly broadcasts shows by foreign singers, such as Katy Perry and Beyonce. The company’s goal for 2016 is more than 600 shows.

screenshot-music.letv.com 2016-01-21 14-10-52
The Show by Singer Chris Lee Steamed by LeTV

Tencent, the social network giant that has been video-streaming music events either produced in-house or from third parties since 2008, saw more than half of their concert stream audiences from third- or lower tier cities where musicians seldom go to, according to the company. The concert by Jolin Tsai, one of the most popular pop singers in China, in December 2014 received approximately 40 million views within 48 hours on Tencent platform. Live Music, rebranded from Tencent’s self-produced music show, began to live stream in-house produced concerts on a weekly basis in May 2015.

Strawberry Music Festival, one of the most popular music festivals in China, claimed a total of more than 18 million online views in 2015, three times of the number of the visitors to its shows in nine Chinese cities. Kugou, the music streaming service that broadcasted Xiangjiang Music Festival through its own video streaming service, claimed more than 10 million viewers during the five-day event.

Live video broadcasting startup Panda TV, unveiled in September 2015, has Wang Sicong, the only son to China’s richest man Wang Jianlin, as CEO. The recently live streamed concert by T-ARA, one of the South Korean vocal groups that signed with the talent agency of Wang Sicong’s several months ago, attracted some 800,000 viewers to Panda TV.

Big Tech Companies Leading the Trend

In 2014 LeTV got singer-songwriter Wang Feng to agree not only to stream one of his concerts, but also for the first time to sell tickets to the live streaming or video playback in the following three days. LeTV charges RMB20 – RMB30 (US$3-5) or lower for their monthly subscribers, a fraction of prices for average concert tickets. Some 48,000 LeTV users watched the live stream and 27,000 watched the playback in the following two days that generated a total of more than RMB2 million (roughly US$320,000) in sales.

The online broadcasts of another three concerts by celebrated Chinese musicians later that year sold some 130,000 tickets on LeTV.

Shortly after LeTV’s first try, Tencent’s QQ Music and Mango TV, the video site of Hunan Satellite Television (or Hunan TV), sold nearly 120, 000 tickets to the live broadcast of a concert by Hua Chenyu, a pop singer of the artist management company affiliated to Hunan TV.

Tencent tried another time to charge for live streaming in late 2015. More than 120,000 users paid for the online access to the concert by BigBang, the South Korean vocal group, that took place in Macau, China, according to Tencent. Viewers were also able to purchase two merchandize items and virtual gifts on the streaming webpage.

Live Stream of BigBang Concert on Tencent (image credit: Douban)
Live Streaming of the BigBang Concert on Tencent (image credit: Douban Chouyunimo)

Most concert streams on major Chinese video sites are still offered free of charge. For these big tech companies the addition of concert video-streaming is an expansion in content, while profitability still isn’t a major concern.

However live concert streams, free or not, have been generating revenue from advertising and virtual good sales. Live video streaming is generally considered more valuable than on-demand videos to advertisers.

The existing popular interactive features or services on Chinese online video platforms, such as Danmuku commentary system, virtual gifts sending and real-time polling, have also been available with concert streams. Virtual gift sending is a considerable revenue stream to many Chinese online interactive services.

Viewers Produce Real-time Danmuku Comments
Real-time Danmuku Comments during a Concert Stream
The Interface of Tencent's Live Streaming Platform
The Interface of Tencent’s Live Streaming Platform

Tech companies want to create more ways for artists and fans to interact so that the online presence of the concerts will be more attractive. To execute their online-focused ideas or have more control over costs, tech companies are putting more efforts toward organizing shows together with artists or their promoters instead of streaming conventional concerts. Several companies have had their own live music venues and hired professionals to organize shows.

LeTV.com (since 2012) and Tencent’s QQ Music (since 2008) had been streaming shows organized by themselves before Chinese musicians and promoters allowed tech companies to video-stream their concerts.

In December 2015 LeTV opened a live house and announced deals with a couple of South Korean entertainment companies for future shows. Tencent’s Live Music now produces at least four shows per month.

D.Live, LeTV's Live Venue
D.Live, LeTV’s Live Music Venue

Online-Only Interactive Concerts

Virtual goods with games or other online social services have been a major revenue source for many Chinese tech companies like Tencent, but when it comes to concert streaming they don’t take it as seriously as YY Music, a live video broadcasting platform where amateur singers get fame and cash in virtual gifts sent by their audience. YY Music has been handsomely profitable through virtual gift sales.

Being aware of the concert streaming trend, YY launched Wanchanghui, in-house produced concerts for professional singers, in July 2015. The major differences from the rest of the players are (a) it’s only available online and (b) it enables more artist-fan interactions during the shows.

Interface of YY Wanchanghui
The Interface of YY Wanchanghui

All of the YY Wanchanghui shows are free of charge. But of course YY offers a variety of virtual items for viewers to purchase.

The screen on the Wanchanghui stage displays comments and virtual gifts sent in by viewers. There’s also a chart showing the top virtual gift buyers, which YY believes encourages fans to spend more to show their support.

YY even develops online games or gamification features tailored for certain artists for them to interact with fans during concerts. Unsurprisingly YY also creates custom virtual goods, similar to those in average online games.

YY Wanchanghui
Pop Singer Rainie Yang Staging a YY Wanchanghui Concert

More than 5 million users visited the Wanchanghui concert by Rainie Yang, a Taiwanese pop singer, in October 2015. YY had organized a dozen Wanchanghui concerts in 2015.

Momo Xianchang
Momo Xianchang

In September 2015 social app Momo launched Momo Xianchang, which is quite similar to YY Wanchanghui. The company hired Kubert Leung, a seasoned musician and TV music show director, to produce music shows at its own venue. Similar to YY, Momo users are also able to interact with singers and sending virtual gifts during a streaming show.

Momo thought they were in an advantageous position in the market with a young audience, with some 85% of its over 200 million registered users being under 32. And its users are used to purchasing virtual items for games or stickers on its app.

The app has a local event platform where users can buy tickets. The event platform shows that the most popular events among Momo users were music concerts and festivals.

Zhou Bichang, a musician popular among young Chinese, held a three-day concert on Momo in September 2015, performing one hour each day. It had had a total of 10.65 million viewers with one million peak concurrent viewers, according to Momo. Momo also found that the viewers got an average six new followers during the three-day show.

Conventional Music Industry Joining the Party

Modern Sky Entertainment, the music company most-known for its music festivals and events, unveiled in April 2015 Modernsky Now a mobile app providing live streams or video playback of music events, either organized by the company or from third parties.

Modernsky Now
Modernsky Now

Apart from the app its contents are also available on some smart TV platforms and a few online video platforms. The aforementioned Strawberry Music Festival, with Modernsky as the organizer, saw some 300,000 visitors at peak to the mobile app in 2015.

Modernsky believes the future of concert streaming lays in consumers’ willingness to pay for quality content, according to its Zhang Dongliang, CEO of Modernsky Now.

yemalive
YEME Live

In July 2015 music festival curator Li Hongjie had the music festival he founded live streamed through YEMA Live, the video streaming app developed by his new startup. Around the same time the mobile app startup received investment from Chinese celebrated musician Wang Feng and Unity Ventures.

YEMA Live has broadcasted more than 100 music events since its launch in 2015. The company has begun producing content in-house from their own studio.

Like Modern Sky, YEMA also insists on charging for content. Though the previous concert streams were offered for free, the app hopes to monetize through virtual ticket sales and subscriptions in the future. The company promised to let musicians keep 70% of the total revenue.

For platforms like Modernsky Now and YEMA Live, it’s easy to expand to other categories of content such as podcasts. Modernsky has begun signing celebrities to do online radio shows.

image credit: LeTV, YY, Tencent, Momo

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Meituan-Dianping Raises Record $3.3 Billion To Fuel Market Grab https://technode.com/2016/01/20/meituan-dianping-raises-record-3-3-billion-to-fuel-market-grab/ https://technode.com/2016/01/20/meituan-dianping-raises-record-3-3-billion-to-fuel-market-grab/#respond Wed, 20 Jan 2016 01:10:24 +0000 http://technode-live.newspackstaging.com/?p=35339 Meituan-Dianping, the top provider of on-demand services in China, has sealed a record-breaking $3.3 billion USD funding round, valuing the company at more than $18 billion USD. The funds will be used to consolidate their market share as competing powerhouses Alibaba and Baidu seek to boost their own services. Investors in the latest round include Chinese tech giant […]]]>

Meituan-Dianping, the top provider of on-demand services in China, has sealed a record-breaking $3.3 billion USD funding round, valuing the company at more than $18 billion USD. The funds will be used to consolidate their market share as competing powerhouses Alibaba and Baidu seek to boost their own services.

Investors in the latest round include Chinese tech giant Tencent Holdings Ltd., VC firm DST Global and Singapore state investment firm Temasek Holdings Pte Ltd, said the company on Tuesday.

The investment marks the biggest single private fundraising round ever snagged by a VC-backed startup. Last year China’s leading ride-hailing service Didi Kuaidi raised $3 billion USD, spurring speculation that a bubble was forming in the country’s booming offline-to-online sector.

Meituan and Dianping merged in October last year ending a savage industry rivalry propped up my massive subsidies from both companies. Meituan’s shareholders took on approximately 60 percent of the company following the match-up.

Meituan Dianping’s first major fundraising event since the merger also highlights the complex investment relationship between tech giants Alibaba Group Holding Ltd. and Tencent, both of whom held a stake in the newly joined company.

In November last year the Wall Street Journal cited unnamed sources who said that Tencent was planning to invest $1 billion in the new company’s latest round. At the same time, Alibaba – an early investor in Meituan, sought to sell their $1 billion USD stake and refocus efforts on their own on-demand service platform, Koubei.

Meanwhile Chinese search engine giant Baidu has also doubled down on their own on demand service, Nuomi. Last year Baidu committed to spending $3.2 billion on the service over three years. Both Nuomi and Meituan-Dianping are now scrambling for market share, spending heavily on subsidies to become the dominant platform in an increasingly competitive market.

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Netflix Didn’t Launch In China, But They’re Still Working There https://technode.com/2016/01/09/netflix-didnt-launch-in-china-but-theyre-still-working-there/ https://technode.com/2016/01/09/netflix-didnt-launch-in-china-but-theyre-still-working-there/#comments Fri, 08 Jan 2016 20:13:09 +0000 http://technode-live.newspackstaging.com/?p=35140 This week U.S. streaming service Netflix surprised everyone by launching in almost every country with the notable exception of China. Viewers in 190 new countries can now now enjoy the subscription streaming services. Last September the company announced that China’s regional neighbors Singapore, Hong Kong Taiwan and South Korea would launch in early 2016 following Japan, […]]]>
This week U.S. streaming service Netflix surprised everyone by launching in almost every country with the notable exception of China.
Viewers in 190 new countries can now now enjoy the subscription streaming services. Last September the company announced that China’s regional neighbors Singapore, Hong Kong Taiwan and South Korea would launch in early 2016 following Japan, sparking discussions over the potential of a China entry.
The mainland market continues to elude Netflix due to tight restrictions on foreign content. Currently government censorship regulations stipulate that no show can be aired until the entire season is public. Shows must meet censor approval and can be knocked back for anything deemed overly violent, sexual or offensive to the Communist Party.

So What Does Netflix Do In China?

Netflix may not have launched their subscription streaming service in China this week, but the company is well and truly working in the Chinese market.
“We continue to explore our options in China and are hopeful we will be available there soon,” a Netflix press representative told Technode. “We are always keen to find partnerships and to maintain good relationships with authorities.”
The same representative told Technode that Netflix has been granted approval to hold the world premiere for Crouching Tiger, Hidden Dragon: Sword of Destiny in Beijing in February.
This week at CES 2016 CEO Reed Hastings told press that the company is seeking inroads to the country and communicating with the local government on possible entry points. In an interview with the BBC on Tuesday Mr. Hastings said Netflix would follow the lead of Apple and Disney, who have both expanded successfully into the Chinese market.
While the mass adoption of the iPhone in China is an attractive archetype for expansion, Netflix’s entry would likely be more similar to Disney’s. As a content provider Disney has made a slew of high-level partnerships to aid their entry, including a recent collaboration with internet giant Alibaba to launch a Mickey Mouse-shaped  streaming device.
Netflix has remained tight-lipped on potential partners. The company was reportedly in talks with Alibaba in the past, but the Chinese giant has since launched their own subscription streaming service TBO, short for ‘Tmall Box Office’. The service costs 39 RMB per month ($6.08 USD) or 365 RMB per year ($57 USD). Netflix has also collaborated with Sohu in the past, selling them the rights for the highly-popular House of Cards series.
However Netflix finds their way to Chinese consumers, it’s clear their entry won’t mimic any of the other 130 new countries announced in this week’s announcement.
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Keep Your New Year’s Resolutions With These 5 Chinese Apps https://technode.com/2016/01/07/5-chinese-apps-to-help-you-keep-your-new-years-resolutions/ https://technode.com/2016/01/07/5-chinese-apps-to-help-you-keep-your-new-years-resolutions/#respond Wed, 06 Jan 2016 19:01:54 +0000 http://technode-live.newspackstaging.com/?p=35000 Another year, another chance to make good on some new resolutions… or any old ones you might’ve abandoned in 2015. To the naysayers who believe that technology is making us lazier, here are five Chinese apps that will make you more active, healthy, and better traveled in 2016. 1. Get Fit With Keep   Keep is a great app for anyone who […]]]>

Another year, another chance to make good on some new resolutions… or any old ones you might’ve abandoned in 2015.

To the naysayers who believe that technology is making us lazier, here are five Chinese apps that will make you more active, healthy, and better traveled in 2016.

1. Get Fit With Keep

Screenshot_2015-12-22-12-09-05_com.gotokeep.keep
Screenshot_2016-01-04-14-43-03_com.gotokeep.keep

 

Keep is a great app for anyone who wants a fitness routine without thinking too much about it.

After picking a fitness goal – lose weight, tone, or gain muscle – and a difficulty level (described using Keep’s 4 point system), the app curates a regular workout schedule for you. The schedule gives you one fitness routine per day, except on rest days, which are also part of your workout schedule. Every fitness routine consists of a series of videos with a coach leading you through different exercises, repetitions, and even timed breaks.

You can also surf Keep’s massive library of fitness routines, sorted according to required equipment, targeted muscle areas, and difficulty level. You can click to add any item to your list of training modules, where you can also access the workout schedule recommended by Keep.

2. Eat Healthier With Benlai.com (本来生活)

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Benlai.com (本来生活) is a grocery and kitchen supplies delivery platform, with an emphasis on healthy and high quality food. Based in Beijing, Benlai.com was founded in 2012 by Yu Huafeng as a reponse to rising concerns around food safety in China.

Through Benlai’s app, you can order produce, meat, rice, wine, and various kitchen supplies from plates to rice cookers. If you want to learn more about where the food is sourced or how it was tested for food safety, you can click “Drag for more information” under each product. After placing your order, you set an address for the delivery and can pay using your bank card, Wechat, or Alipay.

3. Travel More with Zouzhe Travel (走着旅行)

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Zouzhe Travel, or “walking” travel, is a platform that connects individual tour guides and drivers to travelers. According to Zouzhe Travel’s website, the goal of the app is to make traveling simple by relieving users of the hassle of arranging transportation.

Zouzhe Travel also offers set tours, with itineraries for cities all over China and Asia, like Thailand, Nepal, and Japan. Tours can include anything from 1-on-1 guided scuba diving in southern Taiwan to an all-day tour of the Nanxun water town near Shanghai. Like its driving service, tours through Zouzhe Travel are personalized and private.

After picking a tour for a set date and time, you can let the guide know about any special requirements you have for the trip. Finally, payment is received through the app using Alipay or Wechat.

4. Quit Smoking With Jieyan Juntuan (戒烟军团) 

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The Jieyan Juntuan app, which literally translates to the “Quit Smoking Legion”, helps you track your smoking habits and urges. Depending on how ambitious you are about quitting smoking, the app offers different plans. For those who want to go cold turkey, Jieyan Juntuan shows how long you’ve lasted without smoking. The app also shows you updated health improvements, like a “decreased chance of a heart attack”, according to the number of days that you’ve quit smoking.

Jieyan Juntuan lets you record when you’ve felt the urge to smoke, as well as when you’ve given in to those urges. Though the latter restarts your plan to quit smoking, the app will record and save the former over the course of your plan to completely quit smoking.

If you’re not ready to quit but want to reduce your smoking habits, the app will let you set daily cigarette limits, whether it’s by time, such as one cigarette every three hours, or by quantity of cigarettes per day.

5. Learn How To Cook With Xiachufang.com (下厨房)

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Xiachufang.com is a recipe-sharing platform for all kinds of dishes and culinary skills, including how to cut a dragon fruit! You can save recipes from other users, post questions about them, as well as upload your own. By selecting different recipes for your “grocery basket,” Xiachufang will also give you a compiled list of all the ingredients you need to buy.

You can browse through Xiachufang recipes by name or category, like “vegetarian” or “breakfast dishes.” Each recipe is rated out of ten by users and shows the number of people who have reported having made the recipe before.

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Top 3 Funding Stories From China This Week: CrazyCDN, Suishouzan, Mtime https://technode.com/2015/12/27/crazycdn-suishouzan-mtime-top-3-funding-stories-china/ https://technode.com/2015/12/27/crazycdn-suishouzan-mtime-top-3-funding-stories-china/#respond Sat, 26 Dec 2015 21:53:33 +0000 http://technode-live.newspackstaging.com/?p=34821 CDN Provider CrazyCDN Lands $10 million USD Series A CDN (Content Delivery Network) Provider CrazyCDN announced a $10 million USD series A led by Morningside Ventures. The Shanghai-based company is co-founded by Alibaba’s Xiao Zhi Ming and Alibaba vice president Dr. Lu Peng. Wealth Management Company, Suishouzan Receives Several Million RMB Seed Funding From Gobi Partners Wealth management company, Suishouzan […]]]>

CDN Provider CrazyCDN Lands $10 million USD Series A
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CDN (Content Delivery Network) Provider CrazyCDN announced a $10 million USD series A led by Morningside Ventures. The Shanghai-based company is co-founded by Alibaba’s Xiao Zhi Ming and Alibaba vice president Dr. Lu Peng.

Wealth Management Company, Suishouzan Receives Several Million RMB Seed Funding From Gobi Partners

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Wealth management company, Suishouzan received several million RMB in seed funding from Gobi Partners. Suishouzan, a incubated company from 9FBank, was launched this November.

“It was bit of like a fresh air in fintech sector! Wealth management is no longer a passive way of earning money. To earn more money is user’s direct need, and it has lot to do with attribution to the society. We saw that It has a lot of opportunity ahead,” Michael Zhu, partner at Gobi Partners said.

Wanda Makes A Strategic Investment In Mtime

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Wanda Group made strategic investment in Mtime (Shiguangwang in Chinese), an O2O platform for movies. The amount of the deal is not known. Founded in 2006, Mtime is a community and e-commerce platform for movies, providing movie information, movie reviews and discussion, film lover’s social network, and movie industry research materials. The app was launched in 2013 as a online ticket purchasing service, and added an online e-commerce function starting this year.

Image Credit: CrazyCDN, Suishouzan, Mtime

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LeTV Edges Into Virtual Reality With ‘LeVR’ https://technode.com/2015/12/27/letv-edges-into-virtual-reality-with-levr/ https://technode.com/2015/12/27/letv-edges-into-virtual-reality-with-levr/#respond Sat, 26 Dec 2015 21:23:14 +0000 http://technode-live.newspackstaging.com/?p=34888 LeTV has taken their first steps into the VR market, releasing a smartphone headset priced at 149 yuan ($23 USD). The LeVR Cool 1 goes on sale by December 29, capping off a year of hardware releases including the LeTV smart TVs and a high-end range of smartphones. LeTV, founded in 2004 as a video streaming service, are looking […]]]>

LeTV has taken their first steps into the VR market, releasing a smartphone headset priced at 149 yuan ($23 USD). The LeVR Cool 1 goes on sale by December 29, capping off a year of hardware releases including the LeTV smart TVs and a high-end range of smartphones.

LeTV, founded in 2004 as a video streaming service, are looking to leverage their content resources to sell their VR brand. The company plans to integrate their video-on-demand service with upcoming LeVR products.

Currently the headset is only compatible with LeTV handsets, the LeTV One and One Pro. The headset will also be exclusive to LeTV’s e-commerce platform LeMall.

“Few companies will fully handle VR business as selling the product requires premium hardware design, powerful cloud computing support and fruitful content,” said Ablikim Ablimit, vice-president of strategy management at LeTV in an interview with state media outlet Xinhua.

LeTV has perviously released plans to use VR technology in live-streaming sports events and concerts.

LeTV joins a number of Chinese companies vying to edge their way into the virtual reality space. Notable names include ANTVR, the Beijing-based company who launched off the back of a $260,000 USD Kickstarter campaign, releasing new goggles and cameras in late 2014.

ANTVR is among a number of companies working with LeTV to develop their technology. LeTV also says they have signed deals with LingVR and 3Glasses, two of the better-known local Chinese brands.

Investor interest in VR has skyrocketed in China since Facebook’s $2 billion USD acquisition of Oculus VR. Last month Chinese VR company GDI announced they would list on the NEEQ, China’s third national equity exchange, also known as Xin Sanban. In September US-based Jaunt VR received investment from China Media Capital (CMC) alongside Walt Disney, as they begin a push to enter the Chinese market.

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Alibaba And Disney Launch Mickey Mouse-Shaped Streaming Device https://technode.com/2015/12/16/alibaba-and-disney-launch-mickey-mouse-shaped-streaming-device/ https://technode.com/2015/12/16/alibaba-and-disney-launch-mickey-mouse-shaped-streaming-device/#respond Wed, 16 Dec 2015 04:12:31 +0000 http://technode-live.newspackstaging.com/?p=34747 Alibaba Group Holding Ltd. and Walt Disney Co. have joined forced to launch an ‘over-the-top’ content system designed to funnel the Disney brand to Chinese consumers. The two companies entered a multi-year content licensing agreement to launch the product called ‘DisneyLife’ which is now available on Alibaba’s e-commerce platform Taobao, shipping from December 28. The […]]]>

Alibaba Group Holding Ltd. and Walt Disney Co. have joined forced to launch an ‘over-the-top’ content system designed to funnel the Disney brand to Chinese consumers.

The two companies entered a multi-year content licensing agreement to launch the product called ‘DisneyLife’ which is now available on Alibaba’s e-commerce platform Taobao, shipping from December 28. The device is shaped like Mickey Mouse and retails for 799 yuan ($125 USD).

Content on the device will include Disney and Pixar films, cartoons and games, bundled in an initial one-year agreement. Buyers will also be able to use the system to buy merchandise an plan trips to the Disneyland theme parks in Hong Kong and Shanghai, leveraging Alibaba’s existing strengths in ticketing and e-commerce. Consumers will also be able to use the system to tap other Alibaba products and services, according to a joint release from both companies. 

“DisneyLife directly connects us to China’s digital population and provides millions of kids and families the ability to explore and engage with Disney,” said Luke Kang, Managing Director at Walt Disney.

Alibaba has been rapidly investing in content and subscription services throughout 2015, which has seen them put aside their fierce historic rivalry with Tencent to mutually invest in more than one content deal. Yesterday Alibaba and Tencent announced they would be joining a series of other investors in a $1 billion USD buyout of NASDAQ-listed Chinese film company Bona Film Group. Tencent also struck a deal with Disney in September, winning the exclusive online licensing rights to stream the first six Star Wars movies online. 

The latest deal with Alibaba makes China the second country outside the U.S. to experience Disney’s over-the-top streaming service, with the U.K. being the first. The DisneyLife device is advertised in several colors, though currently on Taobao it is only available in black.

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How K-Pop Is Influencing Korea’s Startup Scene https://technode.com/2015/12/16/sparklabs-demoday-shows-k-pop-culture-inspires-entrepreneurs/ https://technode.com/2015/12/16/sparklabs-demoday-shows-k-pop-culture-inspires-entrepreneurs/#respond Wed, 16 Dec 2015 03:12:56 +0000 http://technode-live.newspackstaging.com/?p=34650 K-pop or Korean pop culture has exploded worldwide following the success of highly popular figures including Psy. The multi-million dollar industry has even managed to draw academic focus. In a demo day hosted by SparkLabs on Saturday in Seoul, Korean startups showed off exactly how influential the K-pop phenomenon is now becoming in early-stage tech. SparkLabs is based in several startup […]]]>

K-pop or Korean pop culture has exploded worldwide following the success of highly popular figures including Psy. The multi-million dollar industry has even managed to draw academic focus.

In a demo day hosted by SparkLabs on Saturday in Seoul, Korean startups showed off exactly how influential the K-pop phenomenon is now becoming in early-stage tech. SparkLabs is based in several startup hubs including Silicon Valley, Tel Aviv, Seoul and London.

“This 6th batch was at an earlier stage than prior classes. It took more engagement and guidance from us, but it was also more enjoyable for us to work with them,” stated Sophia Choi, Senior Associate at SparkLabs.

Four Startups Leveraging K-Pop In 2015:

ChartMetric
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Big Brain Lab’s ChartMetric is a modern approach to tracking, measuring, and analyzing music data for music makers, labels, and marketers. Users can analyze K-pop music to discover the current trends and predict the new ones. The company’s engine collects music rankings and performance data from local charts as well as global music streaming services such as iTunes, Spotify, and Youtube. They use machine learning and natural language processing to organize and derive actionable insights as well as collecting social media data from Twitter, Instagram, and Facebook to provide real time trends for artists. ChartMetric is launching with the K-pop genre, but will expand into other music genres in 2016.

WaHome
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WaHome is O2O cleaning service from Seoul. The company gained early traction by cross-advertising with K-pop celebrities like Super Junior and EXO, who claimed to be using the app to clean their apartments. Customers find house staff on the smartphone app in real-time and all staff go through reference checks and training before they are listed on the app to ensure safety. Wahome plans to expand to Japan and Hong Kong in 2016. 

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PicPic is a GIF creation and sharing service with a vision to become the premier global hub for all GIF content. GIFs have been widely used in Korea among K-pop fans since the early 2000s. Many K-pop fans are using GIFs on communities and blogs, and many of GIFs on the PicPic platform are centered around K-pop stars. PicPic provides diverse editing functions such as speed adjustments, backwards playback, partial GIFs, and meme creation while creating GIFs 18 times faster than other popular GIF applications, according to PicPic CEO Hyuwoong Oh.

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NextMakers is picking up on the Korean culture craze of connecting famous Youtube video creators with brands. It’s a marketplace for brands who want to collaborate with social influencers and content creators for advertising campaigns. With more than 3,000 influencers signed up to its platform, the service successfully completed campaigns with major Korean brands such as Nexon, LG, and Camp Mobile. NextMakers is currently concentrating on the beauty and technology industries. The team invited a K-beauty Youtube star to the demoday to attract more visitors to their booth.

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Jack Ma, Tencent Join Forces To Make Movies https://technode.com/2015/12/14/jack-ma-tencent-join-forces-to-make-movies/ https://technode.com/2015/12/14/jack-ma-tencent-join-forces-to-make-movies/#respond Mon, 14 Dec 2015 10:46:05 +0000 http://technode-live.newspackstaging.com/?p=34694 It’s not often that Alibaba CEO Jack Ma teams up with market-rival Tencent, but if anything can bring the two together as of late it’s a mutual investment in the entertainment industry.  Tencent Holding Ltd., Yunfeng Capital and Huayi Brothers Media Corp. have joined forces to buy a controlling stake in a Hong Kong shell […]]]>

It’s not often that Alibaba CEO Jack Ma teams up with market-rival Tencent, but if anything can bring the two together as of late it’s a mutual investment in the entertainment industry. 

Tencent Holding Ltd., Yunfeng Capital and Huayi Brothers Media Corp. have joined forces to buy a controlling stake in a Hong Kong shell company that previously traded as a retirement-home developer, the companies revealed on Thursday.

Mr. Ma owns a 40% stake in Yunfeng Capital, while both Alibaba and Tencent are investors in Huayi. The new company, called China Jiuhao Health Industry Corp., will use the shares to form a media content business. 

The company will kick off operations with three animated features and 10 live-action films. The new content will be produced in partnership with currently unnamed U.S. production houses. Alibaba has previously teamed up with Paramount pictures to bring U.S films to mainland China. Huayi announced in March that it was investing in a slate of at least 18 films with Robert Simonds’ STX Entertainment.

Mr. Ma and Alibaba have been aggressively expanding a media empire throughout 2015, which now includes Alibaba Pictures Group and the total acquisition of streaming service Youku Tudou’s remaining shares. Just last week the company also announced they would be acquiring the media business of South China Morning Post Group. 

The latest alliance between Tencent and Alibaba camps indicates that the two companies are able to put aside their tense market rivalry foster joint projects into 2016. The Chinese ride-hailing market was rocked in February 2015 when the two companies combined their services to create Didi-Kuaidi, which holds a strong market monopoly. Tencent and Alibaba have also shared investment in the $15 billion USD Dianping-Meituan merger.

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This Korean Smart Glove Turns Rehabilitation Into A Game https://technode.com/2015/12/14/rapael-smart-glove-brings-gamification-rehabilitation/ https://technode.com/2015/12/14/rapael-smart-glove-brings-gamification-rehabilitation/#respond Mon, 14 Dec 2015 09:56:40 +0000 http://technode-live.newspackstaging.com/?p=34537 When Hoyoung Ban, CEO of Korea-based Neofect, had a close family member suffer from a stroke, he was pained by how expensive and inefficient the rehabilitation was. “Along with how sad we were, there was a huge financial burden in the rehabilitation process that our family had to afford. Yet it was not very cost-effective,” says Mr. […]]]>
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When Hoyoung Ban, CEO of Korea-based Neofect, had a close family member suffer from a stroke, he was pained by how expensive and inefficient the rehabilitation was.

“Along with how sad we were, there was a huge financial burden in the rehabilitation process that our family had to afford. Yet it was not very cost-effective,” says Mr. Ban.

The experience motivated him to create the Rapael Smart Glove, a wearable that brings gamification into rehabilitation exercise for stroke survivors, integrated with software that measures the patient’s activity level and target’s activities.

“I found that the products available in the market were too big, heavy and expensive, so I thought of developing a smaller, cheaper, and lighter product,” Mr. Ban said.

Rapael smart glove offers game-like exercises so that patients can remain motivated and challenging throughout the rehabilitation process. The smart glove captures the hand and wrist movements, so that the data can be processed later.

Neofect’s team includes a former Samsung engineer, rehabilitation therapists and game developers. Rehab games are updated monthly to provide interesting and helpful tasks for the patients.

“Rehabilitation games are regarded as medicine, and we develop Rapael’s gamification contents as if we’re developing a medicine,” says Mr. Ban.

The solution was applied to a variety of rehabilitation patients that has neurological disorders, such as spinal cord injury, multiple sclerosis, Parkinson’s disease, rheumatoid arthritis and even hand burns, according to the company.

Pouring Wine_Smart Glove Rehab Game

Rapael isn’t the only rehabilitation glove on the market. Israel-based HandTutor provides similar smart glove for physical therapy solutions.

According to a recently published study, the rehabilitation robotics market is expected to grow dramatically, reaching $1.8 billion USD by 2020. Founded in June in 2010, Neofect received a $4 million USD series B this March from SBI Investment Korea, DSC Investments, and Sejong Venture Partners. Its previous investors include POSCO Venture Partners and K Partners. 

Image Credit: NEOFECT

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Baidu Music To Merge With Taihe As Baidu Continues To Open Assets To Investment https://technode.com/2015/12/03/baidu-music-to-merge-with-taihe-as-baidu-continues-to-open-assets-to-investment/ https://technode.com/2015/12/03/baidu-music-to-merge-with-taihe-as-baidu-continues-to-open-assets-to-investment/#respond Thu, 03 Dec 2015 04:33:25 +0000 http://technode-live.newspackstaging.com/?p=34493 Baidu Inc. has announced today that Baidu Music will merge with Chinese music company Taihe Entertainment Group, creating a new company. It’s the latest asset Baidu has spun off for investment as they focus funds on expanding their online marketing and transaction ecosystem, including Nuomi and Baidu Wallet. “The new company will combine Taihe’s upstream strengths—its extensive intellectual property, and its […]]]>

Baidu Inc. has announced today that Baidu Music will merge with Chinese music company Taihe Entertainment Group, creating a new company. It’s the latest asset Baidu has spun off for investment as they focus funds on expanding their online marketing and transaction ecosystem, including Nuomi and Baidu Wallet.

“The new company will combine Taihe’s upstream strengths—its extensive intellectual property, and its artists and repertoire (A&R) resources—with Baidu Music’s powerful downstream digital platform and distribution capabilities,” said Baidu in a release.

Taihe has been consolidating an increasing amount of local and international content. The merger could give them greater leverage to deal independently of other music streaming services including those backed by Tencent and Alibaba.

The new company will be part of Baidu’s wider “aircraft carrier program,” which has opened series of Baidu assets up to investment with the goal of developing out their ecosystem under the guidance of Baidu.  Other assets under the program include Baidu Takeaway [Baidu Waimai], Zuoyebang, and 91 Desktop, a desktop theme app.

“We’re very open to whatever works best to give these companies the highest chance of success, that brings in the best strategic partners, that structure them optimally to incentivize their management,” company spokesperson Kaiser Kuo told Technode on Thursday.

“Baidu Music is the latest but likely not the last.”

Baidu has recently concentrated core funds to expand services in the highly-competitive online to offline (O2O) sector. The company invested $3 billion into group buying site Nuomi, as they push to gain an early market share against. In October, Meituan and Dianping merged to form the market’s biggest on-demand services provider, competing directly with Nuomi. The companies are now locked in a battle for market share, re-routing funds to heavily subsidize the services.

“Baidu’s resolve and commitment to winning the O2O market remains unshaken,” said Baidu CEO Robin Li during an October earnings call.

“A small sliver, less than 5% of the local high-frequency transaction services market, namely restaurants and local entertainment is online today. Baidu can win in this market,” he said.

Baidu has declined to comment on the terms of the deal between Baidu Music and Taihe, though they say the tech giant will contribute “search technology, big data, and massive online infrastructure” to compliment Taihe’s licensing strengths.

Update 2:30pm 3/12: This article has been updated to reflect comments from Baidu. 

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Lenovo Partners With Razer To Conquer The Last Growing PC Market: Gaming https://technode.com/2015/12/01/lenovo-partners-with-razer-to-conquer-the-last-growing-pc-market-gaming/ https://technode.com/2015/12/01/lenovo-partners-with-razer-to-conquer-the-last-growing-pc-market-gaming/#respond Tue, 01 Dec 2015 13:14:20 +0000 http://technode-live.newspackstaging.com/?p=34454 Lenovo has joined forces with Razer, a world leader in gaming devices, to launch high-performance desktop hardware, the only PC sector still seeing significant growth in 2015. Lenovo will leverage Razer’s concentrated gaming community to boost sales of high-performance PCs, as the company seeks to improve profitability following their $714 million USD net loss last quarter. The co-branded device will launch in 2016, […]]]>

Lenovo has joined forces with Razer, a world leader in gaming devices, to launch high-performance desktop hardware, the only PC sector still seeing significant growth in 2015.

Lenovo will leverage Razer’s concentrated gaming community to boost sales of high-performance PCs, as the company seeks to improve profitability following their $714 million USD net loss last quarter.

The co-branded device will launch in 2016, according to Razer, and will feature the game company’s trademark lighting effects. “Razer matches Lenovo’s scale and broad appeal with a high-touch dedication to the gaming community,” Razer said in a release.

“Additionally, both companies are looking to jointly double down efforts to fast track the development of new technologies, including gaming experience enhancements. ”

While PC sales are shrinking globally, gaming hardware has experienced a resurgence, prompting the world’s leading PC vendors to increasingly target gaming communities.

China has a particularly healthy appetite for gaming PCs. Currently PCs are the top gaming device by revenue in China, with an expected revenue of $16.8 billion USD in 2015, far outweighing mobile and console gaming.

Lenovo is now fighting their way back to net profitability due to the costs of integrating recent acquisitions Motorola and the IMB x86 server business. While Lenovo’s PC business has remained profitable in itself, its growth is slowing according to second-quarter financial results.

The company is not known for their gaming computers, though it has bullishly cut into the market over the past two years. This September Lenovo released their Y-series laptops and desktops, designed for the company’s growing cult fanbase of gamers.

Lenovo isn’t the only company that has turned to high-performance PCs for salvation in a slowing market. Acer and Asus have also made strong commitments to gaming hardware. Graphics specialist Nvidia also saw earnings surge as of this November due to market demand for gaming graphics processing units (CPU), now making up 58% of the company’s total revenue.

Lenovo’s stock price has rallied somewhat in the past three months after shedding almost 30% over poor market share figures.

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Kamcord Launches Live Mobile Streaming In Japan, Korea https://technode.com/2015/11/20/kamcord-launches-live-mobile-streaming-in-japan-korea/ https://technode.com/2015/11/20/kamcord-launches-live-mobile-streaming-in-japan-korea/#respond Fri, 20 Nov 2015 05:51:37 +0000 http://technode-live.newspackstaging.com/?p=34104 Tencent-backed Kamcord has launched its capture and stream service in Japan and Korea today, as they continue their push into the East Asian markets. Last year the company raised a $15 million USD B round to fuel their Asia expansion, opening offices in Tokyo and Seoul. Investors include Japanese game company Gungho and Wargaming along with […]]]>

Tencent-backed Kamcord has launched its capture and stream service in Japan and Korea today, as they continue their push into the East Asian markets.

Last year the company raised a $15 million USD B round to fuel their Asia expansion, opening offices in Tokyo and Seoul. Investors include Japanese game company Gungho and Wargaming along with Tencent. Kamcord has since worked on developing local partnerships to integrate their latest live streaming function.

Kamcord, which graduated from Y-combinator in 2012, began as software that could record gameplay using an integrated SDK. As of this year it has evolved into a live streaming service for gaming, entering the same territory as Twitch to cater to some of the biggest names in live gaming.

The company first launched an Android record-and-play version in late 2013, before revealing an Android version of the live streaming function in June. Android remains dominant in the Asian markets that Kamcord is attempting to tap into.

Kamcord launched their streaming service in the U.S. this summer, in July this year they claimed to have around 1 million registered users and approximately 5 million videos.

Asia has an extensive appetite for play-and-share as well as live streaming services in the game sector. There are several players that compete with Kamcord is at least one aspect, including YY, Douyou, Duopai and Aipai.

Korea’s fast internet speeds and Japan’s developed gaming industries made them viable targets for Kamcord’s early entry in Asia. Further markets have not yet been decided by the company, though their funding partnership with Tencent paves the path for a highly-anticipated China entry.

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China’s Budding Android Console Market Is Already Getting Very Crowded https://technode.com/2015/11/12/chinas-android-gaming-console-market-starts-getting-crowded/ https://technode.com/2015/11/12/chinas-android-gaming-console-market-starts-getting-crowded/#respond Thu, 12 Nov 2015 09:43:37 +0000 http://technode-live.newspackstaging.com/?p=33890 In July this year China completely lifted a 15 -year-old ban on gaming consoles, and the country’s budding developers have already tapped into the fastest way to the market: Android-based consoles. Producing an Android-based solutions, similar to Ouya’s US$99 console, allows companies to enter the market without waiting to develop their own systems, while maximizing China’s powerful manufacturing capabilities […]]]>

In July this year China completely lifted a 15 -year-old ban on gaming consoles, and the country’s budding developers have already tapped into the fastest way to the market: Android-based consoles.

Producing an Android-based solutions, similar to Ouya’s US$99 console, allows companies to enter the market without waiting to develop their own systems, while maximizing China’s powerful manufacturing capabilities has quickened the process. For China’s tech companies Android systems also allow them to integrate with their existing game environments.

ZTE9, the joint venture between telecom equipment giant ZTE and gaming company The9, launched a Ouya-like pack in March 2014. In the following month Chinese TV maker TCL unveiled a similar product. Several more made by eletronics companies would be launched in the following year, including OBOX by Snail Mobile’s electronics arm, and TIME BOX by Vimtag. Their prices range from RMB699 to RMB1999 (US$110 to US$320).

As more game companies and developers are moving into the TV gaming market, TV game distribution platforms have emerged too. Mianhuatang, meaning ‘Marshmallow’, is one of the leading TV game distributors. They launched their own Android gaming console Modan in July 2015.

Modan Android Console
Modan Android Console

Experienced game developers are entering this market too. Veteran gaming entrepreneur Wang Feng co-founded ‘FUZE‘. FUZE is developing its first hardware product and has established a developer platform for third-party content. The startup announced US$60 million in funding last month. Wang’s previous online gaming company Linekong went public on the HKEx GEM in 2014.

The Giants are Coming: Tencent’s miniStation

Chinese social network and gaming giant Tencent unveiled an upcoming Android-based gaming console called ‘miniStation’ earlier this week. It runs on a Qualcomm processor and is pre-loaded with TencentOS (TOS), an in-house developed custom Android system for hardware solutions.

Along with a conventional controller, users are able to play games with their smartphones using a mobile app that is available on both Android and iOS app stores. TencentOS supports Tencent’s social account systems and online payment service.

The price for the miniStation hasn’t been announced yet. Tencent only said that it would be affordable to average Chinese families.

Lenovo and TV maker Skyworth have signed up to manufacture and distribute the first miniStation devices. Tencent hopes to have more partners to make and sell consoles loaded with the miniStation solution. For Tencent, what’s more important than profits from hardware will be the users and revenues gained from the games themselves. Currently it’s unknown whether Tencent will share gaming revenues with hardware manufacturers.

Eight games have been available on the platform, including two developed by Tencent, three from Gameloft, one from Epic Games, and another from Taiwan-based game developer Rayark. Tencent has stakes in both Gameloft and Epic Games.

Together with the miniStation Tencent also launched a developer platform encouraging third parties to develop virtual reality content and applications for its system. Third parties will be able to integrate Tencent’s social account systems, QQ and WeChat, into their games and Tencent’s online payment service to collect payments.

Tencent miniStation
Tencent miniStation

The Market Landscape: Xiaomi, Ouya, Alibaba, Qihoo, LeTV

It’s not surprising to see Tencent exploring gaming technologies considering gaming has been their largest revenue source and one of the most popular offerings of the company.

It was reported that Tencent joined Xiaomi and other Chinese companies intending to acquire Ouya. Ouya signed a cooperation agreement with Xiaomi in 2014 and took investment from Alibaba in early 2015, hoping to deliver its games via the two Chinese giants’ set-top boxes or smart TVs.

Speculation ended when Ouya’s software assets were sold to Razer, the gaming hardware and software developer, in July 2015 and its hardware business has discontinued. Now its solely a content provider for Andorid TV and Android game consoles.

Xiaomi launched a gaming controller in late 2014, and it’s very likely Xiaomi will release a gaming console in the near future as it has been making investments in all kinds of smart device makers along with making their own Android -based smart TVs. It is reported that the company, or its investment arms, have invested in two TV game developers, and Xishanju and Ximi Game, Xiaomi’s online game affiliates, are developing TV games (report in Chinese).

Alibaba has already developed a set-top box. In late 2014 its gaming division announced to shift focus from mobile gaming to TV gaming and home entertainment.

Qihoo 360 invested in Xiaocong Network which launched the Daqiuzhang Android console in early 2015. LeTV (aka. Leshi), the smart device and online video company, is reportedly developing a gaming console too.

For tech giants, their advantage is a huge existing user base and online infrastructure for payments and content distribution.

Content Is The Key, As Always.

Tencent’s miniStation is so far one of the few that offers famous titles optimized for TV gaming experience, and what the rest have are mainly existing mobile games.

Chinese games for the Android system are comparatively low quality. Mr. Wang with FUZE argues in a recent article that it’s not because of the limitations within the Android system but that developers don’t have incentives to develop high-quality mobile games, for (1) high-quality games don’t perform well on the low-end Android phones used by a large number of Chinese consumers, and (2) mobile games have relatively a short product life cycle, meaning companies can’t justify the costs of high-quality content.

To tackle the issue, FUZE had reached out to game developers XBox and PlayStation to make their games compatible within the Android-based platform, according to Wang.

TCL Android Gaming Console
TCL Android Gaming System

Image credit: cnbeta, TCL

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Tencent Invests In U.S. Game Company Artillery https://technode.com/2015/10/23/tencent-invests-in-u-s-game-company-artillery/ https://technode.com/2015/10/23/tencent-invests-in-u-s-game-company-artillery/#respond Thu, 22 Oct 2015 21:59:17 +0000 http://technode-live.newspackstaging.com/?p=33482 Tencent, who have stakes in some of the the world’s biggest mobile and online games, are proving that they still have their finger on the pulse when it comes to early-stage investment in game companies The Chinese game and social giant has led the A series in Palo Alto-based PC game startup, Artillery. The investment round, which was for an […]]]>

Tencent, who have stakes in some of the the world’s biggest mobile and online games, are proving that they still have their finger on the pulse when it comes to early-stage investment in game companies

The Chinese game and social giant has led the A series in Palo Alto-based PC game startup, Artillery. The investment round, which was for an undisclosed amount, will help to bring the company’s first game Atlas to market. The free-to-play game has similarities with other real time strategy games in Tencent’s investment portfolio including World of Warcraft.

Other investors participating in Artillery’s A series include First Round Capital, Lowercase Capital, Signia Ventures, General Catalyst, Charlie Cleever and Crunchfund.

“We’ve grown to 22 employees and plan to expand our testing at the end of this year,” said Ankur Pansari, Artillery’s CEO, in a statement.”We’ve learned a lot from [Tencent] already and their feedback has been invaluable.”

Tencent has a diverse number of game company investments across mobile and desktop including Riot Games, maker of the highly popular League of Legends game, Activision Blizzard, maker of World Of Warcraft and call of Duty, and Epic Games, the company behind Unreal Engine.

The company has increasingly focussed on the mobile gaming market in China. Recently they invested $126 million for a 14.6% stake in San Francisco-based Glu Mobile Inc., paving the way for the U.S. company to introduce its apps to China.

Despite their continued vigor in the gaming field, Tencent’s growth in online gaming dropped sharply from 28% in Q1 to 17% Q2 2015, while growth in smartphone-game revenue shrunk to 11% from 82%. Saturation in the gaming market has led Tencent to seek out alternative revenue drivers, including advertising which now accounts for approximately 17% of Tencent’s total revenue, rising from 10% in 2014.

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Another Homegrown Chinese Console Is On Its Way, With $60M In Backing https://technode.com/2015/10/15/fuze-game-console/ https://technode.com/2015/10/15/fuze-game-console/#respond Thu, 15 Oct 2015 15:00:59 +0000 http://technode-live.newspackstaging.com/?p=33325 Fuze Entertainment, a Chinese game console maker founded by Wang Feng, CEO of game developer LineKong, has announced $60 million USD in funding from a consortium including IDG Capital, Northern Light Venture Capital, Fosun Ventures and LineKong. The company has a core team coming from Huawei, NVIDIA, Microsoft, TCL and Tencent. The new funding is primarily earmarked for new gaming content and user […]]]>

Fuze Entertainment, a Chinese game console maker founded by Wang Feng, CEO of game developer LineKong, has announced $60 million USD in funding from a consortium including IDG Capital, Northern Light Venture Capital, Fosun Ventures and LineKong. The company has a core team coming from Huawei, NVIDIA, Microsoft, TCL and Tencent.

The new funding is primarily earmarked for new gaming content and user accumulation, said Wang. He added that they are looking to raise between $100 to $200 million USD in the next round.

The Chinese government has been slowly easing restrictions on game console industry since 2014 after a ban that laster over a decade. They first allowed companies to sell and manufacture on the mainland provided that they have headquarters and factories within Shanghai‘s special economic zone. They then eliminated all previous restrictions on how these companies can operate in China, allowing them to set up shop anywhere.

Although there are still contrasting opinions as to whether the favorable policies will actually see significant market growth, it has undoubtably brought vigor to the sector as more companies, foreign (Microsoft, Sony) and domestic (Huawei, ZTE), are flocking to the market.

Fuze-i

Fuze is still tinkering with the first generation of its new product named Zhanfu, but Wang disclosed that the game console is under testing for hardware, system and contents. At the same time, the startup is setting up a developer platform that offers all-round support in funding, hardware, game centers and player communities.

The company is planning to unveil and take orders for its first-gen product within this year. Nearly one hundred games will be released gradually over the first year from its launch.

Of course as a new entrant to the sector Fuze will face formidable challenges from Sony’s PS4 and Microsoft’s Xbox One, which are now available for Chinese players.

However Wang is very optimistic when taking about competition from the two game console giants. Like most foreign companies, Sony and Microsoft encounter localization problems like the region lock, high prices, and long game-reviewing processes Fuze will target these aspects to get ahead in their early growth stages.

Image credit: Fuze

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Alibaba Invests In Korean Film ‘Real’ Starring Soo-Hyun Kim https://technode.com/2015/10/13/alibaba-invests-soohyun-kim-casted-korean-film-real/ https://technode.com/2015/10/13/alibaba-invests-soohyun-kim-casted-korean-film-real/#respond Tue, 13 Oct 2015 06:24:05 +0000 http://technode-live.newspackstaging.com/?p=33243 Alibaba announced that it has signed a memorandum of understanding for a new investment in Korean action film Real. The investment will give Alibaba Pictures the right to operate marketing, including advertising, brand licensing and e-commerce development according to the company. In the coming film, well-known Korean superstar Soo-hyun Kim will play an ambitious and ruthless swindler […]]]>

Alibaba announced that it has signed a memorandum of understanding for a new investment in Korean action film Real. The investment will give Alibaba Pictures the right to operate marketing, including advertising, brand licensing and e-commerce development according to the company. In the coming film, well-known Korean superstar Soo-hyun Kim will play an ambitious and ruthless swindler who establishes an empire of casinos and hotels. 

The deal was follows Alibaba’s investment in Paramount’s Mission: Impossible, Rogue Nation in June this year, which set a record as the highest grossing 2D Hollywood movie ever. 

Zhang Qiang, CEO of Alibaba Pictures said, “We’re investing in Real because the Korean film industry is arguably the most influential creatively in the region at present and the hugely popular Kim Soo-hyun is the embodiment of that. We aim to support regional movie making in Asia, as well as bigger Hollywood movies.” 

China’s interest in the Korean entertainment is not new. Korean dramas and films have gained huge success in the Chinese market, building the local fandom of Korean celebrities, including Soo-hyun Kim.

Korean romance drama, My Love From The Star was aired in 15 Asian countries and reportedly garnered 3.1 billion viewers earlier last year. As a main character of the drama, Soo-hyun Kim is one of the most famous celebrities in China now and has a huge influence in the mainland. Chinese website Sohu paid $2.4 million USD for the rights to stream Producer in 2015, which featured a cast led by Kim. A heroine of the drama, Jihyun Jun has also attracted a large Chinese fandom following her recent role in Korean film Assassination.

Korean movies have also driven the sale of other Korean items, offering big opportunities for Korean companies. The sale of Korean food and beverage, fashion brands and beauty products is growing in China. Cosmetics have now become one of Korea’s main consumer export items showing double-digit growth.

As Chinese tech giants move into entertainment industry they are benefiting from a range of consumer points including online ticketing, promotion and merchandising of the films. 

Hollywood has also been taking advantage of Chinese tech companies expanding in the entertainment industry, particularly in online streaming. This week Baidu backed iQiyi inked a deal with film studio Lions Gate Entertainment Corp., the production company behind The Hunger Games. Tencent also signed a deal with Walt Disney to become the exclusive online distributor of the first six Star Wars films. Earlier this year Youku Tudou announced a licensing deal with Paramount Pictures, adding over 100 movies to their subscription service. 

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iQiyi Inks Deal With ‘Hunger Games’ Studio Lions Gate https://technode.com/2015/10/12/iqiyi-inks-deal-with-hunger-games-studio-lions-gate/ https://technode.com/2015/10/12/iqiyi-inks-deal-with-hunger-games-studio-lions-gate/#respond Mon, 12 Oct 2015 00:00:04 +0000 http://technode-live.newspackstaging.com/?p=33209 In the latest entertainment matchup between Hollywood and Chinese tech companies, Baidu-owned internet video service iQiyi has inked a deal with California-based Lions Gate Entertainment Corp., the production company behind The Hunger Games. Neither iQiyi or Lions Gate have released financial details of the deal, though according to a statement from the companies it will give Lions Gate access […]]]>

In the latest entertainment matchup between Hollywood and Chinese tech companies, Baidu-owned internet video service iQiyi has inked a deal with California-based Lions Gate Entertainment Corp., the production company behind The Hunger Games.

Neither iQiyi or Lions Gate have released financial details of the deal, though according to a statement from the companies it will give Lions Gate access to a platform of 500 million users for upcoming titles including the latest Hunger Games installment, Divergent, and action thriller Deepwater Horizon.

The deal is by no means Lions Gate’s China debut. The company has also partnered with tech giant Alibaba’s entertainment department, partnering in October 2014 to license its content for streaming in China.

China Develops An Apetite For Streaming Hollywood

China’s video streaming market has seen rapid growth over the past five years, and major streaming services, including iQiyi, have launched subscription services for both local and foreign films. While China is known for its large online black market of pirated films and music, cheap licensed services and higher levels of disposable income have boosted the number of viewers watching subscription services.

Last month Youku Tudou, one of the country’s largest media streaming services, announced a licensing deal with Paramount Pictures, adding over 100 movie titles to their subscription service including Forrest Gump, Star Trek and Mission: Impossible. They had previously partnered with Netflix to distribute the House of Cards series, which was highly popular in China.

China’s largest internet giants are also scrambling to create Hollywood partnerships, as entertainment becomes a high-grossing investment for companies who can leverage their platforms for movie-ticketing services and merchandise retail. In September Tencent, the company behind China’s largest social app WeChat, signed a deal with Walt Disney to become the exclusive online distributor of the first six Star Wars films. They also entered a licensing agreement with HBO in November 2014 stream a number of popular series including Game of Thrones.

Both Tencent and Alibaba have launched respective film production houses in China this year, with the later also partnering with Paramount Pictures to distribute and franchise Hollywood blockbuster Mission Impossible: Rogue Nation, in theaters. Alibaba also rolled out its own subscription-based streaming service in September, Tmall Box Office, which costs 39 RMB ($6 USD approx.) per month.

While the appetite for Hollywood films and U.S. TV series is strong in China, U.S.-based streaming services have struggled to enter the market. Last month Netflix announced it would launch in four major Asian markets including South Korea, Singapore, Hong Kong and Taiwan, following an earlier launch in Japan. They have avoided the Chinese market however as regulatory concerns and stiff competition make it a complex candidate for expansion.

For now, licensing deals appear to be the easiest route for production companies looking to get their content direct to Chinese consumers. The latest deal between iQiyi and Lions Gate will also include the rights to stream some third-party films that are under a distribution contract with Lions Gate.

Image Credit: Tinseltown / Shutterstock.com

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Youku Tudou Signs Deal With Paramount To Bring 100 + Movies To China https://technode.com/2015/09/16/youku-tudou-signs-deal-with-paramount-to-bring-over-100-movies-to-china/ https://technode.com/2015/09/16/youku-tudou-signs-deal-with-paramount-to-bring-over-100-movies-to-china/#comments Wed, 16 Sep 2015 02:37:44 +0000 http://technode-live.newspackstaging.com/?p=32467 Youku Tudou, one of China’s leading online media companies announced on Tuesday that they would be partnering with Paramount Pictures to add over 100 movie titles to their subscription streaming service, including Star Trek, Mission: Impossible and Forrest Gump. It’s the latest in an increasing number of deals sealed between Chinese internet powerhouses and American […]]]>

Youku Tudou, one of China’s leading online media companies announced on Tuesday that they would be partnering with Paramount Pictures to add over 100 movie titles to their subscription streaming service, including Star Trek, Mission: Impossible and Forrest Gump.

It’s the latest in an increasing number of deals sealed between Chinese internet powerhouses and American production companies. Last week Tencent sealed a deal with Walt Disney to become the exclusive online distributor of the six existing Star Wars movies in China. 

Tecncent also signed a deal with HBO in November 2014 to stream popular series including Game of Thrones. Sohu, one of Youku Tudou’s largest competitor in the online streaming space, inked a deal with Netflix in 2014 to distribute the highly popular House of Cards series in China. 

“The consumer-driven demand for premium online services in China is growing rapidly,” said Youku Tudou Chairman and CEO Victor Koo. 

The newest additions from Paramount will bring Youku’s online movie library to over 4,000 domestic and foreign titles, according to the company. 

Paramount has had a relatively diverse number of partnerships in China over the past three years. In 2011 they partnered with a leading Chinese game company, Kabam, to distribute a free, browser-based multiplayer game based on The Godfather.

In June this year, internet behemoth Alibaba revealed an undisclosed investment in the latest Mission:Impossible movie, Rogue Nation. The partnership with Paramount included distribution rights as well as Alibaba-exclusive merchandise, ticketing and promotion through their multiple e-commerce and payment platforms. 

@CateCadell

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Tencent Brings Star Wars Online In China https://technode.com/2015/09/14/tencent-brings-star-wars-online-in-china/ https://technode.com/2015/09/14/tencent-brings-star-wars-online-in-china/#respond Mon, 14 Sep 2015 15:41:46 +0000 http://technode-live.newspackstaging.com/?p=32411 As Tencent continues their breakneck expansion into entertainment, it seems they have found the droids they are looking for. The internet giant has officially signed a deal to become the exclusive online distributor of the first six Star Wars films, inking a deal with their new owner, Walt Disney. It comes as fans are now eagerly […]]]>

As Tencent continues their breakneck expansion into entertainment, it seems they have found the droids they are looking for.

The internet giant has officially signed a deal to become the exclusive online distributor of the first six Star Wars films, inking a deal with their new owner, Walt Disney. It comes as fans are now eagerly counting down the final days before the highly-anticipated seventh installment; Star Wars: The Force Awakens.

Just three days ago Tencent launched Penguin Pictures, a new movie production unit aiming to produce 10-15 movies per year. Tencent pictures, a similar venture, was established last year. Alibaba established their own film and entertainment arm early this year following the $800 million USD acquisition of Hong-Kong based ChinaVision.

A handful of Chinese internet companies are now vying to hold down paying consumers in the growing video streaming space. Partnerships with popular series are hard fought. Tencent forged an agreement with HBO in November 2014, making them the exclusive distributor of hit shows including Game of Thrones as well as other series. Last year Netflix signed a limited licensing agreement with Sohu to distribute the highly popular House Of Cards. 

China has a large market for pirated content that continues to thrive despite government efforts to curb it. Foreign producers have fought back by seeking licensing deals to have more control over their series, and not just financially. Pirated series in China are often subject to sub-par translation or dubbing by netizen volunteers.

Star Wars fans in China will now be able to watch the entirety of the first six Star Wars films for an added premium of 2.50 yuan. Next month, subscribers will be able to watch the films for free while non-members will have to pay double, 5 yuan, to watch each film. A number of streaming services are pushing the same deal for popular series, hoping to boost subscribers.

@CateCadell

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Tencent Opens New Film Production Arm As Internet Giants Race To Entertain https://technode.com/2015/09/14/tencent-entertainment/ https://technode.com/2015/09/14/tencent-entertainment/#comments Mon, 14 Sep 2015 09:26:33 +0000 http://technode-live.newspackstaging.com/?p=32387 Chinese online giant Tencent just announced that it is setting up Penguin Pictures, a film production arm for online drama production, investment in films and development of its own pool of artists. The company plans to make minority investments in some 10-15 movies per year. Tencent has already accelerated expansion into China’s booming film production industry through investments in […]]]>

Chinese online giant Tencent just announced that it is setting up Penguin Pictures, a film production arm for online drama production, investment in films and development of its own pool of artists.

The company plans to make minority investments in some 10-15 movies per year. Tencent has already accelerated expansion into China’s booming film production industry through investments in a series of blockbusters since last year, including local box office champion Monster Hunt. The combined box office revenues of films that Tencent has invested in reportedly reached 4.5 billion RMB ($706 million USD).

At the same time, the tech giant revealed a launch schedule for eight self-producted online shows, including one adapted from online literature bestseller ‘Ghost Blows Out the Light’.

To challenge public impression that online shows are low-quality, the company has had a bevy of talented directors and producers come on board, and the budget of each episode is no less than 5 million RMB, according to Fang Fang, an executive of the firm.

Online drama, especially those adapted from best-selling novels, are becoming increasingly popular among China’s younger generation with small-budget productions hitting billions of clicks.

It is interesting to note that Tencent has sent invitations to local media for a launch event on Sept. 17 for Tencent Pictures, a similar entertainment spin-off from Tencent Interactive Entertainment Group, a comprehensive entertainment branch of the internet behemoth.

Establishing two teams or subsidiaries focused on similar products is a typical move for Tencent’s brutal internal competition. It has appeared more than once that Tencent teams from different departments develop products in the same class at the same time.

One successful case of this tactic (that the Tencent CEO is very proud of) was their three concurrent WeChat development teams. The one who published their product and captured the market first won out. Of course, the company only applies this tactic to products that they considered to have strategic importance.

But a company insider also disclosed that Tencent Pictures will have a wider focus on gaming, animation, literature and film & TV sectors, citing a report from Sina Tech.

As two major rivals of Alibaba and Baidu are making inroads into entertainment sector, it is not surprising for us to see that Tencent is also following the trend. As one of the biggest online book publishers in China, it has rich IP resources to capitalize on, furthermore, Tencent is also the investor of Huayi Brothers, China’s Wanrer Bros.

China’s total box office revenue has hit 30.09 billion RMB as of September 5 this year, soaring 48.04% YOY, according to official data released by China’s press and publication watchdog. The rapid market growth has attracted Chinese internet giants to join this booming industry with advantages in capital support, platforms, promotion channels and contents.

Related Articles:

Alibaba’s Aggressive Expansion to Media and Entertainment [Updated]

China’s Tech Giants Taking On the Domestic Entertainment Industry

Alibaba Goes Hollywood: Invests In Paramount’s ‘Mission Impossible’

Image credit: Tencent

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Netflix Reveals Asia Expansion Plans As Competition In China Stiffens https://technode.com/2015/09/09/netflix-reveals-asia-expansion-plans-as-competition-in-china-stiffens/ https://technode.com/2015/09/09/netflix-reveals-asia-expansion-plans-as-competition-in-china-stiffens/#respond Wed, 09 Sep 2015 14:55:01 +0000 http://technode-live.newspackstaging.com/?p=32268 Netflix has announced it will be entering four new Asian markets in early 2016, including South Korea, Singapore, Hong Kong and Taiwan. The company launched its Asia presence in Japan this month. The U.S.-based subscription streaming service has effectively traced a line through China’s eastern and southern neighbors, though plans to enter the mainland itself are […]]]>

Netflix has announced it will be entering four new Asian markets in early 2016, including South Korea, Singapore, Hong Kong and Taiwan. The company launched its Asia presence in Japan this month.

The U.S.-based subscription streaming service has effectively traced a line through China’s eastern and southern neighbors, though plans to enter the mainland itself are still frustratingly vague. The company has hinted that is will be seeking partners, but has made no concrete statement. One reason for their hesitation could be the intense competition posed by new entrants in the industry.

Earlier this month, Chinese e-commerce giant Alibaba rolled out its own subscription-based streaming service, TBO, short for ‘Tmall Box Office’. The service costs 39 RMB per month ($6.08 USD) or 365 RMB per year ($57 USD).

While TBO is still in its infancy as a beta product, it has the right parent company to succeed. Alibaba has made a series of high profile film and entertainment partnerships this year. In early July they struck a deal with Chinese film company DMG and Hunan TV to package the first ever bundle subscription service in China, integrating the service with their Tmall platform.

TBO could also see benefits from some of the partnerships established under Alibaba Pictures, the official media and entertainment arm of Alibaba group, established early this year. Recently the entertainment group led an undisclosed investment in Paramount Pictures’ ‘Mission Impossible: Rogue Nation’.

Despite their global strength, Netflix lacks the industry roots of Alibaba in China. Netflix sold the rights to air their hit series House of Cards to the streaming arm of internet portal Sohu this year, though they have remained tight lipped on a possible entry partner for the company itself.

Other entertainment streaming services, including Spotify and Apple music, have also skirted China, aiming for its less-complex Asian neighbors.

@CateCadell

Related Articles:

Alibaba, DMG Reveal Details Of China’s First Entertainment Bundling Deal

Alibaba Goes Hollywood: Invests In Paramount’s ‘Mission Impossible’

Netflix’s Bold China Plan

Image Credit: Shutterstock

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Momo Enters Live Music Broadcasting Market With ‘Xianchang’ https://technode.com/2015/09/08/momo-xianchang/ https://technode.com/2015/09/08/momo-xianchang/#respond Tue, 08 Sep 2015 13:32:29 +0000 http://technode-live.newspackstaging.com/?p=32202 Location-based social network Momo has launched a live concert broadcasting platform called Momo ‘Xianchang’, meaning ‘on the spot’. Through Momo Xianchang, users will be able to interact with singers during a concert, leaving comments or sending virtual gifts.  When Momo was listed on the U.S. stock market, CEO Tang Yan previously stated that the company would push a video live broadcasting […]]]>

Location-based social network Momo has launched a live concert broadcasting platform called Momo ‘Xianchang’, meaning ‘on the spot’. Through Momo Xianchang, users will be able to interact with singers during a concert, leaving comments or sending virtual gifts. 

When Momo was listed on the U.S. stock market, CEO Tang Yan previously stated that the company would push a video live broadcasting service. Their pending privatization is possibly a driver in the reorganization of the business.

Momo Xianchang and YY Music both generate revenue from virtual gift sales. The major difference is Momo’s focus on professional singers rather than amateurs. In order to run the platform, Momo hired well-regarded Hong Kong musician Liang Qiaobo on July, who is the music director of famous entertainment program Woshigeshou, a.k.a. ‘I’m the Singer’.

Like YY’s amateur singer feature, the singers on the new Momo platform will be able to make changes in song lists and react to fan comments, ideas and gifts. Based on Momo’s identity as location-based social network, Momo Xianchang will also adopt functions like special-interest groups, nearby activities and nearby message boards.

“Momo will invest more on Momo Xianchang’s manpower, financial resources, and technology,” Momo Vice chairman Jia Wei said. Momo expects more individual musicians as well as entertainment management companies to join the platform and cooperate in launching the brand.

The concept of live broadcasting concerts in this fashion has been increasingly popular since LeTV kicked off the trend last year by broadcasting popular Chinese singer Wang Feng’s concert. Users could enjoy the concert in realtime online by paying 30 RMB ($4.6 USD). Over three days, the video saw 75,000 hits and LeTV made about 2 million RMB (about $309,000 USD) revenue (Chinese source).

YY Music has also proved that live music broadcasting can be very lucrative. In 2013, roughly half of the total sales generated on China’s online music market were from online music shows like YY Music. At that time, CCNT report estimated that the online singing show market would reach 8.5 billion RMB (about $1.4 billion USD) in 2015.

Music and video content streaming businesses like Tencent Video, Youku Tudou, PPTV, Mango TV, Netease Music, Migu Music, Kugou, Ximalaya, and LycheeFM successively entered music live broadcasting business. 

As China’s copyright watchdog, the National Copyright Administration (NCA) announced that China’s online streaming services should remove unlicensed music by the end of July, it would mean more online music companies would have to find new revenue sources. Companies who cannot afford the licensing fees have suffered, while internet giants like Tencent QQ, Baidu Music and NetEase Music remain comfortable in the industry.

Related Articles:

Momo Marks U.S. Expansion With Blupe App Launch

Momo Adds Physical Gifts and Digital Lucky Money

Momo The Latest US-Listed China Tech Company To Reveal Privatization Plans

Image Credit: Shutterstock

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WeChat Launches E-Book App To Make Reading Social https://technode.com/2015/08/28/wechat-reading/ https://technode.com/2015/08/28/wechat-reading/#respond Fri, 28 Aug 2015 08:47:12 +0000 http://technode-live.newspackstaging.com/?p=31934 WeChat, China’s most popular chat app, rolled out e-book app Weixin Dushu, or WeChat Read, yesterday. The app allows users to share their reading lists and experiences with WeChat friends, and is currently only available on the iOS platform. WeChat is one of China’s most popular destinations for news reading, but the new app is dedicated […]]]>

WeChat, China’s most popular chat app, rolled out e-book app Weixin Dushu, or WeChat Read, yesterday. The app allows users to share their reading lists and experiences with WeChat friends, and is currently only available on the iOS platform.

WeChat is one of China’s most popular destinations for news reading, but the new app is dedicated for more voracious readers who prefer books. The service will allow WeChat users to read books in EPUB or TXT formats with a clean and ad-free interface.

Weixin Dushu includes a WeChat Moment-like content sharing platform where users can browse through the reading list of WeChat friends and share reading suggestions.

The app has also integrated “Leaderboard” and “Like”, two existing gamification features that have proven successful in WeChat Sport and Games. It also counts how long users have spent on reading in the app and turns it into a social competition, complete with a daily leaderboard that covers all your WeChat friends who have also opted in. Of course, you can close the service if you don’t want to share your reading list or compete with others.

WeChat-Read-pic

The platform now has books cover a wide range of categories from fiction, history, biography to social science. Currently all the books listed in the enclosed e-book store are copyrighted content from third-party publishers, which are free to read or sold for tens of RMB.

Given the fast expansion of the WeChat platform into payments, it is a little disappointing that WeXin Dushu now only supports payment through Apple ID, and not WeChat payment, which is more popular among Chinese users.

Tencent, the parent company of WeChat, has been gearing up to explore the online publishing industry in recent years. The internet giant has joined up with Cloudary, the online publishing business of Shanda, earlier this year to become the largest online book publisher in China.

Related Articles:

Tencent-Cloudary Merger Reshapes Chinese Online Publishing

Chinese Internet Giants Geared Up To Explore Online Literature Market

Tech in China 2013: Chinese Online Reading Industry Undergone Major Shakeup

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iDreamSky Shells Out $10M For Silicon Valley Game Startup Rumble https://technode.com/2015/08/18/idreamsky-shells-out-10m-for-silicon-valley-game-startup-rumble/ https://technode.com/2015/08/18/idreamsky-shells-out-10m-for-silicon-valley-game-startup-rumble/#respond Tue, 18 Aug 2015 00:39:39 +0000 http://technode-live.newspackstaging.com/?p=31626 iDreamSky, the company known for localizing popular western apps including Fruit Ninja and Temple Run, has paid $10 million USD for a majority stake in Silicon Valley-based game startup Rumble, according to the Chinese company. It’s the most significant foreign investment they’ve made since announcing plans to privatize their Nasdaq-listed company. The partnership will allow […]]]>

iDreamSky, the company known for localizing popular western apps including Fruit Ninja and Temple Run, has paid $10 million USD for a majority stake in Silicon Valley-based game startup Rumble, according to the Chinese company. It’s the most significant foreign investment they’ve made since announcing plans to privatize their Nasdaq-listed company.

The partnership will allow iDreamSky to publish Rumble’s highly popular KingsRoad game on the mainland. Rumble focusses on higher quality mobile games, but has struggled to compete with big names in the market including Clash of the Clans, which already has a significant following in China.

iDreamSky has had a series of hit-and-miss game localization attempts, but has tapped into a vein of high profile apps to drive their growth. Earlier this year they announced they would be modifying the highly rated Temple Run 2 game with an added Bruce Lee character exclusively for Chinese audiences.

While online and mobile gaming is a rapid growth industry in China, the market is seeing some saturation and even large players are reporting lower revenues. Industry giant Tencent revealed that game growth had significantly slowed in their Q2 results this year, dropping from 28% to 17% in the preceding three months.

iDreamSky is one of many Chinese tech companies looking to privatize and re-list locally, as confidence in Chinese tech stocks continues to grow despite volatility in the past six months. After listing in August last year, the company announced just ten months later that they would be considering a privatization proposal led by CEO Michael Xiangyu Chen. Other Chinese companies with gaming who have considered privatization include Qihoo 360, Renren, Snda Games and Perfect Sky.

According to their most recent earnings report the company has 118 million monthly active users and saw a 113.6% jump in revenue growth since last year. Their share price dipped to $7.00 USD in April, less than half their original listing value, but has since rallied to a healthier $12.50 USD per share. 

@catecadell

Image Credit: Rumble [KingsRoad]

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China’s Music Streaming War: The Era Of Being Squished By Giants Is Not Over https://technode.com/2015/07/28/chinas-music-streaming-war-the-era-of-being-squished-by-giants-is-not-over/ https://technode.com/2015/07/28/chinas-music-streaming-war-the-era-of-being-squished-by-giants-is-not-over/#respond Tue, 28 Jul 2015 12:25:52 +0000 http://technode-live.newspackstaging.com/?p=31161 It was probably only a matter of time until Alibaba folded its two music streaming investments, Xiami and Tiantian, into something shiny and new under the Ali brand.  This month, they quietly put the acquired brands under Alibaba Music Group, headed by celebrity music executive Gao Xiaosong and backed by a partnership with BMG as well as […]]]>

It was probably only a matter of time until Alibaba folded its two music streaming investments, Xiami and Tiantian, into something shiny and new under the Ali brand. 

This month, they quietly put the acquired brands under Alibaba Music Group, headed by celebrity music executive Gao Xiaosong and backed by a partnership with BMG as well as Chinese labels Rock Records and HIM Records. The switch comes just as the Chinese government laid out a country-wide ban on unlicensed, free music which – with some proactive enforcement – has the potential to completely alter the music streaming landscape in China.

The edict requires companies to rid their platforms of unlicensed music by this Thursday, and have comprehensive paid-model plans ready within three months. While it’s a mere road bump for internet giants like Ali and Tencent who have already concreted some licensing partnerships, it’s a thumping great wall for smaller players who don’t have the capital to play with the giants.

Alibaba’s two brands together represent just under 18% of the music streaming market, which gives them the uumph to outperform arch-rival Tencent’s QQ Music, if only by around 1%. Both brands still trail behind the market leader Kugou, which found a whopping 35% of the market by tapping into tier two and three cities. 

As foreign services Apple Music and Spotify steer clear of the market for various reasons the unification of Ali music is setting the stage for the next in a series of entertaining – if not exhausting – feuds between our favorite internet giants. Like the taxi-app saga that eventually led to an Ali-Tencent coalition under Didi-Kuaidi, we could be gearing up for a music streaming war in China.

This time however, the stage could look very different. In the case of Kuaidi-Didi, it was a battle for dominance that would compromise traditional taxis. This time, they could be compromising something much closer to the heart of average Chinese consumers; the ability to pirate virtually anything.

It’s still unclear whether the services fortified by licensed, paid models will quash the country’s appetite for free music, but the companies themselves seem to believe there will be a substantial future in paid streaming for China.

“The sale of music, film and television content will become a major revenue driver in China in coming years,” said Alibaba in a release.

Alibaba recently cemented their spot in another important entertainment vertical; film and television. Last year, they acquired close to a 60% stake in Hong Kong-listed ChinaVision Media Group, then earlier this year they consolidated the purchase under the brand of Alibaba Pictures Group. They’ve since set down roots in a dizzying number of sub-verticals. Last month, the new group announced an investment of an undisclosed amount in Paramount Picture’s Mission Impossible: Rogue Nation, they also announced a partnership with DMG and Hunan TV early this month to establish China’s first entertainment bundling service.

It’s long been the prerogative of Chinese internet giants to put down feelers in as many verticals as possible, and its seems there’s no limit to how thin the can spread their empires, with music streaming and connected cars hot on the agenda. And while a fresh generation of entrepreneurs claim the landscape is changing, it appears the stage is set for at least a few more years of industry domination by China’s internet giants.

@catecadell

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China Drops 15-Year ‘Mental Health’ Ban On Game Consoles https://technode.com/2015/07/27/china-drops-15-year-mental-health-ban-on-game-consoles/ https://technode.com/2015/07/27/china-drops-15-year-mental-health-ban-on-game-consoles/#respond Mon, 27 Jul 2015 09:19:53 +0000 http://technode-live.newspackstaging.com/?p=31214 For a decade and a half, the Chinese government thought console games would rot your brains.  But gamers on the Mainland have been given a reprieve this week; companies including Microsoft, Sony and Nintendo will finally be allowed to make and sell their consoles anywhere in China. The foreign consoles were banned in 2000, with the […]]]>

For a decade and a half, the Chinese government thought console games would rot your brains. 

But gamers on the Mainland have been given a reprieve this week; companies including Microsoft, Sony and Nintendo will finally be allowed to make and sell their consoles anywhere in China.

The foreign consoles were banned in 2000, with the government citing the ‘mental wellbeing of China’s youth’ as a primary factor. In the years since, they have continued to release systematic edicts banning various games and gaming communities by targeting distributors and companies. Often, the games have been lumped together with porn bans, earmarked as too depraved for China’s youth.

It’s a narrative that has been reinforced by coverage of rehabilitation ‘bootcamps’, which treat extreme cases of extreme internet and gaming addiction in China. Internet addiction is classed as a clinical disorder in the county, and hundreds of centers run military-style camps that aim to quash out addictive digital behavior.

Since January, the future has been looking a little brighter for the foreign console giants though. The government partially lifted the ban, negotiating an agreement which would allow the companies to make and sell their consoles within the 11-square mile radius of the Shanghai Free Trade Zone. It posed a logistical problem for the foreign giants, who had to make sure their operations fell within the permitted areas.

The new manufacturing and distribution guidelines also include an important restrictive glitch; games on the mainland will still be subject to censorship, meaning that while the consoles will be able to begin building their ecosystem, it’s possible the games will be at least partially localized.

Even so, it’s still a big win in the eyes on console makers. Confusion over details and timelines didn’t stop Nintendo’s shares from jumping to a two-and-a-half-year high following the initial announcement in January, as excitement grew over the massive untapped potential of the Chinese console market.

During the 15-year ban, there were still avenues for gamers to get their hands on coveted foreign consoles. Grey markets shops and online stores have provided an outlet for those desperate to buy the latest machines. The underground halls of Zhongguancun’s electronics market in west Beijing are a good bet for finding a console, just like Huqiangbei in Shenzhen. Online stores have also peddled the banned boxes, but like other unsanctioned foreign goods, the markup is high, and after-sale service is nonexistent. 

It’s also important to note that owning a console has not been illegal, nor has the possession of unsanctioned games, just their distribution. But while consumers were able to hold on to their products, the government succeeded in shutting off  something just as important in modern console gaming; network ecosystems. The last decade has seen the explosion of global communities built around console gaming, and the ban has left Chinese players locked outside, unaccommodated in various aspects of the console experience. 

One of the resulting problems is much more troublesome to the Chinese government than the unrealized possibility of mentally unhinged youth. Restrictions have fueled a mass of free and pirated games in the market for PC and mobile, adding to China’s IP woes as they try to paint a more friendly face on their growing entrepreneurial ecosystem.

Despite optimism from console companies, the total removal of the ban is unlikely to have a floodgate effect, at least at first. Like other banned foreign products, console giants Wii, Playstation and X-Box lack a wide-scale cultural following in China. Local players are also looking to leverage their reputation to wedge themselves into the market.

Huawei unveiled their Android-based Tron console just as the laws were being eased late last year. Chinese internet giant Alibaba also injected $10 million USD into US Kickstarter-favorite, Ouya, earlier this year, fueling questions around a China entry.

Whether it’s the large foreign console companies or new players back home, there’s industry consensus that China has huge potential for growth in console gaming. Sales of mobile and console gaming this year are expected to stretch to over $22 billion USD in China, a 23% increase year-over-year with an estimated 446.3 million gamers within China.

@catecadell

Image Credit: Shutterstock

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China Bans Unlicensed Music Streaming, Internet Giants Win Out https://technode.com/2015/07/14/china-bans-unlicensed-music/ https://technode.com/2015/07/14/china-bans-unlicensed-music/#respond Tue, 14 Jul 2015 07:26:39 +0000 http://technode-live.newspackstaging.com/?p=30915 The clock is ticking for China’s online streaming services, with less than 10 days to go before they have to rid their sites of unlicensed, free music. Last week China’s copyright watchdog, the National Copyright Administration (NCA), announced that all related services should remove unlicensed music by the end of the month, adding that those who do not […]]]>

The clock is ticking for China’s online streaming services, with less than 10 days to go before they have to rid their sites of unlicensed, free music.

Last week China’s copyright watchdog, the National Copyright Administration (NCA), announced that all related services should remove unlicensed music by the end of the month, adding that those who do not follow the order will be punished with substantial fines.

The latest announcement is part of the Chinese government initiative Sword Net 2015, an anti-piracy campaign that aims to improve online copyright management, better protect royalty holders and restore confidence in the copyright system, said the NCA.

And while it’s bad news for marginal companies who won’t be able to afford the licensing fees, giants like Tencent QQ, Baidu Music and NetEase Music will be enjoying the opportunity to shake a few smaller players off their coat tails.

Currently, nearly all of China’s online streaming services have copyright issues, just to different degrees, said deputy director of NCA at a conference that assembled management from leading players, including Tencent, KuGou, and Baidu.  Most services in China allow users to access and download popular music for free, monetizing through advertising. The rampant copyright issues in China have made it tough for foreign services that use the paid model to enter, including Apple Music and Spotify, as well Google Music, which attempted a China-exclusive launch in 2012 but later exited.

According to an anonymous music platform executive who gave an interview to Tencent, that NCA has given a further timeframe of two to three months to prepare a final payment plan for legal internet music downloads, on top of the ridding the platforms of unlicensed music by this month.

However, the above-mentioned source also expressed concerns that government involvement may create a monopoly in China’s online music streaming sector. Services backed by deep-pocketed internet companies may benefit from the edict as they have more funding to purchase copyrighted content.

According to a CNIT-Research report, the top 6 music apps in China are currently KuGouTTPOD (supported by Alibaba Group), QQ Music (of Tencent), KuwoDuomi (backed by Chinese digital music company A8) and Baidu Music. Together, they make up 80% of the market as of Q2 2014.

Last week, Apple revealed the countries who would be able to access the new apple music service, leaving China off the list. While the announcement could bring hope to services including Apple Music and Spotify, history has shown that China’s insatiable appetite for pirated media usually prevails.

Image Source: Shutterstock.com

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No Tunes For The Mainland: China Left Out Of Apple Music https://technode.com/2015/07/01/no-tunes-for-the-mainland-china-left-out-of-apple-music/ https://technode.com/2015/07/01/no-tunes-for-the-mainland-china-left-out-of-apple-music/#comments Wed, 01 Jul 2015 12:43:21 +0000 http://technode-live.newspackstaging.com/?p=30717 Apple has released iOS 8.4 with ‘Apple Music’, spurring global excitement over the new service. But one market won’t be celebrating, and it happens to be the second biggest consumer of Apple products: China. People in 100 countries and territories were able to download the update last night, but China did not make the list […]]]>

Apple has released iOS 8.4 with ‘Apple Music’, spurring global excitement over the new service. But one market won’t be celebrating, and it happens to be the second biggest consumer of Apple products: China.

People in 100 countries and territories were able to download the update last night, but China did not make the list despite early reports that they would. Meanwhile, both Hong Kong and Taiwan have made the cut for the first release.

The company didn’t explicitly reveal why the Middle Kingdom was not included, but it’s likely to do with the competitive nature of China’s existing streaming ecosystem. Dominant players Tencent and Baidu already feature strong streaming services, as well as many other smaller players. 

The market is also notoriously for its piracy culture, making the monetization of music, film and tv challenging. It’s for these reasons that Apple Music competitors such as Spotify have stuck to surrounding markets including Hong Kong, Singapore and Malaysia. 

Likewise, in 2012 Google shut down its China-exclusive music service after 3 years, citing poor performance in a company blog. “The influence of this product turned out to be lower than we expected, and as a result we decided to transfer our resources to other products instead,” said the company. 

Aside from market competition, streaming services in Asia also have the tough job of adapting to regional music tastes where local players perform better. While Apple Music will not be a feature in the latest update for China users, it will likely seek out a solution to the issue in the future given the market potential of the country’s growing middle class. Early this year, iPhone sales outstripped local and international competitors to become the most popular smartphone in urban China.

Image Credit: Shutterstock.com

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Alibaba Goes Hollywood: Invests In Paramount’s ‘Mission Impossible’ https://technode.com/2015/06/26/alibaba-goes-hollywood-investing-paramounts-mission-impossible-rogue-nation/ https://technode.com/2015/06/26/alibaba-goes-hollywood-investing-paramounts-mission-impossible-rogue-nation/#respond Fri, 26 Jun 2015 05:14:56 +0000 http://technode-live.newspackstaging.com/?p=30587 Alibaba Pictures, the movie division of Jack Ma’s Chinese e-commerce giant, is to invest in Paramount Pictures’ “Mission: Impossible – Rogue Nation,” according to the company. This is Alibaba Pictures’ first investment in a Hollywood blockbuster. Alibaba will be the official partner for the movie’s promotion in China, where it will work with Paramount in online […]]]>
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Alibaba Pictures, the movie division of Jack Ma’s Chinese e-commerce giant, is to invest in Paramount Pictures’ “Mission: Impossible – Rogue Nation,” according to the company. This is Alibaba Pictures’ first investment in a Hollywood blockbuster.

Alibaba will be the official partner for the movie’s promotion in China, where it will work with Paramount in online ticketing, merchandising and promotion using its Taobao Movie app, Mobile Taobao and Alipay. Using Alibaba’s ecosystem, ticket buyers will be able to book their tickets as well as purchase Paramount-authorized “Mission: Impossible – Rogue Nation” promotional products. 

More and more Chinese entities are now eyeing Hollywood studios and production companies to build partnerships. According to LA Times, China’s Hunan TV invested $375 million US in Lionsgate’s movie slate over three years, real estate firm Bosun last year put $200 million US into Jeff Ronbinov’s new Studio 8 production companies, and Beijing-based Huayi Bros studio announced in March that it was investing in a slate of at least 18 films with Robert Simonds’ STX Entertainment. Former Disney studio chief Dick Cook has also launched a new production company with $150 million US from a Chinese investment group, CITIC Guoan.

Alibaba Group’s move into entertainment sector has been aggressive since 2014, injecting huge amounts of capital in film and TV program production companies as well as building partnerships with overseas production studios. Alibaba Pictures said in early June that it would issue new shares to raise $1.6 billion US to fund acquisitions and investments.

This year Alibaba Pictures announced its inaugural local production would be a comedy written and directed by Zhang Jiajia, which is slated for release at the end of the year. Last year, the company invested in films likes So Young and Tiny Times, however, failed to turn a profit with a net loss of $443.54 million HK for the first half of last year.

Other tech giants are also putting out their efforts to take part in entertainment area. Tencent has mainly focused on bringing its most popular online games, cartoons and novels to the theater. The company introduced “Movie Plus” last year in a bid to commercialize its intellectual property. Baidu has already been working on a series of TV shows, and its online video streaming portal iQiyi launched its film production studio iQiyi Pictures last year. As one of the first internet companies to enter the following sector, LeTV has produced or published 15 films last year, reportedly recording over 3 billion RMB in revenue. 

Image Credit: HD Wall Papers

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Tencent Comes Out On Top In China Mobile Game Wars https://technode.com/2015/05/06/gamegrapes-highlights-china-mobile-game-keywords/ https://technode.com/2015/05/06/gamegrapes-highlights-china-mobile-game-keywords/#respond Wed, 06 May 2015 06:17:00 +0000 http://technode-live.newspackstaging.com/?p=29296 As mobile connectivity surges in China, a handful of companies are battling it out for top spot in one of the country’s fastest growing revenue makers: mobile gaming. Internet giant Tencent currently owns 14 of the top 30 most downloaded games in China, according to game-industry media company Gamegrapes, however other players including Netease and […]]]>

As mobile connectivity surges in China, a handful of companies are battling it out for top spot in one of the country’s fastest growing revenue makers: mobile gaming.

Internet giant Tencent currently owns 14 of the top 30 most downloaded games in China, according to game-industry media company Gamegrapes, however other players including Netease and Chanyou are vying for the spot.

Internet giant Tencent has come out on top by successfully leveraging its triple-roles as a game developer, publisher and game platform using WeChat. NetEase listed four apps among total 30. 3D games such as MMORPGs are largely produced by Sohu’s online game subsidiary Changyou, developer of Tianlong, seizing users with games based on classic Chinese novels. 

Perfect World developer of classic IP games, acquired its rival Shanda Games last year, now boasting its 600 million users. Supercell’s Clash of Clans started from Helsinki, Finland is now a worldwide favorite topping several charts in China.

Other games such as One Hundred Thousand Bad Jokes is gaining popularity for its familiarity, made from serialized comics from Chinese website YouYaoQi. Buying the license from a renowned animation or movie has found favor with game developers, since the people put great value on brands. 

Screen Shot 2015-04-29 at 3.19.23 PM

Smartphone OS market share in China shows that Android takes 72.8%, while iOS takes 25%, Window and Blackberry phones hardly show mere percentage, while in the U.S., Android takes 51.9% and iOS takes 42.8%. With a handful of app stores in the market like UC, 360, Baidu, Mi, Wandoujia, competition is hot in game distribution. Tencent’s Wechat proved mobile messaging platform a great money making platform for game distribution attracting revenue from its self-developed games and acquired game companies. To make a diversion, Wandoujia announced a new revenue share structure that benefit game developers last year. Recently, Xiaomi’s App Store MiUi reported its 100M userbase, which helped its third-party mobile games to reach high sales revenue last year. 

To foreign companies, GameGrapes’s partner, Tianxiao Shi highlighted on localizing the games apart from translation. “Foreign companies should understand China’s users when localizing the product. You need to analyze the trend, discover why people like certain game, and try to adapt to your games to cater to China users. For example, South Korea’s games are strong on design capacity, so they should focus more on the story. It’s better to provide free games since Chinese users are not yet used to paying model.” Shi pointed out, adding that “It’s important for foreign companies to find a good publisher to launch their product. “

Shi released information on the state of the gaming industry on the Chinese game market at a conference held in Seoul co-hosted by Money Today and AppAnnie. 

Image Credit: GameGrapes

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Tencent Game Pushes Global Expansion with Glu Mobile Purchase https://technode.com/2015/04/30/tencent-game-pushes-global-expansion-glu-mobile-stake-purchase/ https://technode.com/2015/04/30/tencent-game-pushes-global-expansion-glu-mobile-stake-purchase/#respond Thu, 30 Apr 2015 05:32:03 +0000 http://technode-live.newspackstaging.com/?p=29378 Chinese internet giant Tencent has agreed to purchase 21 million or 14.6% percent of shares of U.S. mobile game developer Glu Mobile Inc., totaling US$126 million at US$6 apiece, according to a statement released by the Glu Mobile. As part of the deal, Tencent VP Steven Ma will join Glu’s board of directors. NASDAQ-listed Glu Mobile is […]]]>
Tencent Game

Chinese internet giant Tencent has agreed to purchase 21 million or 14.6% percent of shares of U.S. mobile game developer Glu Mobile Inc., totaling US$126 million at US$6 apiece, according to a statement released by the Glu Mobile. As part of the deal, Tencent VP Steven Ma will join Glu’s board of directors.

NASDAQ-listed Glu Mobile is a developer and publisher of free-to-play games for smartphone and tablet devices. The company found major success with a series of hit branded IP games like Kim Kardashian Hollywood, Robocop: The Official Game, and Hercules: The Official Game. Recently the company also announced a five-year deal with pop icon Britney Spears for developing a mobile game.

The tie-up is expected to smooth Glu’s entry into China’s fast-growing gaming market. “Collaboration between our companies will enable Glu to tailor its games more powerfully by tapping Tencent’s strength in online, social and MMO capabilities.” said Ma.

Tencent is investing heavily overseas like other leading Chinese internet companies Alibaba and Baidu. One big difference is that a large part of Tencent’s overseas investment goes to game-related companies, mostly because online gaming has been a major contributor to its revenue.

Mobile gaming is an easier path for the internet giant to commercialize its huge user base it has amassed through homegrown social-networking services like WeChat, Mobile QQ and other mobile apps.

According to the latest report from research firm Newzoo, Tencent’s revenue from gaming business surged 37% YOY to US$7.2 billion in 2014, beating Sony and Microsoft to top the global game revenues list.

Through partnerships and minority stakes, Tencent has invested in a variety of game-related companies that covered almost all the links in gaming industry: basic technology (EPIC Games), game developing (Activision Blizard, Riot), publishing (Level Up, OutSpark), community and tools (ZAMRaptr), and gaming-related services (Kamcord, RunWilder).

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Trends in Chinese Mobile Game Exports https://technode.com/2015/02/06/trends-of-chinese-mobile-game-exports/ https://technode.com/2015/02/06/trends-of-chinese-mobile-game-exports/#respond Fri, 06 Feb 2015 14:08:16 +0000 http://technode-live.newspackstaging.com/?p=27417 SoarDragon exports Chinese mobile games to Arabic-speaking countries in the Middle East. Co-founder Ma Zhijun, an Arabic-speaking Muslim, was one of the first language specialists hired by veteran Chinese gaming company NetDragon to explore overseas markets for its client games, with Mr. Ma’s team successfully exporting several to the Middle East. Smartphone games swelled in popularity in China […]]]>

SoarDragon exports Chinese mobile games to Arabic-speaking countries in the Middle East. Co-founder Ma Zhijun, an Arabic-speaking Muslim, was one of the first language specialists hired by veteran Chinese gaming company NetDragon to explore overseas markets for its client games, with Mr. Ma’s team successfully exporting several to the Middle East.

Smartphone games swelled in popularity in China around 2012 and developers began to see meaningful revenues in 2013. SoarDragon was founded at that time, localizing mobile games licensed from Chinese developers and publishing them on iOS and Android platforms. Apart from language translation, religious customs and culture must be taken into consideration in terms of localization. The company set up offices in Dubai, the UAE and Egypt in May 2014.

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ELING sources mobile games in China, adapts them and then publishes hem in Southeast Asia. Both ELING team and its chief investor formerly worked at 4399, one of the largest small game platforms.

Unlike Arabic-speaking audience, who know very little about Chinese culture, many in Southeast Asia are familiar with the culture and myths on which many Chinese games are premised.

Thailand is crowded with Chinese mobile game publishers and game-related services, as users embrace the country’s mobile games and regularly purchase in-game items. The average spend per user is lower in Thailand and many other Southeast Asian markets, however, than in China.

*

SoarDragon believes it is now one of the leading mobile gaming publishers in Arabic-speaking markets, and hopes to become one of the largest tech companies in the Middle East. With its game publishing business doing well, the company has begun expanding, launching its first in-house developed mobile game and a number of utility apps.

Like many other Chinese tech companies, SoarDragon wants to gain a large user base with free apps (providing wallpapers, battery savers, memory optimization, etc) then channel users to its games. Not only have many Chinese internet companies succeed with the strategy in China market, several are following it overseas.

Editing by Mike Cormack (@bucketoftongues)

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OUYA CEO Talks Alibaba Investment and China Plans https://technode.com/2015/02/04/alibaba-invest-in-ouya/ https://technode.com/2015/02/04/alibaba-invest-in-ouya/#respond Wed, 04 Feb 2015 03:05:13 +0000 http://technode-live.newspackstaging.com/?p=27307 Chinese e-commerce giant Alibaba Group has made a new investment in OUYA, an U.S. game console manufacturer and open game platform for television. The investment comes to US$10 million according to a WSJ report, though the Santa Monica-based startup declined to comment. OUYA is best known for releasing an Android-powered video game console in a […]]]>

Chinese e-commerce giant Alibaba Group has made a new investment in OUYA, an U.S. game console manufacturer and open game platform for television. The investment comes to US$10 million according to a WSJ report, though the Santa Monica-based startup declined to comment.

OUYA is best known for releasing an Android-powered video game console in a highly successful Kickstarter campaign in 2012. In recent years, the company has started to shift its focus from hardware to licensing its games to other devices and manufacturers.

Through this deal, OUYA will bring its gaming platform and game library to Alibaba’s YunOS system, a forked version of Android which powers the company’s Tmall set-top boxes and other third-party devices. OUYA has over 1,000 games built for the TV and nearly 40,000 developers, said OUYA CEO Julie Uhrman.

The lifting of a 13-year ban on game consoles in China has attracted a flock of startups into the market with budget set-top boxes running downloadable and free-to-play games. “Markets like China, without the baggage of the U.S. console market, could be game console leaders in ten years. That’s where OUYA wants to be,” said Uhrman.

The startup has partnered with Xiaomi to bring its software to Chinese households via Xiaomi’s content-streaming television boxes last year. The investment from Alibaba won’t affect its cooperation with Xiaomi and OUYA hopes to team up with more platforms in future, Uhrman added.

When talking about competition from local rivals, she said, “We will not be competing with Chinese console makers but working with them to bring great games to their users.”

discover-apps

OUYA aims to distribute its platform and games globally. “Not only have we shipped OUYAs to gamers all over the world but nearly half of our developers are outside the U.S. We see tremendous growth in markets like China, India, Latin America,” Uhrman noted.

As the saying goes, “Content is king”. Alibaba has integrated a variety of content from third-party developers, ranging from video streaming services, video games to online education contents, into its homegrown set-top boxes like Tmall Box 2 and other devices running Yun OS. Cooperation with OUYA will help Alibaba to further expand its game library, a major selling point for domestic entertainment gadgets.

Chinese hardware makers are investing heavily in premium content. Xiaomi has allocated US$1 billion for digital content, especially online videos for the Xiaomi Smart TV and set-top box.

image credit: OUYA

Editing by Mike Cormack (@bucketoftongues)

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[Update] Sony PlayStation to be Region Free in China https://technode.com/2015/01/06/ps4-region-free-china/ https://technode.com/2015/01/06/ps4-region-free-china/#comments Tue, 06 Jan 2015 06:12:19 +0000 http://technode-live.newspackstaging.com/?p=26530 Nearly half a year after setting up a joint venture with Chinese partner Shanghai Oriental Pearl Group, Sony is planning to release its flagship consoles PlayStation 4 and PlayStation Vita on the Chinese market on January 11. As the day is fast approaching, early reviews of the consoles indicate that PS4 and PS Vita will not be […]]]>

Nearly half a year after setting up a joint venture with Chinese partner Shanghai Oriental Pearl Group, Sony is planning to release its flagship consoles PlayStation 4 and PlayStation Vita on the Chinese market on January 11. As the day is fast approaching, early reviews of the consoles indicate that PS4 and PS Vita will not be region-locked when they are launched in China.

[Update 1] Sony announced in a statement on Jan. 8 that the company will postpone the sales of PS4 in China due to “various factors”, according Reuters. The new sale date has not yet been determined.

[Update 2] Sony announced on March 10 that  PS4 and PS Vita will be released in Chinese market on March 20.

The Chinese government implemented a game console ban in 2000, citing concerns that violent video games might have negative effects on children. Since lifting the 14-year ban last year, the ability of foreign-developed game consoles to enter China region-free has been a major concern, because it dictates whether Chinese gamers can play the full version of popular games. Foreign games that go through the regulated channels have to submit to rigid censorship before entering the Chinese market.

Sony’s region-free system may be a shot across the bows of Microsoft’s Xbox One, still region-locked after hitting the Chinese market last September. Sony products also enjoy a competitive edge on pricing. The PS4 is set to cost RMB2,899 (about US$468) and the PS Vita will be retail at RMB1,299 (about US$209), while the Xbox One goes for RMB4299 (US$690) with Kinect and RMB3699 (US$594) without.

PS4-Screenshot

Screenshot of the complaint

Xbox One fans resentful of this “unfairness” have even complained to China’s Ministry of Culture, asking the government to block Sony’s new game consoles in China. The complaint was submitted on December 30 last year and there is no word if the authority will take the advice or  block Sony products before their releases in China.

Sony has shipped over 18.5 million unit of the PS4 worldwide as of January 4, up from 13.5 million at the end of October thanks to holiday season shopping sprees. The sales of accompanying games hit 81.8 million units and PlayStation Plus members have exceeded 10 million. According to Vgchartz, Xbox One sales have reached 10 million worldwide.

image credit: Sina

Editing by Mike Cormack (@bucketoftongues)

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Tencent’s Music App JOOX for Overseas Only https://technode.com/2014/12/24/tencent-launches-music-app-joox-for-overseas-markets/ https://technode.com/2014/12/24/tencent-launches-music-app-joox-for-overseas-markets/#comments Wed, 24 Dec 2014 11:20:49 +0000 http://technode-live.newspackstaging.com/?p=26187 Tencent has launched JOOX, a music streaming app that is currently only available in Hong Kong. App download and music streaming are free, while a premium membership offers high-definition songs on-demand or listening offline without adverts. JOOX supports sign-up via WeChat or Facebook accounts. Users accessing through WeChat can enjoy extra features, such as saving songs […]]]>
Screen Shots of JOOX
Screen Shots of JOOX

Tencent has launched JOOX, a music streaming app that is currently only available in Hong Kong. App download and music streaming are free, while a premium membership offers high-definition songs on-demand or listening offline without adverts.

JOOX supports sign-up via WeChat or Facebook accounts. Users accessing through WeChat can enjoy extra features, such as saving songs and playlists, or creating playlists. WeChat users also can share songs onto their Moments, the WeChat sharing platform.

The app is an international version of QQ Music, according to its WeChat public account. QQ Music is one of China’s biggest online music services and one of the first to provide copyrighted digital music. QQ Music’s Green Diamond membership subscriptions plan has been running since 2006, and was one of the first paid music services in China. Very few Chinese online music services offered premium subscriptions until last year.

Unlike QQ Music, JOOX doesn’t allow downloading, and on-demand music streaming is free on QQ Music.

The app was developed by Tencent Mobility Limited, which has other apps available, like MojiMe (for creating personalized stickers for WeChat) and iPick (restaurant exploring and dining experience sharing in Hong Kong).

Editing by Mike Cormack (@bucketoftongues)

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Venerable Small Game Platform 4399 Files for IPO https://technode.com/2014/12/22/long-established-chinese-small-game-platform-4399-files-to-go-public/ https://technode.com/2014/12/22/long-established-chinese-small-game-platform-4399-files-to-go-public/#respond Mon, 22 Dec 2014 07:45:42 +0000 http://technode-live.newspackstaging.com/?p=26135 The small game platform 4399 Network Co., Ltd, co-founded by legendary Chinese angel investor Cai Wensheng and tech entrepreneur Li Xingping, has filed for IPO on the Enterprise Growth Market of the Shenzhen Stock Exchange. Since setting up in 2004, 4399 has accumulated over 400 million registered users, according to the filing. The site operates self-developed and licensed small casual games […]]]>

The small game platform 4399 Network Co., Ltd, co-founded by legendary Chinese angel investor Cai Wensheng and tech entrepreneur Li Xingping, has filed for IPO on the Enterprise Growth Market of the Shenzhen Stock Exchange.

Since setting up in 2004, 4399 has accumulated over 400 million registered users, according to the filing.

The site operates self-developed and licensed small casual games (via web and mobile), a game publishing business, and a game news service, amongst other operations.

Out of the 20,000 games on 4399, just over 30 are self-developed. Apart from those developed in-house, the company also helps publish third-party games on its own platform or through of its 300 partner distribution platforms.

Revenue sources are in-game item sales from premium games on its own platform, revenue shares from third-party distribution platforms, and advertising, amongst others.

Source: 4399
Source: 4399

The company generated RMB786 million (around US$127m) in turnover in the first half of this year, with RMB158 million (roughly US$26m) in net profit.

As of June 2014, the company had had more than 2500 employees. Overseas branches have been set up in South Korea, Japan and Hong Kong.

Before founding 4399, Li Xingping sold Hao123.com, one of the most popular web directories in China he had started in 1999, to Baidu in 2004.

Editing by Mike Cormack (@bucketoftongues)

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Kamcord Cements Move To Asia With US$15 Million Gungho Led B Series https://technode.com/2014/12/12/kamcord-cements-move-asia-usd-15-million-guangho-led-b-series/ https://technode.com/2014/12/12/kamcord-cements-move-asia-usd-15-million-guangho-led-b-series/#comments Fri, 12 Dec 2014 04:16:03 +0000 http://technode-live.newspackstaging.com/?p=25945 Game recording app Kamcord has sealed US$15 million of B series funding, led by Japanese mobile game giant Gungho. China’s Tencent also participated in the round, having invested in earlier rounds. Also contributing to the round was game company Wargaming, which claims to have over 100 million active users. Kamcord allows users to record and share video of […]]]>
Photo Credit: Kamcord.com
Photo Credit: Kamcord.com

Game recording app Kamcord has sealed US$15 million of B series funding, led by Japanese mobile game giant Gungho. China’s Tencent also participated in the round, having invested in earlier rounds. Also contributing to the round was game company Wargaming, which claims to have over 100 million active users.

Kamcord allows users to record and share video of gameplay through an embedded software development kit (SDK). It’s become increasingly popular in Asian markets as well as the U.S. where the brand was founded.

The funding has cemented San Francisco-based Kamcord’s move into the Asian market. In 2012 they launched as an iOS-only application with US$2.5 million in seed funding. They tested their first Android version in September last year.

According to the company, the development of the Android version has been the primary driver in its Asian expansion, along with the backing of regional tech giants Tencent and Gungho. Kamcord has also recently set up offices in Japan, which they say has been a “major factor” in their growth.

In May, Technode reported that Kamcord had begun supporting Asian social platforms WeChat and Line, allowing users to share video through them. Mobile gaming is one of the biggest, and most profitable, technology sectors in China, and has experienced exponential growth since 2013.

Despite this healthy backing, Kamcord will still have to compete with popular local platforms. Earlier this year, Chinese video social network YY re-launched gameplay video sharing app Duopai, following the success of gameplay videos on its PC-based site. Unlike Kamcord, Duopai does not require users to install an SDK. YY claims it generated RMB31.1 million (US$5 million) from gameplay streaming (on its PC-based site) by the end of Q2 in 2014.

Other investors in Kamcord’s B series also include TransLink Capital, M&Y Growth Partners, Merus Capital, and XG Ventures. Co-founder Aditya Rathnam informed Technode that at the time of Twitch’s acquisition, Kamcord had 1.3 million content uploaders per month, with over 25 million videos shared.

Editing by Mike Cormack (@bucketoftongues)

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Yuquan: New Ways to Launch an Album in China https://technode.com/2014/11/18/new-ways-to-launch-a-music-album-in-china/ https://technode.com/2014/11/18/new-ways-to-launch-a-music-album-in-china/#respond Tue, 18 Nov 2014 14:30:23 +0000 http://technode-live.newspackstaging.com/?p=23107 Yuquan, a two-man band comprising Chen Yufan and Hu Haiquan, are one of the most popular pop music performers in China. They are famous not only for the hits they’ve written, but also their sharp business sense. They have launched a new album and a mobile app today. While last year ‘s album release was on […]]]>

Yuquan, a two-man band comprising Chen Yufan and Hu Haiquan, are one of the most popular pop music performers in China. They are famous not only for the hits they’ve written, but also their sharp business sense.

They have launched a new album and a mobile app today. While last year ‘s album release was on USB disk, this time there’s no physical container for the music. Instead, the album is pre-loaded on VOW, a Chinese music streaming headphone, and is also available for free streaming on Tencent’s QQ Music platform. The customized VOW headphones are a third more expensive than the standard set; these, and other products from stickers to concert tickets, are sold on the mobile app’s shopping channel.

Yuquan App
Yuquan App

Yuquan’s annual concert will live-streamed on LeTV’s video site in December, LeTV having held the first paid online concert for another Chinese musician earlier this year. Yuquan said theirs would have more online interactive activities before and during the show. Tickets will be sold at a discount through an e-ticketing app backed by Hu Haiquan, who is also a well-known tech investor.

The tech startups in which Hu has invested range from smart watch manufacturer to game developer. He believes that online games can be a good channel to promote digital music, having allowed a running game developed by WeChat use his image and one of the band’s song  for free, hoping to persuade more games to use their songs.

The sixteen year-old band are no digital novices. When music piracy spiralled out of control in China around 2004, Yuquan established EQ, a music production company, to make original mobile ringtones, which was the only profitable digital music business in China back then. The company produced many popular ringtones at a relatively low cost, but the revenue share ratio from Chinese telecom operators, through which the ringtones are sold, was no more than 5%.

Another problem with the operator-dominated ringtone business was that operators said they didn’t know how to reach copyright holders even though they really wouldn’t mind paying them fees. Five years ago Hu submitted a proposal to China Mobile, the largest telecom operator and ringtone seller in China, suggesting it build a platform for all the participants of song production. You may not be surprised to learn that he hasn’t received a response from China Mobile, but Hu plans to build such a platform with his own team.

Editing by Mike Cormack (@bucketoftongues)

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Xbox One Finally Hits Shelves in China https://technode.com/2014/09/29/xbox-one-finally-hits-shelves-china/ https://technode.com/2014/09/29/xbox-one-finally-hits-shelves-china/#comments Mon, 29 Sep 2014 07:38:59 +0000 http://technode-live.newspackstaging.com/?p=23795 Today, Microsoft’s Xbox One officially goes on sale in China as the first game console that is legally available to Chinese gamers after a 14-year ban on such products. It will be offered in more than 4,000 retail outlets of chain store partners like Suning and Gome across 37 cities in China. In addition, Chinese e-commerce site JD is […]]]>

Today, Microsoft’s Xbox One officially goes on sale in China as the first game console that is legally available to Chinese gamers after a 14-year ban on such products. It will be offered in more than 4,000 retail outlets of chain store partners like Suning and Gome across 37 cities in China. In addition, Chinese e-commerce site JD is also taking orders from Xbox fans.

Xbox One is sold for 4,299 yuan (around US$699) with Kinect and 3,699 yuan without Kinect. However, only 10 games were released in China, despite that there’s already hundreds of games available for the product. Here’s a list of the 10 games:

Exclusive titles from Microsoft Studios: Forza Motorsport 5Kinect Sports Rivals, Powerstar GolfZoo Tycoon, and Max: The Curse of Brotherhood.

Games from the world’s leading developers: Dance Central: Spotlight (Harmonix), Trials Fusion (Ubisoft), Rayman Legends (Ubisoft).

Premium content from Chinese developers: Neverwinter Online (Perfect World), Naughty Kitties (Coconut Island Studio).

According to the company, the Xbox One games portfolio will continue to grow beyond launch with titles like Sunset Overdrive and Halo: The Master Chief Collection. Twelve of the world’s largest developers including Electronic Arts, Ubisoft and 2K are working to bring their gaming favorites to China. Domestic game developers including Gamebar, Yingpei Games, Snail Games, NetEase and Tencent are already working to bring new IP and fan-favorite games to Xbox One.

In addition to games, Xbox One will include a suite of services like Skype, GameDVR and is expected to integrate new entertainment experiences like video contents from BesTV, music, karaoke, fitness, among others.

The launch of Xbox One in Chinese market is just a beginning. The company is going to face tough competition here due to existence of gray market, people’s habits to play games on smartphones rather than game consoles, as well as the entrance of other rivals from home and abroad.

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Tencent to Preinstall Online Games on Smart TVs https://technode.com/2014/09/26/tencent-preinstall-online-games-smart-tvs/ https://technode.com/2014/09/26/tencent-preinstall-online-games-smart-tvs/#respond Fri, 26 Sep 2014 11:06:48 +0000 http://technode-live.newspackstaging.com/?p=23726 Tencent has partnered with Chinese TV makers, including Hisense and Konka, to pre-install some online games licensed or developed in-house on the latter’s connected TVs, according to a report by Tencent’s QQ.com. (report in Chinese) An app for TV has been released that not only offers games but also some social features. Scanning a code […]]]>

Tencent has partnered with Chinese TV makers, including Hisense and Konka, to pre-install some online games licensed or developed in-house on the latter’s connected TVs, according to a report by Tencent’s QQ.com. (report in Chinese)

An app for TV has been released that not only offers games but also some social features.

Scanning a code on the TV screen with a smartphone, users will be able to sign in with QQ IM or WeChat accounts. Thus users can interact with their QQ/WeChat friends in social games or make in-app purchases on smartphone with WeChat Payment, QQ virtual currencies or other payments services supported by Tencent.

Tencent has made some of its portfolio games compatible with game controllers, remote controllers or smartphones. Four popular WeChat games now support smartphone remote controlling.

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Chinese Still Want to Build an Infrastructure for Digital Music Publishing :Douban Launches New Ad Revenue-sharing Program https://technode.com/2014/09/17/douban-launches-digi-music-publishing-platform/ https://technode.com/2014/09/17/douban-launches-digi-music-publishing-platform/#respond Wed, 17 Sep 2014 10:28:13 +0000 http://technode-live.newspackstaging.com/?p=23450 Like musicians in the rest of the world, the Chinese have been struggling from unauthorized downloading or, more recently, streaming. In order to monetize their online music services or digital music in general, Chinese digi-music entrepreneurs have tried out advertising, paid downloads, premium subscriptions, among others in the past several years. But we haven’t heard that any […]]]>

Like musicians in the rest of the world, the Chinese have been struggling from unauthorized downloading or, more recently, streaming. In order to monetize their online music services or digital music in general, Chinese digi-music entrepreneurs have tried out advertising, paid downloads, premium subscriptions, among others in the past several years. But we haven’t heard that any Chinese services are profitable with music alone (Some are profitable through other offerings such as gaming) or any musicians make a good living through digital offerings.

Some from music industry have concluded that few users would buy digital music the content. So a number of Chinese musicians or businesses have begun creating other virtual or physical goods for fans to purchase.

However, there are always idealists that want to build an infrastructure for digital music publishing, helping musicians make money from digital sales and hoping to kill distributors in between.

Xiami.com was one of the first in China. The founding team created an ideal model that allows everyone to upload digital tracks and charges for downloads. Revenues are shared among copyright holders, Xiaomi the platform operator, and users who upload or help promote tracks.

While Xiami has been a popular music site, for the streaming service is for free and the indie music content other sites didn’t have attracted a sizable loyal audience, the sales of downloads failed to cover costs on royalty.

Founded in 2007, the struggling Xiami would be acquired by Alibaba Group who is now paying royalties for the site, and joined other Chinese music sites in early 2013 to offer a premium subscription, whose major offering is higher-quality files.

Although one of its founding goals was to help musicians make income from digital sales, several Chinese independent musicians got angry with Xiami claiming they had received little money from the site. Song writer and singer Li Zhi was one of them that sued Xiami in 2010.

Douban, the interest-based social network, launched yesterday a revenue-sharing program for musicians named “Golden Fleece“.

There are two products under Douban’s music channel, online radio Douban FM and Douban Musician. Since 2008, musicians have been able to set up pages under Douban Musician, uploading songs for users to listen to or download, list concert plans or other content. Music streaming or downloads are for free.

Now the Golden Fleece program plans to accept ads and share future revenue with musicians based on the number of plays. Douban promises musicians will receive the larger part of the total revenue. Currently they pay one yuan (US$0.16) per thousand plays.

Several independent musicians, including Mr. Li who once sued Xiami, have joined in. The program is now only open to independent musicians and will be available for labels or DJs sooner or later.

More services will be added to help musicians sell downloads, concert tickets or other physical goods, according to Douban. Douban users have been able to buy event tickets or other goods, with the platform taking click-based or transaction-based commissions.

Douban has already had a publishing service for writers. But different from the music program, the article/book publishing service isn’t based on advertising but content sales.

1410949354393screencapture
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Chinese Gaming Company Ourplam to Buy a Stake in US Game Engine Developer Unity https://technode.com/2014/09/11/chinese-gaming-company-ourplam-buy-stake-game-engine-unity/ https://technode.com/2014/09/11/chinese-gaming-company-ourplam-buy-stake-game-engine-unity/#comments Thu, 11 Sep 2014 04:23:26 +0000 http://technode-live.newspackstaging.com/?p=23300 Chinese gaming company Ourpalm (SZ:300315) announced last night (Beijing Time) to invest in Unity Software Inc., the San Francisco, US – based developer of game engines and development tools. The statement says the amount of funding will be big. One of Unity’s shareholders is looking to sell his shares, according to a report by VentureBeat. The […]]]>

Chinese gaming company Ourpalm (SZ:300315) announced last night (Beijing Time) to invest in Unity Software Inc., the San Francisco, US – based developer of game engines and development tools. The statement says the amount of funding will be big.

One of Unity’s shareholders is looking to sell his shares, according to a report by VentureBeat. The company is valued at over US$1 billion to US$2 billion. Last year Amazon offered US$650 million for Unity but the CEO decided not to sell, according to the report.

Unity entered China in 2012. China now is the largest market for Unity in terms of the number of registered developers and developer activeness. The number of Chinese registered developers surpassed that in the U.S. to become the No.1 in April 2014, as reported by 199IT. The company claims 75% of the top-grossing 3D mobile games in China are developed with Unity, citing research results from Source DNA.

Source: Unity
Source: Source DNA

Unity’s competitors include the Unreal Engine of Epic Games, in which China’s gaming giant Tencent has a minor stake.

In China the well-known local game engine brand is Cocos2d-x, owned by Chinese gaming company Chukong. Chen Haozhi, CEO of Chukong, disclosed in May this year that Amazon offered to buy Cocos2d-x for US$600 million last year. Chukong suspended planned IPO earlier this year, for the company thought they were undervalued and the game engines alone should be worth hundreds of millions of dollars.

Founded in 2004 in Beijing, China, Ourpalm develops web games (or browser games) and mobile games, and publishes third-party games. The company went public in May 2012 on the Growth Enterprise Market of the Shenzhen Stock Exchange. Since 2013 Ourpalm has acquired and invested in several Chinese game developers that include Dovo, Playcrab and Shanggame. Unity will be the first foreign company Ourpalm invests in if the investment is successful.

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China’s Top 5 Music Apps Have a Combined Market Share of 80% https://technode.com/2014/09/09/chinas-top-5-music-apps-combined-market-share-80/ https://technode.com/2014/09/09/chinas-top-5-music-apps-combined-market-share-80/#comments Tue, 09 Sep 2014 06:18:28 +0000 http://technode-live.newspackstaging.com/?p=23188 Editors note: We’ve updated our list of top 5 music apps in China. Check here to see what the landscape looks like in 2017. KuGou, TTPOD (reportedly required by Alibaba Group), QQ Music (of Tencent), Kuwo, Duomi (backed by Chinese digital music company A8) and Baidu Music were the top six music apps in China that had a combined […]]]>

Editors note: We’ve updated our list of top 5 music apps in China. Check here to see what the landscape looks like in 2017.

KuGou, TTPOD (reportedly required by Alibaba Group), QQ Music (of Tencent), KuwoDuomi (backed by Chinese digital music company A8) and Baidu Music were the top six music apps in China that had a combined market share of about 80% as of the second quarter of 2014, according to the latest report on China’s mobile music app market released by CNIT-Research, a Chinese mobile market research firm.

Apart from Duomi which was born as a mobile music app (It now has PC-based online music streaming site too.), the other five started from PC-end as a digital music player, music downloader, or streaming service. When it comes to the mobile end, almost all of them offer music streaming and download services.

Though the research results on China’s mobile music streaming/download apps by Sootoo Institute, a research division under Chinese online tech media Sootoo.com, show that Kuwo has a larger market share than QQ Music, the top six are the same names.

The top six and many other Chinese music streaming/download mobile apps offer basic steaming service for free while charge for premium subscriptions which include higher-quality files, downloads, among others.

Different from the top six streaming/download apps, the seventh-ranked in the CNIT-Research report, Changba, is a mobile Karaoke app. Online singing has proved a profitable business and several Chinese services have grown to be big companies on PC end — YY and Tiange have gone public with this business model. Changba, now the biggest player of this kind on mobile, have begun monetize its user base through their monetization approaches, virtual item sales and premium subscriptions.

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Venture-backed Video Community Aipai Lets You Have Fun at UGC Playground https://technode.com/2014/08/21/venture-backed-video-community-aipai-lets-fun-ugc-playground/ https://technode.com/2014/08/21/venture-backed-video-community-aipai-lets-fun-ugc-playground/#comments Thu, 21 Aug 2014 09:34:17 +0000 http://technode-live.newspackstaging.com/?p=22679 In an age we often called Web 2.0, what matters most is no longer how long people spend online, but what they are doing online, creating contents, either texts or videos, or share them with friends. Given this shift, the user-generated content (UGC) is expected to be a major momentum to drive further development of Internet. […]]]>
Aipai-pic

In an age we often called Web 2.0, what matters most is no longer how long people spend online, but what they are doing online, creating contents, either texts or videos, or share them with friends. Given this shift, the user-generated content (UGC) is expected to be a major momentum to drive further development of Internet.

While tons of services are built on UGC, Shenzhen-based startup Aipai is the only one that offers all-around video services, ranging from UGC video site Aipai.com, video editing software Paidashi, and an SDK for game developers to integrate game recording features. The contents of Aipai.com are mainly focused on game commentary and entertainment.

The company reportedly announced US$38 million of Series C financing led by SAIF Partners with participation of Series B investor Matrix Partners. The Series A financing was received from CMHJ Partners.

Founded in 2009, Aipai now claimed over 10 million daily active users and more than 50 million monthly active users.

douyu

Of course Aipai is not the only player in game video commentary sector, given the booming development of gaming industry in China. Started out as a video streaming site for ACFUN, DouyuTV, a direct competitor of Aipai, is dedicated to game commentary businesses by adopting a differentiating feature Danmu, allowing audiences to post comments directly on top of the streaming video.

image credit: Aipai

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iDreamSky Co-founder Jeff Lyndon Talks About IPO As Company Stock Begins Trading on Nasdaq https://technode.com/2014/08/08/idreamsky-co-founder-jeff-lyndon-talks-about-ipo-as-company-stock-begins-trading-on-nasdaq/ https://technode.com/2014/08/08/idreamsky-co-founder-jeff-lyndon-talks-about-ipo-as-company-stock-begins-trading-on-nasdaq/#respond Fri, 08 Aug 2014 03:28:30 +0000 http://technode-live.newspackstaging.com/?p=22056 Jeff Lyndon at TechCrunch Shanghai 2013 Whilst Chinese tech companies flock to the U.S. stock market this year, Chinese game publisher iDreamSky also made its mark on the 2014 IPO market. One month after filling for U.S. IPO, iDreamSky (DSKY: NASDAQ) stock began trading yesterday, offering 7.7 million American depositary shares at an initial public […]]]>
idreamsky

Jeff Lyndon at TechCrunch Shanghai 2013

Whilst Chinese tech companies flock to the U.S. stock market this year, Chinese game publisher iDreamSky also made its mark on the 2014 IPO market. One month after filling for U.S. IPO, iDreamSky (DSKY: NASDAQ) stock began trading yesterday, offering 7.7 million American depositary shares at an initial public offering of US$15.00, above the preliminary US$12.00 to US$14.00 price range. The stock closed up 7% at US$16.05 per share on Aug. 7. Through the IPO the company raised US$115 million and reached a market valuation of approximately US$$695 million.

Jeff Lyndon, co-founder and president of iDreamSky, had a telephone interview with TechNode to talk about the IPO process, insights on Chinese game distribution market and more.

TechNode: What was the IPO process like? And why taking the company public in the U.S. market, while most Chinese game companies choose Hong Kong market. U.S. investors are not very acceptive of Chinese game companies, how did you tell your story to them?

Jeff: Despite small twists and turns, the whole IPO process goes well without encountering major problems or obstacles. Since iDreamSky has been engaged in helping leading foreign games to navigate their ways to Chinese market, we prefer an international and standardized market with more transparent operations. Such a choice will help us to gain more confidence from investors, game developers and partners.

I’ve also concerned with the problem of whether U.S. investors are willing to accept Chinese game companies before. But in the IPO process, I’ve got to know that the U.S. investors have their own insights on Chinese game market. Lots of them either speak Chinese or are Chinese migrants who finished their studies in the U.S. One of the biggest challenges we met in the IPO is to remolding the role of Chinese game publishers and convince the investors that the business model of iDreamsky will be successful.

TechNode: Why this timing after privatization of Giant and Chukong’s IPO suspension?

Jeff: Without consideration for listing schedules of peer companies, we think it is the best time for iDreamSky to go public. For me and my partners, one of the major challenges we facing now is upgrading team structures. As a listed company, it will be easier to attract more professional talents, who will be the footstone for sustainable development of the firm. Additionally, listing on Nasdaq will bolster iDreamSky’s long-term development.

TechNode: Are you satisfied with the market valuation of iDreamSky?

Jeff: We pays more attention to long-term rather than current valuations, since IPO is just a starting point. Market response will be a more fair evidence to gauge the value of a company and iDreamSky will continue to prove its value to investors in the future.

TechNode: How the company is going to be influenced by receiving more funding from internet giants like Tencent, Line, Cheetah?

Jeff: All of the three companies have solid markets both home and abroad. iDreamSky will strengthen global partnership with them to bring domestic games to overseas market and vice versa. In cooperation with Tencent, we plan to launch special versions of Temple Run, Fruit Ninja, Cookie Run for WeChat and QQ Mobile. Moreover, iDreamSky also supports WeChat payment.

TechNode: Since most of Chinese game developers are now in their primary development stage, game publishers developed quickly to bridge the gap between game developers and distribution channels. With the maturity of gaming market, oligarch game companies, which have powers to promote their own products, will appear after merger and acquisition between small game startups and the market of game publishers will be encroached by them. What’s your insights on the future of mobile game publishing industry?

Jeff: No matter which link a company is in the game industry chain, there’s always possibilities to get replaced by competitors. I think the key point here is whether the company can remodel and improve its added values, and evolve with the whole industry. As a game publisher, iDreamSky is in the middle link of the industry. Most of the game publishers deploy a marketing plan of getting listed on various distribution channels and launching large scale marketing campaigns. iDreamSky chooses another path by offering backend and multi-dimensional data analysis services to game developers so as to drive ongoing game optimization and monetization, guiding them with insights on future development directions.

We also launch close cooperation with game developers by obtaining their source codes as co-development partners. In cooperation with distribution channels, iDreamSky launches special versions for different distribution channels rather than the same version without differentiation.

TechNode: iDreamsky is known for its game publishing business. Do you have plans to expand business in upper and lower stream of the industrial chain into game development or distribution channels after the IPO? As mentioned in the prospectus, the proceeds will be used in mergers and acquisitions.

Jeff: As a company focused on mobile games, we are also interested in backend or data analytic services. We hold a wait-and-see attitude towards game content providers and do not roll out the possibility in helping innovative early-stage game startups as a supporting platform.

TechNode: What’s your standards in selecting game development partners?

Jeff: We select partners based on a two-dimensional standards. Firstly, it’s the data of the games. We will launch close test for these games to gain stats on their confirmation process, payment conversion rate, etc. Secondly, we will evaluate the background of game developers and whether they are familiar with the workflow of game development.

TechNode: Are you going to expand from home turf in casual games to explore more mid-core and hardcore games?

Jeff: Casual games will still be our primary focus, but we are also giving more emphasis to mid-core and hardcore games. We’ve released several mid-core and hard-core games like Sanjianhao, Tianjiang, etc.

As an old friend of TechNode, Jeff Lyndon once shared with us on how to help foreign games to be successful in China at TechCrunch Shanghai last year. Here are some takeaways from him.

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CMGE Announces Ambitious Cooperation Plan with All-star IP Partner Team https://technode.com/2014/08/04/cmge-announces-ambitious-cooperation-plan-with-all-star-ip-partner-team/ https://technode.com/2014/08/04/cmge-announces-ambitious-cooperation-plan-with-all-star-ip-partner-team/#comments Mon, 04 Aug 2014 09:36:43 +0000 http://technode-live.newspackstaging.com/?p=21841 As China’s thriving mobile gaming sector hitting 12.52 billion yuan (around US$2 billion) revenue in H1 this year, China Mobile Games and Entertainment Group Limited (CMGE), a leading publisher and developer of mobile games in China, announced a lengthy list packed with star-studded international intellectual property partners last Saturday. The company plans to develop mobile games based […]]]>
CMGE-pic

As China’s thriving mobile gaming sector hitting 12.52 billion yuan (around US$2 billion) revenue in H1 this year, China Mobile Games and Entertainment Group Limited (CMGE), a leading publisher and developer of mobile games in China, announced a lengthy list packed with star-studded international intellectual property partners last Saturday.

The company plans to develop mobile games based on existing brands by obtaining authorizations from brand owners as well as to create new original stories through cooperation with global top game development teams. Xiao Jian, CEO of CMGE, disclosed at the press conference that these new games will be released around Q4 this year or Q1 next year.

CMGE Partners & IP Brands

Pic11

CMGE has partnered with renowned Japanese cartoon companies of Toei Animation and GREE to create mobile games based on their widely-poplar animated film series of One Piece, Ikkyuu San and Naruto. The company also cooperates with Japanese partners of Koei Tecmo and SNK to reinvigorate their previous hit games, either PC or Arcade games, and introduces them to Chinese mobile users.

As Japanese cartoons and games are highly acclaimed by Chinese audiences in the past decades, these IP brands and games are hugely popular among the post-80 and -90 generations, who constitute a dominant part of Chinese mobile players now. The reinvention of these timeless classic works may help the company to monetize the nostalgic feelings of Chinese post-80s and -90s who tend to cherish their childhood memories more when nearing or in their early thirties.

“CMGE will make strong collaboration initiatives with IP owners to improve the protection awareness of intellectual properties in the mobile gaming market,” said Xiao Jian. “Besides, we will start to clean up the pirated market in the meanwhile.”

CMGE set up another partnership with Shaolin Temple, the keeper of the Shaolin monk martial arts tradition. The monastery is long famous for its association with Chinese martial arts and particularly with Shaolin Kung Fu.

In addition to cooperate with existing IP brands, the Nasdaq-listed company also poised to develop in-house IP brand Sword of Souls with U.S. teams under the concept of “transmedia”, trying to build entertainment properties span multiple media of movies, games, cartoons, etc.

image credit: CMGE

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China Mobile Gaming Eclipses Web Gaming to Hit 12.5B Yuan Revenue in 2014H1 https://technode.com/2014/07/30/china-mobile-gaming-eclipses-web-gaming-hit-12-5b-yuan-revenue-2014h1/ https://technode.com/2014/07/30/china-mobile-gaming-eclipses-web-gaming-hit-12-5b-yuan-revenue-2014h1/#comments Wed, 30 Jul 2014 08:28:51 +0000 http://technode-live.newspackstaging.com/?p=21663 China’s total revenue from gaming industry, including online game, mobile game and stand-alone game markets, rocketed 46.4% YOY to 49.62 billion yuan (around US$8.03 billion) in the first half of this year, according to report released by research institutes of GPC and CNG. Of the total amount, client gaming still takes the No.1 spot in terms of revenue […]]]>

China’s total revenue from gaming industry, including online game, mobile game and stand-alone game markets, rocketed 46.4% YOY to 49.62 billion yuan (around US$8.03 billion) in the first half of this year, according to report released by research institutes of GPC and CNG.

Of the total amount, client gaming still takes the No.1 spot in terms of revenue by generating 25.57 billion yuan. Mobile gaming takes the runner-up position by contributing 12.52 billion yuan, overshadowing Web gaming which recorded 9.18 billion yuan in H1 this year. In the same period of last year, the revenues for mobile gaming and web gaming stood at 2.53 billion and 5.34 billion yuan, respectively.

The report added that the number of Chinese gamer climbed 9.5% YOY to 400 billion in the reporting period.

Chinese client game users reached 130 million, up 3.7% YOY, but its market share slumped 17.2% YOY to 51.5% in H1 this year. The number of mobile gamers surged 89.5% YOY to 330 million, with market share climbed to 25.2% from 17.7% in the same period of last year. Web game users increased 6.5% YOY to around 300 million, with market share inched up 2.7% YOY to 18.5%.

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Connected Karaoke Bars: The New Battlefield for Chinese Music Services https://technode.com/2014/07/29/chinese-music-services-building-dream-connected-karaoke-bars/ https://technode.com/2014/07/29/chinese-music-services-building-dream-connected-karaoke-bars/#comments Tue, 29 Jul 2014 11:29:00 +0000 http://technode-live.newspackstaging.com/?p=21585 Chinese online video broadcast platform Tiange (also known as 9158) and mobile Karaoke app Changba have been working on connected Karaoke clubs, trying to disrupt an entertainment experience Chinese have been OK with for many years. What they have in common is they want the equipment in Karaoke clubs, the TV display and the song-ordering system […]]]>

Chinese online video broadcast platform Tiange (also known as 9158) and mobile Karaoke app Changba have been working on connected Karaoke clubs, trying to disrupt an entertainment experience Chinese have been OK with for many years.

What they have in common is they want the equipment in Karaoke clubs, the TV display and the song-ordering system & machine, to get connected so that everything can be controlled with a mobile app or through touch commands.

Kuwo, the online music service which tapped into online singing show business like Tiange’s, launched last week a Karaoke solution with Thunderstone, a Chinese supplier of KTV software and hardware founded a decade ago by Xiaomi co-founder Wang Chuan.

Thunderstone has developed an API for apps like Kuwo’s to integrate the solution enables users to order songs through a third-party mobile app that includes Karaoke feature. Apps that have adopted the solution include Kuwo’s, Baidu Music, and Xiaomi Music. The Thunderstone solution is also available on WeChat that users can order songs, skip a song or Like a singing by sending commands on its public WeChat account.

The Thunder System
The Thunderstone System
The Kuwo Karaoke App
The Kuwo Karaoke App

Karaoke Participants can join one “room” on Kuwo by scanning a QR code. Other features such as rating and virtual gift sending are available for users to interact with each other. Thunderstone said they were developing more social products such as social games for users who don’t like singing but would like to join their friends, according to the report by Sohu (in Chinese) — You must wonder why they don’t meet with their friends somewhere else, but that’s what does happen in China.

Thunderstone also said they were in talks with Alipay, hoping to enable users to make payments with the online payment solution.

One of the biggest advantages an Internet-enabled system has is the song pool in the Cloud can be updated at once for all devices loaded with it. This is the main selling point for Thunderstone to sell traditional Karaoke bars.

Changba, however, doesn’t want to work with the conventional. It is reported that it will lease buildings that are much smaller than the traditional ones and available in as many places as possible. — Doesn’t it like building a convenience store chain?

The Thunderstone system isn’t developed on top of Android, the operating system embedded in almost all of the newly emerged smart hardware products in China. But Thunderstone said they were developing an Android-based one, according to the aforementioned report.

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Former Zynga China GM and Tencent Exec Roll out a Social Gaming App Pengpeng https://technode.com/2014/07/25/former-zynga-china-gm-tencent-exec-roll-social-gaming-app-pengpeng/ https://technode.com/2014/07/25/former-zynga-china-gm-tencent-exec-roll-social-gaming-app-pengpeng/#comments Fri, 25 Jul 2014 09:44:16 +0000 http://technode-live.newspackstaging.com/?p=21338 Pengpeng is a social gaming app that takes advantage of the mobile messaging trend. Its design is similar to that of a mobile messaging app that allows for chatting/group-chatting, and adding contacts from your phone’s address book or Chinese social networks (WeChat, QQ IM/Q-zone and Weibo), or add strangers by shaking your phone or searching for users nearby. […]]]>

Pengpeng is a social gaming app that takes advantage of the mobile messaging trend. Its design is similar to that of a mobile messaging app that allows for chatting/group-chatting, and adding contacts from your phone’s address book or Chinese social networks (WeChat, QQ IM/Q-zone and Weibo), or add strangers by shaking your phone or searching for users nearby. The iOS version also includes a social sharing feature, like WeChat’s Moment.

Any user in a chat session can initiate a game and invite the other user/other group members to join in. There are also choices of stand-alone games. All the games are Web-based that users don’t need to download them.

Playing Games with Pengpeng Friends
Playing Games with Pengpeng Friends
Pengpeng User Profile
Pengpeng User Profile

Currently four categories of small games are available, social games, puzzle games, skill games and sports games. The game results can be shared onto the aforementioned social networks.

Pengpeng generates analytics results for players in the same chat session, showing how well you perform compared with your friend(s) in the same session.

Some features created are for having users stick around, such as rewards of virtual points for daily check-ins. Users cannot become friends on Pengpeng if they interact for fewer than three times.

Thanks to the mobile messaging zeal, social games have become popular in China again — Several years ago social gaming got hugely popular on China’s PC-based Web, especially on social services such as Tencent’s QQ IM, Renren and Kaixin001. And WeChat is the most popular platform currently that users share game scores, invites or other promo messages on Moment or directly with their WeChat friends.

Several social games went viral on WeChat in the past year or so. Almost all of them are Web-based (Some are powered by HTML5) that users can play them directly after opening a shared post on WeChat.

Tencent, WeChat’s parent company, knows better on how explosive social games can be on a social platform: The company made tons of money from social games through virtual item sales on its QQ IM platform. So most of the first games launched on WeChat include social elements, such as score sharing feature and charts.

So, is it far away from the launch of Tencent’s? Andy Tian, co-founder of Asia Innovations (the developer of Pengpeng) and former GM at Zynga China, told TechNode that they didn’t think Tencent would follow suit. The conclusion is based partly on the understanding in the Chinese social giant of his co-founder, Ouyang Yun, a former mid-level exec at Tencent. I doubt so.

Andy Tian left Zynga China in mid-2013 during the company’s massive layoffs. Pengpeng is actually like a Zynga for mobile, channeling users from social networks and engage them with games. Some argue that Zynga’s problem is, thanks to the rapid growth of the mobile Internet, its PC Web-based business declined and its mobile business didn’t move fast enough. WeChat began making money from early on with virtual item purchases supported by WeChat Payment. Pengpeng hasn’t begin offering paid items and all the games so far are for free.

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A Peek into the Pre-paid Card Dominated Mobile Game Payment Market of Thailand: NDP Media https://technode.com/2014/06/26/peek-pre-paid-card-dominated-mobile-game-payment-market-thailand-ndp-media/ https://technode.com/2014/06/26/peek-pre-paid-card-dominated-mobile-game-payment-market-thailand-ndp-media/#respond Thu, 26 Jun 2014 04:02:24 +0000 http://technode-live.newspackstaging.com/?p=20407 With the ongoing discussions surrounding the expansion of nationwide 3G and the installation of a new 4G network in Thailand, the mobile industry of this southeast Asian country is growing rapidly in recent years. There are close to 20 million smartphone users in Thailand – taking up 40% of the overall phone market. There are […]]]>

With the ongoing discussions surrounding the expansion of nationwide 3G and the installation of a new 4G network in Thailand, the mobile industry of this southeast Asian country is growing rapidly in recent years.

There are close to 20 million smartphone users in Thailand – taking up 40% of the overall phone market. There are also more than 7 million tablet computers, with Android reaching more than 70% of the market, according to stats from data driven mobile marketing platform NDP Media. The market size of Thailand’s games market is set to reach US $140 million this year.

Total sales for smartphones in Thailand – 2012-2013

Thailand Smartphone sales

Source: GFK (Jan. 8, 2013)

However, getting into this market is not as easy as you might imagine. Android is by nature a vast landscape of fiercely competing apps, so promotion can be a challenge to companies going local. Thailand is also a developing market, so there are naturally going to be unavoidable obstacles. One of the important ones to overcome is to understand the country’s mobile payment methods. Localizing products for convenient mobile payments is essential for content providers looking to enter the Thai games market. Let’s take a look at four of the most popular mobile game payment methods in Thailand.

1. MOL Points

Mol

MOL Points was created in Malaysia by MOL Global. Early on in 2010 MOL signed a tactical deal with Facebook, and their subsidiary AccessPortal became the payment service provider for Facebook Credits (FB’s own virtual coin). With its spread on FB and Thailand’s craving for social network games, it’s easy to see why MOL’s payment system has been able to become so widely applied.

2. One-2-Call

12call

One-2-Call is main brand from Thailand’s largest mobile communications company AIS, which has the largest number of users in Thailand, according to the report. One-2-Call’s Cash Card has the same prepaid card service as MOL Points, and takes a large portion of payments made on online games. It’s also worth noting AIS also provides the prepaid card service for MOL’s payment channels.

3. Cherry Credits

cherry

Cherry Credits comes from Singapore and is a one-stop game distribution platform. It’s also growing and holds a huge share of the Southeast Asian market. The platform provides a cornucopia of games and other fashionable Asian card-style games. Cherry Credits also provides a leading Global Micropayment Solution which has a broad business base. Not only is it applied to In App Purchasing (IAP), but also touches upon paid for digital content.

4. My Card

My Card

Initiative Services’s points-card product MyCard has a huge distribution base throughout Malaysia and Singapore. It evolved into a games money storage and payment platform, and from 2010 it slowly spread out to other Southeast Asian countries as well as Hong Kong, Taiwan and Macau. Thailand is one of the main target markets for the company and today MyCard takes a considerable share of it. What makes MyCard so special are the services and awards they give to members, which have attracted high-quality users. MyCard’s user accounts have already reached 3.5 million, and every month the click through rate reaches more than 450 million.

Other than the methods mentioned above, Thailand still has various other popular mobile payment systems, including the quick finance provider MoneyGram, leading European payment platform E-Wallet Skrill and the world-recognized payment tool Paypal. All of these are becoming more and more widely used and recognized. But when it comes to payments for the relatively niche field of games payments, top-up and prepaid cards are undoubtedly the most popular systems in Thailand.

——

Thailand’s mobile game chart analysis

Thailand GooglePlay

Source: App Annie

The competition in Thailand’s mobile games market has already followed the trend of broadband internet slowly covering the country and become fiercer. Within the field of mobile games, Japan’s Line games are year on year steady at the top of the Thai mobile games charts. This is because Line took a upper-hand in Thailand’s market early on by providing the main instant messaging service there and bringing with it mobile games.

Thailand’s love for light-entertainment games and appetite for gambling-style games have popularized many of the above mobile apps throughout the country. Cultural differences and local thematic trends are concerns that content providers must consider when facing the task of localizing products. At the same time, opening up payment channels and adapting a product’s currency to integrate with local user payment habits are paths that a product must take in order to make its way abroad.

image credit: NDP Media

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Veteran Chinese Causal Game Developer OURGAME to Go IPO in Hong Kong https://technode.com/2014/06/18/veteran-chinese-causal-game-developer-lianzhong-files-ipo-hong-kong/ https://technode.com/2014/06/18/veteran-chinese-causal-game-developer-lianzhong-files-ipo-hong-kong/#comments Wed, 18 Jun 2014 05:44:17 +0000 http://technode-live.newspackstaging.com/?p=20140 Ourgame was one of the first online game developers in China that was founded in 1998. Starting from self-developed casual games, the company introduced other categories, mobile games and third-party titles along the way. But the company’s core business has been card, board and Mahjong games, making revenues from virtual item sales. As of March 2014, the accumulated […]]]>

Ourgame was one of the first online game developers in China that was founded in 1998. Starting from self-developed casual games, the company introduced other categories, mobile games and third-party titles along the way.

But the company’s core business has been card, board and Mahjong games, making revenues from virtual item sales. As of March 2014, the accumulated registered users were 396 million, with 51 million on mobile. There are more than 200 games on its platform.

Outgame International Holdings Ltd. filed for IPO in Hong Kong this week. The financials and other metrics show that the company seems to have regained traction after several years of dismay.

The total revenues generated in the first quarter of 2014 is 215.5 million yuan (US$35mn), a 1240% year-over-year increase. The total revenue in 2013 increased 15% to 236 million yuan (US$53mn), netting 35 million yuan (US$6mn) in profit.

As of March 2014, monthly paying users of self-developed games were 309,000, a 49.6% increase. Monthly paying users on mobile was 259,400, up from zero one year ago.

The monthly average revenue per user (ARPU) was 71.7 yuan ($12) in the first quarter this year; ARPU on mobile was way lower that is 15.7 yuan (less than $3).

Back in 2010 Bao Yueqiao, co-founder of Ourgame, told the story about how Ourgame was surpassed by Tencent’s QQ Games in an interview. (in Chinese) Before the launch of Tencent’s first self-developed game in 2004, Ourgame had been profitable.

It is reported that Ourgame had more than 85% of then China’s casual game market. Tencent’s first game was a copycat of a Ourgame game. Ourgame immediately sensed that the Tencent one would gain traction fast by leveraging its already-large user base. Being angry though, Ourgame decided to cooperate with Tencent.

But Tencent rejected Ourgame and QQ Games would soon become one of the largest casual game platforms and eventually the largest online gaming player in terms of revenue in China with copycats and licensed games.

There are, of course, other reasons that Ourgame didn’t become a big gaming company; for instance, casual games are not designed for users to spend a lot of money.

It seems a lot of Chinese gaming companies wanted a turnaround when some mobile games began making money. It is estimated users may spend more money on small mobile games thanks to the convenience of payment services and that they have more time to play casual games on mobile phones than on PC.

Tencent has launched two mobile card games on Mobile QQ and WeChat — the second one was launched yesterday. And unlike 2004, the mobile messaging app by Tencent is way more powerful than its previous flagship product QQ IM.

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Chinese Online Music Show Services to Build Connected Karaoke Clubs https://technode.com/2014/06/11/chinese-online-music-show-services-build-connected-karaoke-clubs/ https://technode.com/2014/06/11/chinese-online-music-show-services-build-connected-karaoke-clubs/#respond Wed, 11 Jun 2014 10:44:25 +0000 http://technode-live.newspackstaging.com/?p=19920 Online music show platforms, which provide online infrastructure for performing singing and  make money through virtual gift sales, had contributed almost half of the total revenues in China’s online digital music market in 2013. Though the market is estimated to be growing steadily for another several years, a couple of players are working on bringing […]]]>

Online music show platforms, which provide online infrastructure for performing singing and  make money through virtual gift sales, had contributed almost half of the total revenues in China’s online digital music market in 2013. Though the market is estimated to be growing steadily for another several years, a couple of players are working on bringing to the offline world to revolutionize the traditional Karaoke, or KTV, market.

9158, one of the earliest that got traction with the model, began to work with traditional Karaoke clubs last year, trying to have the TV sets in KTV clubs connected to the Internet and installed with 9158 software.

Changba, the mobile Karaoke app that is making money in the same way with those who began with PC-based Web, is reported to acquire or invest in a traditional KTV brand to rebrand it as Changba KTV clubs.

Chen Hua, founder and CEO of Changba, once said that many of their users would meet up and hang out at local KTV clubs after they got to know each other through the app. As Changba provides charts of most popular singers in each city or region — in order to engage users and create more advertising placements — and other location-based services, it makes it easier for users of the same city to know each other.

It won’t be difficult to convert Changba users to its KTV users, for the connected KTV clubs will have way more features and fun than the traditional ones. And everyone visiting the clubs is supposed to pay — most KTV clubs in China charge an hourly fee.

Apart from the connected devices for Karaoke, Changba KTVs will be smaller in size and charge lower rates, according to a report by Chinese tech insider James Cheng(in Chinese).

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Video Game Studio Thatgamecompany Nets $7mn Funding https://technode.com/2014/05/30/video-game-studio-thatgamecompany-nets-7mn-dollars-funding/ https://technode.com/2014/05/30/video-game-studio-thatgamecompany-nets-7mn-dollars-funding/#respond Fri, 30 May 2014 05:14:41 +0000 http://technode-live.newspackstaging.com/?p=19609 Thatgamecompany, an American independent video game studio, announced that it has raised an additional $7 million in funding from Capital Today and a team of other investors. The capital will be used in game development, laying the infrastructure to self-publish, marketing, etc. Thatgamecompany was formerly a developer for Sony Computer Entertainment’s PlayStation games when it was founded in […]]]>

Thatgamecompany, an American independent video game studio, announced that it has raised an additional $7 million in funding from Capital Today and a team of other investors. The capital will be used in game development, laying the infrastructure to self-publish, marketing, etc.

Thatgamecompany was formerly a developer for Sony Computer Entertainment’s PlayStation games when it was founded in the spring of 2006. The company then became independent after secured funding. Thatgamecompany is engaged in creating video games that provoke emotional responses from players. Its video games include the award-winning Flash title flOw, Flower, and Journey.

Chen xinghan

Days before the studio releases the funding news, Jenova Chen, Thatgamecompany’s Chinese co-founder who received education in Shanghai and established his business in the U.S, joined our startup and technology meetup series Tech Node Touch (TNT) in Beijing. Here are some of his insights on gaming industry.

  • Chinese game developers are more pragmatic, while their foreign counterparts put more emphasis on concepts. With the rise of mobile gaming trend, the Chinese mobile games available on various platforms become homogeneous, whether they are card games or casual games. In order to reduce risks, Chinese developers tend to adopt ideas that have been proven successful and put more efforts in game operations. This partly because Chinese market is large enough to allow the existence of similar products. But foreign teams will not duplicate existing ideas and they will put more energy and time in developping innovative games.
  • I noticed that the mobile games based on WeChat platform ranked among the tops in the free app list of iOS platform. Although these games are casual games with simple gameplays, the social features of them can bring more fun to players. The revenue from mobile QQ- and WeChat-based games reached 1.8 billion yuan (around$290 million) in the first quarter of this year, while this figure for first two quarters is expected to reach 2.4 billion yuan.
  • Social gaming is a trend. Even if the platforms don’t develop this business, game developers will do it anyway. For example, Game Of War, a U.S. game connects people from different countries around the world by Google Translate, become an instant success by creating an international community with enhanced user viscosity.
  • Mobile games become popular among users thanks to easy operation and availability in fragmented leisure times. Successful web games and terminal games will be transplanted to mobile games.
Chen xinghan1

Please click here for a detailed Chinese transcript of his speech.

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Sony Sets Up Joint Ventures with Chinese Partner to Release PS Consoles in China https://technode.com/2014/05/26/sony-sets-up-joint-venture-with-chinese-partner-to-release-ps-consoles-in-china/ https://technode.com/2014/05/26/sony-sets-up-joint-venture-with-chinese-partner-to-release-ps-consoles-in-china/#comments Mon, 26 May 2014 07:28:37 +0000 http://technode-live.newspackstaging.com/?p=19359 In addition to Microsoft which launched its flagship Xbox One in China this April, Sony also sets eye on the lucrative market after Chinese authorities lifted the 13-year ban on game consoles. The Japanese giant has entered partnership with Shanghai Oriental Pearl Group (SH:600832) to step up the production and sales of PlayStation consoles and relevant […]]]>
PS4

In addition to Microsoft which launched its flagship Xbox One in China this April, Sony also sets eye on the lucrative market after Chinese authorities lifted the 13-year ban on game consoles.

The Japanese giant has entered partnership with Shanghai Oriental Pearl Group (SH:600832) to step up the production and sales of PlayStation consoles and relevant software in China, according to a statement released by Shanghai Stock Exchange.

Through the subsidiaries of both parties, Sony and Shanghai Oriental Pearl Group planned to set up two joint ventures in Shanghai Free Trade Zone. The two joint ventures will be responsible for hardware and software product/service, respectively.

One of the two joint ventures will have a registered capital of 10 million yuan (around $1.6 million) and it will be responsible for software distribution, marketing and platform construction. The Chinese company will hold a 51% stake, while Sony will hold a 49% stake in the joint venture, according to the statement.

The other joint venture will be in charge of hardware production and marketing, with a registered capital is 43.80 million yuan. Sony will hold a majority stake of 70%, and the rest will be owned by Shanghai Oriental Pearl Group, the statement added.

It is worth noting that both Shanghai Oriental Pearl Group and BesTV, Microsoft’s Chinese partner of Xbox One business, belong to Shanghai Media Group, the cultural investment arm of Shanghai TV Station.

The latest product of Sony’s PlayStation series is PS4, which has recoded more than 7 million shipments globally as of April 6, 2014.

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Alibaba Introduces US Smartphone Game Dots to Taobao Mobile https://technode.com/2014/05/22/alibaba-introduces-us-smartphone-game-dots-taobao-mobile/ https://technode.com/2014/05/22/alibaba-introduces-us-smartphone-game-dots-taobao-mobile/#comments Thu, 22 May 2014 07:30:31 +0000 http://technode-live.newspackstaging.com/?p=19181 The IPO-bound Internet giant Alibaba Group entered an exclusive partnership with U.S. mobile game Dots, which will be the first western developed game to land on Alibaba’s mobile gaming platform. Dots will go live for free download in China under the name 点点 (DOTS) via Mobile Taobao application by 9:00 pm today. For most Chinese users, Mobile Taobao […]]]>

The IPO-bound Internet giant Alibaba Group entered an exclusive partnership with U.S. mobile game Dots, which will be the first western developed game to land on Alibaba’s mobile gaming platform. Dots will go live for free download in China under the name 点点 (DOTS) via Mobile Taobao application by 9:00 pm today.

For most Chinese users, Mobile Taobao is more commonly known as a m-commerce service. Although Mobile Taobao may not be our first option in finding hit mobile games, it may still lure lots of users to try out the integrated gaming and app distribution functionalities given the huge downloads.

As a dominating force in Chinese e-commerce market, Alibaba is still a latecomer in gaming sector. The company launched a mobile game platform earlier this year driven by the rising mobile game trend. Tencent, a major rival of Alibaba, has recorded 10.39 billion yuan ($1.68bn) of revenue from online game sector in Q1 this year. In addition to home-grown games, Tencent also planned to add several international hit titles, such as Candy Crush Saga and Taming Monster.

Similar to some of the hit mobile games like Flappy Bird and a more recent one Piano Tile favored by Chinese gamers, the gameplay of Dots is deceptively simple but highly addictive. Players only have to take four or more circles of the same color and connect them to make a square. Patrick Moberg and Paul Murphy set up the company in 2013 as part of a four-month development session Hackers in Residence program at Betaworks. According to Dots, five billion gamers played the game in the first year with millions more enjoy it every day.

Paul Murphy, co-founder of Dots, said “We are excited to launch Dots in China with Alibaba Group. This partnership will help us share the Dots experience with hundreds of millions of potential players in China.” But in selection of Chinese partners, several factors other than partner’s huge user base should be taken into consideration, like the positioning and vision of the partners.

When first entering China, Korean messaging app LINE partnered up with Qihoo 360, eyeing on its a huge user base. The cooperation didn’t fulfil prior expectations and LINE shifted to Wandoujia after the one-year contract with Qihoo 360 expired.

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Tencent’s Revenue from Online Games Exceeds 10 Billion Yuan in Q1 https://technode.com/2014/05/16/tencents-revenue-from-online-games-exceeds-10-billion-yuan-in-q1/ https://technode.com/2014/05/16/tencents-revenue-from-online-games-exceeds-10-billion-yuan-in-q1/#comments Fri, 16 May 2014 01:17:14 +0000 http://technode-live.newspackstaging.com/?p=18953 Chinese Internet giant Tencent recently announced that the company’s total revenue reached 18.4 billion ($2.99 billion) in first quarter of 2014 ended March 31, an increase of 8% QOQ or an increase of 36% YOY. Of the total amount, VAS revenues increased 21% QOQ to 14. 41 billion yuan, representing 78% of the total revenues for the […]]]>

Chinese Internet giant Tencent recently announced that the company’s total revenue reached 18.4 billion ($2.99 billion) in first quarter of 2014 ended March 31, an increase of 8% QOQ or an increase of 36% YOY.

Of the total amount, VAS revenues increased 21% QOQ to 14. 41 billion yuan, representing 78% of the total revenues for the reporting period.

The revenue from online games surged 23% QOQ to RMB10.39 billion yuan ($1.68bn) in Q1, mainly driven by increased revenues from smart phone games integrated with Mobile QQ and WeChat. The paying user base for Tencent’s mobile games more than doubled, and total revenues approximately tripled to over 1.8 billion yuan during the period. For PC client games, new titles such as Blade & Soul made significant revenue contribution.

According to the report, six of Tencent’s mobile games were ranked within the Top 10 Grossing Chart in China’s iOS App Store at some point during the quarter. In addition to home-grown smartphone games, Tencent also planned to add several international hit titles, such as Candy Crush Saga and Taming Monster.

The company’s revenue from social networks revenues increased 16% QOQ to 4.03 billion yuan. This mainly reflected an increase in platform revenues from smart phone games integrated with Mobile QQ and WeChat.

The monthly active users of WeChat increased 87% YOY to 396 million at the end of the first quarter of 2014. In Q1, the company focused on building an ecosystem for WeChat by integrating Dianping and other services under WeChat Payment, expanding the user base of WeChat Payment via subsidy programme, notably for booking taxi rides; and exploring mobile e-commerce with selected merchants via their Official Accounts.

However, the company’s revenue from online advertising and e-commerce transactions saw a 21% and a 24% QOQ decline during the period. Tencent claimed the decline mainly reflected the impacts of weaker seasonality and their transition of e-commerce strategy.

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Before Apple Acquires Beats, Chinese Makers Have Developed a Variety of Smart Gadgets for Music Streaming https://technode.com/2014/05/12/chinese-smart-hardware-music-streaming/ https://technode.com/2014/05/12/chinese-smart-hardware-music-streaming/#comments Mon, 12 May 2014 14:22:45 +0000 http://technode-live.newspackstaging.com/?p=18825 VOW is an Android-powered headphone that streams music from services like Pandora. The startup behind it was founded no more than half a year ago by Chinese serial music entrepreneur Gary Chen. Mr. Chen’s goal is to beat Beats in audio quality and smartize the headphone with music streaming and other mobile apps. Apart from the music streaming service […]]]>

VOW is an Android-powered headphone that streams music from services like Pandora. The startup behind it was founded no more than half a year ago by Chinese serial music entrepreneur Gary Chen. Mr. Chen’s goal is to beat Beats in audio quality and smartize the headphone with music streaming and other mobile apps.

Apart from the music streaming service — Dounban FM for Chinese users or Pandora in countries where it’s allowed, VOW headphone has integrated WeChat, currently the most popular messaging app in China, and StarChat,an in-house developed app for musicians to interact with their fans.

The current version of VOW as a headphone doesn’t look so good as Beats. The Android-powered smart part that is attached to one side of
the headphone isn’t that user-friendly either; for instance, it simply introduced the WeChat app for smartphone that words shown are too small on a screen the size of a headphone.

VOW Headphone
VOW Headphone

It is expected VOW will make improvements on future versions and other similar smart headphones will come out before long.

Beats headphones are made in China. Thanks to the smart gadget wave, the conventional Chinese manufacturers, who have been making consumer electronics shipped to the rest of the world, have become willing to work with software developers to smartize the traditional electronics products. According to Gary Chen, one of the most important for the smart headphone is design. A design house in China helped design VOW.

SugrSugr develops music playing gadgets. It’s based in Shenzhen, one of China’s manufacturing centers. The startup has developed Lullabox, a music player for soothing babies and Muno, a stereo box for Douban FM, one of the most popular music streaming services in China.

After it connects to WiFi, it’ll automatically play music based on Douban FM algorithms. You can stop it by tapping it. If you want to play last song you just need to tilt it left and vice versa.

The app for controlling Muno has very simple functions: setting time and music for sleeping and waking up.

Muno App
Muno App

In China there have been a handful of popular music streaming services. VOW headphone also introduced Douban FM, which is regarded by many, including VOW founder Gary Chen, the best in China in audio quality and recommendation performance.

The audio quality of songs on Douban FM is better than most others, for the company behind it only offers music streaming, not song download, which is charged by music companies lower prices for higher quality music files. Also the recommendation performance of the algorithms, based on users preferences, Douban FM developed seem to have been appealing to users.

Kugou has been in China’s digital music market for a very long time and one of the most popular music services. Recently it came up with a music streaming box that is crowdfunding on Demohour, Chinese Kickstarter.

There’s only one button on the gadget and users can control it through different gestures. A mobile app is also available to control music playing. You can also control the box by connecting it to your PC.

Chinese search giant Baidu has launched a similar gadget earlier this year.

KuGou Music Box
KuGou Music Box
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Is It a Good Time to Invest in China Music Market? https://technode.com/2014/05/08/good-time-invest-china-music-market/ https://technode.com/2014/05/08/good-time-invest-china-music-market/#comments Thu, 08 May 2014 06:03:08 +0000 http://technode-live.newspackstaging.com/?p=18703 Mason Xu witnessed the rapid growth in China movie market in the past several years. After leaving Bona Film Group, a local movie distributor, as CFO in 2012, he co-founded a PE fund as CEO to make investments in movie industry. Now he argues, at a recent event, it’s time to make investments in China’s music industry […]]]>

Mason Xu witnessed the rapid growth in China movie market in the past several years. After leaving Bona Film Group, a local movie distributor, as CFO in 2012, he co-founded a PE fund as CEO to make investments in movie industry. Now he argues, at a recent event, it’s time to make investments in China’s music industry which will take off like how movie industry did several years ago.

He’s not alone. More than a few insiders in China’s music industry have started talking about the possibility that the market will grow like how the movie market has been since major Chinese online video sites began buying video rights, instead of offering pirated content, and the number of cinema screens increased rapidly in China. They believe China’s music market is just at this turning point as a majority of digital songs on Chinese online music services or search engines like Baidu are legitimate and more and more offline music events are emerging.

Five years after 2007 the movie market in China would grow fivefold and was near four times the size of the combination of China’s PC-based and mobile music markets in 2012.

From 2011 to 2013, digital music was the third most popular PC-based online service, after instant messaging and web search, and the fourth on mobile Internet where mobile news took the third place. It has been more popular than video streaming in China.

And digital music has so wider an audience in China than movies. The growth in China’s movie market was largely driven by the increased cinema screens which haven’t reached low-income consumers in rural areas. But those users are buying their first smartphones and may have consumed digital music through feature phones.

The problem has always been how to monetize digital music.

With the first two most popular two Chinese Internet giants came into existence — Tencent with instant messaging and Baidu with search. But none has grown to be big with digital music.

There were actually ambitious ones, such as Xiami and A8. Xiami wanted to build a peer-to-peer platform for digital song transactions, helping musicians or distributors (every user on its platform) make revenues through downloads — it offers music streaming for free. But it turned out that the paid downloads could barely cover the costs for music rights. Xiami was acquired by Alibaba Group in 2013.

A8 was one of many building iTunes-like stores after Apple launched the service. None iTunes clones succeeded. A8 managed to make money through other sources like mobile ringtones and got listed in Hong Kong in 2008. In 2013 the company’s total revenues decreased 45% year-over-year, turning to net loss, because of the decline in traditional mobile value-added services like ringtone. The company tapped into mobile gaming in 2013 for the sake of revenue.

Mr. Xu concludes that one major reason, as Mr. Xu points out, that the music market is way less prosperous than the movie market is music creators are not fairly paid. 37%-39% of the total revenues earned from a movie goes to movie makers in China while song writers can only get 2% — they could receive 8% – 12% in 1990’s when physical music albums sold well.

The digital music market had already seen a significant growth in the past couple of years — 2012 saw a 379% growth rate, according to Xu, partly thanks to some creative business models.

Online music show, which generates revenues through virtual gifts bought by audiences to performers, now is a well-recognized business model in China. According to statistics released by Chinese ministry of culture, about half of the total revenues generated on China’s PC-based online music market in 2013 was from this business model.

Mr Xu points out that in 2013 the average revenue per paying user on YY Music, one of the largest such sites in China, is over 20% higher than that in China’s movie industry. Mr. Xu thinks, to increase the total revenues from online music shows, the approaches are 1) create more paid offerings and 2) grow paying user base.

Xu thinks currently venture capital will and should chase distribution channels instead of content production companies, which is similar to investment cases that happened in movie industry. But content is always important in order to grow the value of distributors. Xu thinks the future competition must be in music rights which can be bought or through controlling content producers.

image: Shutterstock

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Xbox One to Enter Chinese Market This September, Finally https://technode.com/2014/04/30/xbox-one-to-enter-chinese-market-this-september-finally/ https://technode.com/2014/04/30/xbox-one-to-enter-chinese-market-this-september-finally/#comments Wed, 30 Apr 2014 09:51:16 +0000 http://technode-live.newspackstaging.com/?p=18513 BesTV and Microsoft jointly announced today that they will introduce Microsoft’s flagship game console Xbox One into Chinese market this September. The news finally settles loads of buzz heated up since the establishment of a joint venture E-Home Entertainment Development Co., Ltd. between BesTV and Microsoft and the lifting of bans on game consoles imposed […]]]>

BesTV and Microsoft jointly announced today that they will introduce Microsoft’s flagship game console Xbox One into Chinese market this September. The news finally settles loads of buzz heated up since the establishment of a joint venture E-Home Entertainment Development Co., Ltd. between BesTV and Microsoft and the lifting of bans on game consoles imposed in 2000.

Xie Enwei, senior VP of Microsoft Grater China, is named as the general manager of Microsoft’s Xbox Department China. In addition, he will also in charge of the joint venture. E-Home Entertainment will invest in an innovation project, helping game developers to develop and distribute games based on Xbox One platform.

Microsoft has sold out over 5 million sets of Xbox Ones in 13 countries since its debut at the end of last year, making it the most successful product of Xbox Series, according to the company. Xbox One is sold for $499.99 yuan in US market. Although the two companies did not disclose the price of Xbox One in China, some media reported that it is priced at 4,999 yuan (around $798).

The Chinese gaming industry had 490 million users and saw 38% in total revenue in 2013. Trigger by the huge market potential and ease of regulation curbs, a lot of companies set their eyes on game console sector.

Huawei showed off its homegrown game console Tron at the beginning this year and planned to ship it at around 1,200 yuan this May. ZTE The9, a joint venture co-founded by ZTE and online game company The9, also released a similar game console Fun Box this March.

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Chinese Serial Entrepreneur Gary Chen to Build an Ideal Model for Musicians with a Smart Headphone and a Mobile Solution https://technode.com/2014/04/22/gary-chen-starwish-for-digital-music-with-smart-headphone-and-a-mobile-solution/ https://technode.com/2014/04/22/gary-chen-starwish-for-digital-music-with-smart-headphone-and-a-mobile-solution/#comments Tue, 22 Apr 2014 14:43:15 +0000 http://technode-live.newspackstaging.com/?p=18170 Starwish is the new startup founded by Gary Chen, a serial entrepreneur in China’s music industry. He never believed digital music content could be a significant revenue source to musicians but now thinks fans who’d spend money for stars they fancy can be. With Starwish Gary wants to build a platform for musicians worldwide, by taking […]]]>

Starwish is the new startup founded by Gary Chen, a serial entrepreneur in China’s music industry. He never believed digital music content could be a significant revenue source to musicians but now thinks fans who’d spend money for stars they fancy can be. With Starwish Gary wants to build a platform for musicians worldwide, by taking advantage of the mobile Internet and smart hardware trend, engage the willing payers.

Half a year after the founding his company is launching VOW, an Android-powered smart headphone, and StarChat, a mobile app for musicians to interact with their fans.

Though Mr. Chen isn’t a believer in digital content sales, he once had confidence in online advertising.

He is well known for managing to, after two years of effort, convince the major global labels to offer free digital music downloads in mainland China through Google China’s music search service which was launched in March 2009.

The search results returned by the Google music search would direct users to Top100.cn, an online music site ran by Gary’s team and funded by Google China, to download authorized digital tracks; Top100.cn, in turn, shared  advertising revenues generated from Google AdSense with labels or other music rights holders.

Top100.cn, launched in 2006, was one of the first in mainland China to offer legitimate digital music and so far the only one with such a business model. The deal with Google China was remarkable back then when digital music piracy was the norm in mainland China — Google China’s direct competitor Baidu, now the dominant search engine in the market, would continue to deliver pirated digital music for several more years.

Google China retreated from mainland China in 2010 and would pull the plug on the music search in September 2012. Then Top100.cn would suffer drastic decline in both traffic and advertising revenue. The site was closed in 2013.

Many Chinese online music services have been, since they started paying digital music rights not very long ago, struggling to survive with advertising as a major revenue source. We saw a wave of consolidation in the past two years. But Gary doesn’t think his model has proved a failure given Google’s moves.

There have been online services trying to help musicians reach users directly so as to get rid of all the distribution channels and pocket all the money that used to go to those channels. Xiami.com, a Chinese online streaming and download service, was founded five years ago as a peer-to-peer marketplace for digital music transactions. Xiami had been struggling to pay music rights before it was acquired by Alibaba Group about one year ago.

The problem with business models like Xiami’s, according to Gary Chen, is users wouldn’t pay for music content at all in China — it’s also true in many other markets. So long as the music market is still dominated by content production or distribution companies, whose job is selling content, musicians couldn’t make big money, he concludes.

So the whole idea of the StarChat mobile app is to help musicians reach fans directly and make money from somewhere else. The direct communication with stars, Gary reckons, must encourage fans to purchase all kinds of goods, physical or virtual, created by stars or just sold by them. The idea actually, to some extent, has been proven to work in China. Purchases of virtual gifts to singers on online singing services contributed about half of the total revenues in China’s online music market in 2013.

StarChat works like the WeChat Subscription Account system. Fans are able to subscribe to a musician’s account and receive messages of various formats from the musician.

StarChat
Musicians a user has subscribed to (left) & Interacting with a musician (right)

It will support Alipay in mainland China and Paypal outside China for mobile payments. StarChat also includes a feature that shows metrics of fans and income.

The the iOS version is waiting for Apple’s approval and the Android one is about to launch.

Last week, Li Yuchun, one of the most famous pop singers in China, debut her latest single on Weibo, the most popular microblogging platform here, charging 2 yuan ($0.3) for a download. It’s similar to StarChat’s model that fans can follow her and now able to purchase goods directly provided by her. Gary Chen doesn’t think this way will prevail for the user experience isn’t good — for one thing, users have to visit a third-party website, which must be the singer’s business partner, to download and make payments.

VOW1
Android-powered VOW Headphone
VOW

The goal of VOW, according to Gary, is to provide higher sound quality than Beats headphone and be Smart.

Today it’s really not difficult to find the best manufacturers in China, such an experienced manufacturing country, in order to beat Beats in sound quality — Beats headphones are made in China — or build a hardware product loaded with Android. VOW is designed and made in Shenzhen, a city that has attracted makers around world for sourcing manufacturers or buy low-cost electronics parts.

The Android-powered smart brain of VOW is a separate part that can be attached to one side of the headphone. There have had four pre-installed apps, VOW setting, music streaming app (Douban FM for mainland China and Pandora for markets outside China), WeChat and StarChat. So you can listen to streaming music, chat with WeChat friends, or interact with your fans or musicians. When WiFi connection isn’t available, you’ll also be able to use it by putting in a SIM card or loading songs an 8G drive can hold.

Like on most Android-powered small screen devices, apps on VOW are not customized for a smaller screen but are half-size versions of them for average smartphones.

VOWs are now available in ivory and light gold. More custom designs will be made for certain celebrities later on. Gary plans to get those celebrities sell the headphones on StarChat, promising to share a percentage of sales revenues with them. Their adopting StarChat must encourage fans to sign up to the app too.

VOW lands on Kickstarter today, will begin taking pre-orders in China on April 28 and has sold some 200 pieces to Amazon China. When it comes to prices, it will be a little bit more expensive than Beats outside China while less expensive in China.

Gary said they’d develop more music hardware products if this one performs well. The combination of StarChat and VOW gadgets seems an ideal model — and sounds similar to where iPod started?

Chinese tech people always say, “it’s all about execution”. A few years ago a lot of people thought mobile messaging app was a good idea for smartphone-based communication. Finally WeChat stood out of a flock in China and evolved to be a great product. The music industry is way more complicated than the software development market. We’ll see how Gary’s idea will change it. But it must be really hard work.

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Perfect World Acquires 30 Mn Shares in Shanda Games for $100 Million https://technode.com/2014/04/22/perfect-world-acquires-30-mn-shares-shanda-games-100-million/ https://technode.com/2014/04/22/perfect-world-acquires-30-mn-shares-shanda-games-100-million/#comments Tue, 22 Apr 2014 09:32:27 +0000 http://technode-live.newspackstaging.com/?p=18179 Chinese online game developer and operator Perfect World (NASDAQ: PWRD) announced that it has entered into a share purchase agreement with Chinese MMO rival Shanda Games (NASDAQ: GAME) to acquire overall 30 million class A ordinary shares in the latter with $100 million cash from Shanda Interactive Entertainment Limited, the controlling shareholder of Shanda Games. […]]]>

Chinese online game developer and operator Perfect World (NASDAQ: PWRD) announced that it has entered into a share purchase agreement with Chinese MMO rival Shanda Games (NASDAQ: GAME) to acquire overall 30 million class A ordinary shares in the latter with $100 million cash from Shanda Interactive Entertainment Limited, the controlling shareholder of Shanda Games. The purchase is expected to finalize in 30 days.

In addition, Perfect World also joined the consortium intended for Shanda Games’ privatization drive. The consortium has submitted a preliminary non-binding proposal letter dated January 27, 2014 to the board of directors of Shanda Games at a proposed price of $3.45 per class A or class B ordinary share, or US$6.90 per ADS at a market valuation of $1.9 billion.

Perfect World will take a 5.6% stake in Shanda Game based on its currently valuation of $1.81 million. Both of the parties noted that the investment dose not indicate any cooperation in gaming business operations.

As gaming concept becomes increasingly popular in China, Chinese stock market gains more attraction for US-listed Chinese gaming companies to return to domestic market. Chinese online game operator Giant Interactive (NYSE: GA) has launched a privatization bid in November last year and Shanda Games followed the suit to launch privatization plan in January this year.

For Perfect World, which has lagged behind in going private, the competition in domestic gaming market will be as fierce as ever and an alliance with leading peer will create synergistic effects. Moreover, a minor stake in Shanda Games is a less risky step to test domestic market.

On the other hand, the tie-up may also offer solid supports to Shanda Games. In addition to fend against rivalry from mobile gaming companies, Shanda Games, the major revenue source of its parent company Shanda Interactive, is encumbered by the burdens from other businesses under the group, like  video site Ku6 and online literature platform Cloudary.

The revenue of Perfect World Group mainly comes from investments in film and television industry, while gaming sector only accounts for 30%-40% of the total revenue. To cooperate with a company that has wider business coverage in entertainment industry may help Shanda Games to consolidate its foothold in returning to domestic market.

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72% of Chinese Mobile Music Users were Aged 21-30 in 2013 https://technode.com/2014/04/21/china-mobile-music-market/ https://technode.com/2014/04/21/china-mobile-music-market/#comments Mon, 21 Apr 2014 10:05:03 +0000 http://technode-live.newspackstaging.com/?p=18126 There were 313 million mobile music app users in China in 2013, while an estimated 912 million users ever consumed digital music through mobile phones during the year, according to the annual report released by iiMedia, a Chinese mobile market research agency. 43.1% of users were of age group 21-25, 29.2% of group 26-30 — […]]]>

There were 313 million mobile music app users in China in 2013, while an estimated 912 million users ever consumed digital music through mobile phones during the year, according to the annual report released by iiMedia, a Chinese mobile market research agency.

43.1% of users were of age group 21-25, 29.2% of group 26-30 — that’s 72.3% of 21-30, while only 12.4% are over 30.

According to the estimation by iiMedia, China’ s mobile music sales in 2013 increased 6.1% to RMB39.7 billion (roughly USD6.5 bn).

Mobile music apps are more used for playing songs saved locally, streaming, downloads and searches, instead of creating or sharing playlists, or watching music videos.

The “mobile music” iiMedia refers to include both the mobile Internet-based and music consumed through SMS or MMS. So the majority of the total revenues were made by the three Chinese telecom operators through mobile ringtone sales and other offerings, while a minor fraction was generated from independent online music services.

The major revenue source of most mobile music apps’ was advertising which hadn’t brought them significant income yet. As of the end of the year, paid offerings include paid downloads, membership subscriptions or music data plans. Major digital music services such as Xiami launched data plans partnering with telcos during the year.

At the end of 2013 there were acquisition rumors that Alibaba had acquired TTPod and Kugou bought Kuwo. iiMedia concludes consolidation was thanks to the fact that many services were struggling to survive.

A few new mobile music apps, however, were working on new business models. Changba, a mobile Karaoke app, began monetization through virtual gift sales in 2013.

Unlike a year before that a couple creative music products such as Changba (a mobile Karaoke app) and Jing.FM (a music recommendation app) emerged, in 2013 there was few. Netease launched a playlist sharing app; Kugou app added a location-based social feature that allows for seeing playlists by users nearby or connecting users with similar interests.

Some milestones that happened during the year,

  • Duomi, one of the leading music apps in China, announced 180 million installs as of the end of 2013, a 20% increase.
  • Douban FM, a Pandora-like music discovery service, announced ten million unique visitors in June 2013.
  • Mobile Taobao, the mobile marketplace ran by Alibaba Group, added a music channel by integrating music offerings by Xiami, an online music streaming and download service that was acquired by Alibaba less than one year ago.
  • Qianqianjingting, a music playing software acquired by Chinese search giant Baidu, was renamed Baidu Music.

China Mobile, the largest Chinese telco, has been one of the biggest players in terms of mobile music users and revenues. Migu, its mobile music brand , reached 450 million users with over 50 million monthly subscribers as of 2013.

Apart from working with musicians helping them publish and promote original songs or events, and reach users, China Mobile also offers business-facing services, charging for usage of APIs, user data analysis, among others. China Mobile counts on music videos, high quality music and in-car music services as 4G is coming around.

In early 2013 China Unicom and several music streaming services launched monthly data plans. Users are charged 5-15 yuan for unlimited data for music streaming. China Unicom’s music brand, WO, had 37 million registered users and 6 million mobile app installs when 2013 ended.

imusic of China Telecom, the third telco, claimed 150 million mobile users as of June 2013.

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In 2013 Roughly Half of the Total Sales Generated on China’s Online Music Market were from Online Music Shows https://technode.com/2014/04/15/chinas-online-music-market-largely-driven-online-show-2013/ https://technode.com/2014/04/15/chinas-online-music-market-largely-driven-online-show-2013/#comments Tue, 15 Apr 2014 14:19:26 +0000 http://technode-live.newspackstaging.com/?p=17893 Online music users in China were 450 million as of the end of 2013, according to the China Digital Music Market Annual Report for 2013 which was newly released by Chinese Ministry of Culture (CCNT) (report in Chinese). Mobile music users reached 291 million, up from 96 million the year before — that’s a 203% increase. […]]]>

Online music users in China were 450 million as of the end of 2013, according to the China Digital Music Market Annual Report for 2013 which was newly released by Chinese Ministry of Culture (CCNT) (report in Chinese).

Mobile music users reached 291 million, up from 96 million the year before — that’s a 203% increase. There had been 31,000 apps in the Music category on the App Store for Mainland China as of the end of 2013, with 500-800 new being uploaded each month (app updates are included).

695 companies had been authorized to operate online music businesses by the end of 2013, 21% increase year-over-year.

Online Music Show Platforms Contributed 49.5% of the Total Online Music Revenues.

Mobile music revenues (exclusive of sales from mobile ringtones or other offerings by telecom operators) increased 13.3% year-over-year. What seems unusual is PC-based digital music sales increased by 140%. The significant increase is largely thanks to online music show businesses which contributed 84% of PC-based sales and 49.5% of the total.

chinaonlinemusicsales
2013chinaonlinrmusicmarket

                                                                                                                                       Source: CCNT

Online music show platforms, which are for artists to perform live online, emerged in China several years ago. It became a lucrative business after virtual gifts were introduced for audiences to buy for performers. 9158 was one of the first entrants into the market; YY was the first, currently the only one, that went public with online music show as a major revenue source. Till today there are a dozen of online music show platforms in China.

CCNT didn’t mention the revenues from online music show in its annual report for 2012. YY made RMB92.7 million (USD14.6 mn) from the music business that year, so that’s roughly 5% of the PC-based sales reported by CCNT. Given there were a couple of online music show operators, 9158 and 6.cn, that reportedly were more profitable than YY Music back then the combined revenues generated from online music shows must account for a considerable percentage of the total if CCNT counted them then.

It turns out that the market had grown to be bigger than the founder of 9158 estimated. It is expected the market would continue to grow. YY saw a 217% increase in music show revenues in 2013. More Internet companies, such as download service Xunlei, social service 51 and even Internet giant Tencent, launched similar services during the year. The CCNT report estimates that the total revenues from this market will be RMB8.5 billion in 2015.

Thanks to the increasingly fierce competition, some have started exploring relevant sectors; for instance, 9158 now is working on revolutionizing traditional Karaoke Bars with Internet-based social services. Hopefully the new services created will grow the pie.

The business model may help monetizing the mobile too. Changba, starting off as a singing recording and sharing app for everyone, has began making revenues through similar approaches. Audiences who like listening to shared singing are able to buy singers virtual gifts or even higher chart positions.

Monetizing the Existing Online Music Services is still a Problem.

Since the beginning of 2013, almost all major Chinese online music services launched premium offerings during the year. The CCNT report concludes that the paid services weren’t well received as expected as of the end of the year.

There’s little room, CCNT thinks, for any service to gain new users on the PC-based music market, especially after another two major Chinese Internet companies enter the market in 2013; Alibaba acquired two online music services, Xiami and TTPod, and Netease launched a playlist sharing app. The CCNT report for 2012 pointed out a problem with online music services was the difficulty in raising funding, so now it seems not to be a problem any more.

The competition then centered on music content and mobile users, CCNT concludes. Since now major online music services are backed by big Internet companies that are able to pay for a majority of the digital music rights on the market, the differing content are mainly through buying exclusive rights for certain albums or popular music TV shows. When it comes to mobile users, the existing PC-based service providers have successfully channeled their existing users to mobile or attract the new with their well-established brands.

The CCNT report points out that more and more users in China, like what happens in the rest of the world, consume online music through multi-screens, and reckons that online music thus is able to reach, besides the young, the older age group and possibly create more revenue sources, such as family-targeted advertising — previously ad spend was more targeted at young people — and content subscriptions as families are used to paying for cable TV subscriptions.

Chinese online music businesses have been trying to convert their online users to offline concert or event consumers. But it seems the offline market hasn’t created any worth-mentioning numbers of audiences or revenues.

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Glaciers Aligning: Progress In China Digital Music Industry https://technode.com/2014/04/01/glaciers-aligning-progress-china-digital-music-industry/ https://technode.com/2014/04/01/glaciers-aligning-progress-china-digital-music-industry/#comments Tue, 01 Apr 2014 05:03:09 +0000 http://technode-live.newspackstaging.com/?p=17557 Editor’s Note: This article, written by China music market specialist Ed Peto, is from the China Music Business site. It originally ran as a feature in the March 5th edition of the Music Ally report. In March 2013, Gao Xiaosong – a famous Chinese music composer, producer and TV talent judge – announced that on 1st July of the same year “the […]]]>

Editor’s Note: This article, written by China music market specialist Ed Peto, is from the China Music Business site. It originally ran as a feature in the March 5th edition of the Music Ally report.

In March 2013, Gao Xiaosong – a famous Chinese music composer, producer and TV talent judge – announced that on 1st July of the same year “the Chinese online music market will step into an era of legal copies”. Of course, the 1st July came and went and nothing much seemed to change. While the statement can be written off as hyperbole, Gao Xiaosong was directly referring to a number of positive behind-the-scenes changes in the Chinese digital music landscape that could best be described as a number of glaciers aligning. Here are a few of the many factors at play.

1. Lots of people online doesn’t necessarily mean huge revenues for music

As of December 2013, the Chinese internet userbase stands at 618m, a growth of 9.5% on the previous year, bringing penetration to a humble 45.8%. The mobile internet population broke the 500m mark, growing 19.1% from the end of 2012.

Big numbers, for sure, but it is perhaps more telling that the China Internet Network Information Center (CNNIC) – a government-backed internet administrative body and the source of the numbers quoted above – characterises the next phase of internet development as being a move from “quantity” to “quality”. In the rush to scale, we are left with a shoddily regulated ocean of copyright infringement, black box accounting, fictional traffic numbers and general mistrust between the content providers, service providers and advertisers.

In the midst of the confusion, the casual netizen has been the beneficiary of a completely free and frictionless relationship with digital content, engendering a deep-held expectation that it will ever be thus. So, while it is cause for great optimism that 73.4% (source: CNNIC) of Chinese netizens use the internet to consume digital music – the fourth highest use of the internet after instant messaging, news and search, yielding a digital music audience of a little over 450m – there is still some way to go before this audience starts to pay its way.

Case in point: the IFPI reported China’s 2012 digital trade revenues were $75.5m – an 82% digital market – up from $64.3m the year before. Domestic rights owners report the numbers to be higher than this, but we are still talking a few US cents of ARPU.

2. A new understanding of the consumer could reap long tail rewards

Up until fairly recently, China was understood to be a hit-driven music culture in which hit songs were used as a cultural currency that enabled people to blend in with their peer groups. Music services would routinely only present their catalogues as charts of Top 200 Male Singers, Top 200 Female Singers, Top 100 J-Pop Songs and so on, with failure to make it into these charts almost guaranteeing anonymity in the poorly curated non-chart netherworlds.

In the last few years, however – thanks to internal user surveys at the major DSPs showing that the majority of their audience “do not care what they are listening to” – this perception has changed. What appears to be a depressing lack of engagement with music is probably better read as being a pervasive lack of genre awareness. Without genre, the user is limited to the most fundamental of active choices – “What mood am I in right now?” – opening up the door to a whole new era of mood-, theme- and location-related playlisting. Mood, in effect, becomes the genre, with one active choice leading to hours of passive and lean back discovery.

From an international repertoire perspective, this is good news. As digital service providers re-tool their once-chart-focused products to include elaborate playlist-driven curation, there is an increasing need for content to populate these playlists. The Chinese music universe is, by some estimations, between 200k and 300k songs (of wildly varying quality) and the market is around 80% domestic repertoire, so there will need to be a massive influx of good quality music to satisfy this new playlist space. While hits will always remain important, it looks like playlisting may bring about the long-awaited arrival of the long tail in China, in large part from imported content.

3. Revenue reporting remains rudimental – but the ball has started rolling

China Mobile reportedly generates over $3bn a year from value-added music services, predominantly the Caller Ringback Tone (CRBT). The un-piratable nature of CRBTs that are hosted on the telcos’ servers – only to be played to a caller when waiting for the receiver to pick up – hints at a world in which consumers are prepared to pay for music when they have absolutely no alternative. The fact that only around 2% of these revenues make their way back to rights owners, despite the service being largely licensed with 50/50 revenue share agreements in place, hints more directly at the black box nature of digital licensing in China. Top tier Chinese pop stars and major pop catalogues are essential for China Mobile and are therefore treated to occasional paydays – but the rest are left picking up scraps.

Meanwhile, in the online/app space, we have seen a handful of strong, ad-supported streaming services emerge – e.g. QQ MusicKugouKuwoBaidu MusicXiamiDoubanNetease, Nokia’sMixRadio etc. – all of which now have solid apps launched. A still often-cited IFPI figure is that China is a 99% digital piracy market, but the last few years has seen these online services make progressive steps. In most cases they will have the international majors and domestic majors licensed, paying advances and minimum guarantees crudely based on market share. There is, however, very rarely any backend reporting; and when there is, it typically suggests the advances weren’t recouped, resigning content providers to accept advances as annually renewed buyouts. In both mobile and online we are still some distance from realistic transactional reporting, but the money has at least started coming in.

4. Signs of reform in video. Is music next?

As minimum wages rise and exports soften, China’s glory days as the factory of the world are looking decidedly limited. The new regime, however, is increasingly aware of the importance of patents, IP, and innovation in a post-manufacturing economy as the country is trying to move up the value chain. While China already has a recognisable legal infrastructure in place relating to copyright, it is also taking steps to further reform the law as we speak.

The issue in the past has always been enforcement. So while there are DMCA-like takedown provisions within existing Chinese law, the proof of ownership has always been so onerous and the re-posting of infringing content so fast that this has been a losing battle.

A quick look at the online video space gives cause for hope. The government sees its domestic film industry as a shining star of this new economy and, perhaps as importantly, its soft power abroad (note China’s recent wins at the Berlin Film Festival) and has shone its light onto the film and video industry as a whole. Online, where there was once a total ubiquity of video content – meaning it was almost impossible for the major video portals to differentiate themselves from each other – we now see the platforms securing exclusive licenses to premium content, then protecting that exclusivity via takedowns. This is a boon for video content owners who still enjoy somewhat of a ‘licensing bubble’.

When combined with the portals’ concern that advertisers were potentially pulling out due to contributory copyright infringement lawsuits, we see a market that has effectively self-regulated for purely commercial reasons, but only made possible with the eventual support of the government and the enforcement of latent copyright laws. The question is this: is the music industry next in line for this kind of reform?

5. What next?

In the first half of 2013, we saw a number of the major digital services add paid premium tiers into their offering in order to satisfy contractual obligations with content providers – typically at a cost of 5-10RMB/month ($0.8-1.6/month) for added mobility, higher audio quality, downloads and exclusive content. Three years ago this would have been a laughable proposition – charging the consumer for access to music – and while the take up of these premium tiers is by all accounts “negligible”, the concept of premium music is now at least on the consumers’ radar.

Meanwhile, behind the scenes, we are seeing competition and consolidation similar to the online video market of yesteryear. As the CEO of music service Xiami memorably phrased it, “independent copyright fiefdoms” are emerging: vast pools of exclusive rights being built up by big industry players like Tencent, China Music Corporation and Alibaba (who recently bought Xiami). Tencent, the parent company of market leading streaming service QQ Music, also now doubles as one of the largest digital aggregators in China and is actively protecting its exclusive rights – e.g. suing rival DSP Kuwo within the last couple of months.

It is impossible to make a concerted switch into a paying model when there are hundreds of sites with freely available music. While there are definitely fierce rivalries at play here, the key stakeholders are making an aligned move towards addressing this, including setting up bodies like the Alliance of the Digital Music Industry (ADMI), representing both content and service providers.

In the next few years, we will see these few major players – with the support of the government – being able to shut down or license any rogue sites or apps, leaving a handful of services who will in turn most likely have been consolidated into one of the fiefdoms. At this point, with the market largely under control, there will be a concerted push towards more realistic freemium structures in which paying money does actually add value. It is worth noting that the online video services have succeeded to the degree where they have now introduced pay-per-view elements to some TV shows and films.

Another area to watch is mobile data bundling, which is shaping up to be the new battleground for music industry value. As government-owned companies, the imperative for the three large telcos is not necessarily revenues – it is customer acquisition. As we move into 4G, and content is consumed increasingly voraciously via mobile, it is the highly desirable 31m-strong university student demographic (source: National Bureau of Statistics and based on 2010 numbers) who see the most value in unlimited data packages surrounding their favourite music services. China Unicom, for example, has these packages for Douban, Xiami and Duomi, among others, with a reported 50/50 deal with the digital services.

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Tencent Unveils Revenue-sharing Policy for Mobile Game CPs https://technode.com/2014/03/07/tencent-unveils-revenue-sharing-policy-for-mobile-game-cps/ https://technode.com/2014/03/07/tencent-unveils-revenue-sharing-policy-for-mobile-game-cps/#comments Fri, 07 Mar 2014 08:03:46 +0000 http://technode-live.newspackstaging.com/?p=16859 Tencent recently released the cooperation models and revenue-sharing policies for its mobile game platform, which is engaged in incorporating mobile game titles hosted on various sites and services. Tencent divides gaming content providers (CPs) into three categories according to their cooperation levels with the platform, namely game operators that have access to the platform but […]]]>
Tencent Mobile Game

Tencent recently released the cooperation models and revenue-sharing policies for its mobile game platform, which is engaged in incorporating mobile game titles hosted on various sites and services.

Tencent divides gaming content providers (CPs) into three categories according to their cooperation levels with the platform, namely game operators that have access to the platform but run their service independently, joint operators and exclusive licensed game operators.

According to Piao Yanli, deputy manager of Tencent Game, the first type of CPs will pocket 70% of the revenue, basically on par with the share distributed by Alibaba’s and Wandoujia’s mobile game platforms.

The revenue-sharing ratio between joint game operators and Tencent’s platform is 6:4, while more marketing and operation supports will be offered to CPs. Exclusive listened games will gain the core resources of the platform, like data of all social platforms under Tencent as well as that for high-tier users.

Tencent usually claims channel fees before sharing revenues with CPs based on the rates mentioned above. The company did not disclose the channel fee ratio this time, but it is reportedly to stand at between 25% and 40% of the total revenue before deducting channel fees, according to Biz.265g.

Piao added that more than 50 gaming platforms cooperating with Tencent mobile game service saw over 10 million daily active users, of which 20 are PC platforms and 30 are mobile platforms. 8 PC game platforms registered more than 100 million uses, and 9 mobile platforms have over 100 million users.

It takes 4-10 weeks to finish the business procedures before the games can land on the platform. Piao said Tencent assesses over 200 games per month and the key standards in evaluating these games are core gameplay, technical structure, basic experience and business value.

According to data released by Tencent mobile game platform, the percentage of moderate players reached 45% and excessive gamers hit 34%. The genres of RPG, strategic games and cards account for a large chunk of Chinese mobile gaming revenue, while chess and shooting games have a large user base but less revenue, Piao added.

image credit: Tencent Games

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Indie Music Recommendation Site Luoo Helps You to Dig Out Soul-touching Music https://technode.com/2014/02/24/indie-music-recommendation-site-luoo-helps-you-to-dig-out-soul-touching-music/ https://technode.com/2014/02/24/indie-music-recommendation-site-luoo-helps-you-to-dig-out-soul-touching-music/#comments Mon, 24 Feb 2014 07:58:05 +0000 http://technode-live.newspackstaging.com/?p=16322 Screenshot of Luoo The 11-year old Luoo is a personalized music recommendation website which aims to better promote indie music and bands. It is currently available on website and iOS platform, while the Android and WP version will be released soon. Luoo provides brand-new interpretations of music rather than simply showcases the good music. The […]]]>
Luoo1

Screenshot of Luoo

The 11-year old Luoo is a personalized music recommendation website which aims to better promote indie music and bands. It is currently available on website and iOS platform, while the Android and WP version will be released soon.

Luoo provides brand-new interpretations of music rather than simply showcases the good music. The music handpicked by experts in different domains of music is arranged in the form of journals, which is composed of music, text and pictures to express different emotions and attitudes. Users can either comment or share them to friends.

Luoo’s text contents range from feature articles of indie music to introduction and interviews of indie bands. Moreover, it has professional editors with special tastes who combine music, literature and photographs together.

Luoo also randomly displays music to listeners together with the stories and feelings written by other listeners of the same song. Users can comment on the song or interact with other listeners to share their feelings. More than 30,000 of users come here to listen to the music with entirely different stories, feelings and lives.

Popular music dominates mainstream music streaming platforms like Baidu Music and QQ Music. Indie music or original music, which focused on smaller group of fans, is supported by dedicated products like Luoo, 5sing and YYFC. It is easier for indie music platforms to tackle the issues of copyright and profitability because of the small audience.

image credit: Luoo

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Xiaomi Injects $20mn into Game Developer Westhouse https://technode.com/2014/02/17/xiaomi-injected-20mn-dollars-into-game-developer-westhouse/ https://technode.com/2014/02/17/xiaomi-injected-20mn-dollars-into-game-developer-westhouse/#respond Mon, 17 Feb 2014 07:55:52 +0000 http://technode-live.newspackstaging.com/?p=16105 Xiaomi Ventures, the VC arm of Xiaomi, has bought USD20 million worth of shares in gaming company Westhouse Group. Xiaomi will own 4.71% of Westhouse when the deal is completed. Westhouse Group, including WestGame and WestGame Founders, was founded as a wholly-owned subsidiary of Kingsoft as early as in 1995. Kingsoft also invested USD5 million in Westhouse this […]]]>

Xiaomi Ventures, the VC arm of Xiaomi, has bought USD20 million worth of shares in gaming company Westhouse Group. Xiaomi will own 4.71% of Westhouse when the deal is completed.

Westhouse Group, including WestGame and WestGame Founders, was founded as a wholly-owned subsidiary of Kingsoft as early as in 1995. Kingsoft also invested USD5 million in Westhouse this time.

Kingsoft was one of the first Chinese tech companies to develop games in house. And gaming would be a big help to Kingsoft in terms of income.

Lei Jun, now better known as CEO and co-founder of Xiaomi, is still the chairman of the board at Kingsoft. He must know better about how gaming would help Xiaomi with revenues. Jian Xia Qing Yuan, an MMORPG, is one of the most popular video/online games in China’s gaming history.

Xiaomi now has shipped more than 25 million smartphones and another several million separate users of MIUI, the customized Android system developed by the company and also preloaded in Xiaomi phones. MIUI has been generating revenues from mobile gaming, paid software or content, and advertising, with gaming being one of the biggest revenue sources.

Mobile gaming surged in China in 2013. Some mobile developers earned good money in the year, as more users adopted mobile games and mobile payments became even more convenient. More than a few Chinese industry insiders expect mobile gaming market to be bigger than that on the Desktop.

China’s gaming market saw more developers shifting focus from traditional online games to mobile games in 2013. Massive venture capital funding went to mobile gaming market in the year, too. Westhouse has developed more than ten mobile games. Xiaomi must hope a couple of them will turn out to be as popular as Jian Xia Qing Yuan.

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Chinese Web Game Revenue Hit 7.43 Billion Yuan in 2013 H2 https://technode.com/2014/02/12/chinese-web-game-revenue-hit-7-43-billion-yuan-in-2013-h2/ https://technode.com/2014/02/12/chinese-web-game-revenue-hit-7-43-billion-yuan-in-2013-h2/#comments Wed, 12 Feb 2014 10:19:26 +0000 http://technode-live.newspackstaging.com/?p=15937 The sales revenue of Chinese web game industry hit 7.43 billion yuan (roughly $1.23 billion) in the second half of 2013, according to research report jointly released by research institutes of GPC and CNG. Of the total revenue, 3.39 billion yuan was generated during in Q3 2013, while Q4 revenue surged to 4.04 billion yuan. […]]]>

The sales revenue of Chinese web game industry hit 7.43 billion yuan (roughly $1.23 billion) in the second half of 2013, according to research report jointly released by research institutes of GPC and CNG.

Of the total revenue, 3.39 billion yuan was generated during in Q3 2013, while Q4 revenue surged to 4.04 billion yuan.

Figure1

Revenue of Web Game Industry (2012Q4-2013Q4)

The market share of web game dropped 2.6% and 0.2% quarter-on-quarter to 15.2% and 15% in Q3 and Q4 last year.

figure2

Market Share of Web Game Industry (2012Q4-2013Q4)

Chinese web game players surged 10.4% QOQ to 286 million in Q3 and further climbed 5.8% QOQ to 303 million in Q4.

Figure 3

Web Game Players (2012Q3-2013Q4)

Overall 88.3% of web game players are male. 78.9% of them aged between 20 to 39 years, of which 40.5% are between 30 to 39, 38.4% between 20 to 29, and 9.8% between 10 to 19.

According to the report people between 20 to 39 years old are in the preliminary or middle stage of their career, the quick login and the gameplay design of web games cater for their needs for entertainment and to release pressures from works.

Data source: GPC IDC and CNG

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Mobile Game Portal Joyme Gets $21.5 Million Series B Funding https://technode.com/2014/02/11/mobile-game-portal-joyme-gets-21-5-million-series-b-funding/ https://technode.com/2014/02/11/mobile-game-portal-joyme-gets-21-5-million-series-b-funding/#comments Tue, 11 Feb 2014 09:00:01 +0000 http://technode-live.newspackstaging.com/?p=15896 Joyme.com, a Beijing-based mobile game portal operator, reportedly received 130 million yuan ($21.5 million) of Series B funding from Fosun Group’s venture capital arm Fosun Venture Capital Investment and followed by existing investor BlueRun Ventures (via Tech Sina). The company has received several million U.S. dollars in series A investment from BlueRun Ventures in 2011. The capital […]]]>
Joyme

Joyme.com, a Beijing-based mobile game portal operator, reportedly received 130 million yuan ($21.5 million) of Series B funding from Fosun Group’s venture capital arm Fosun Venture Capital Investment and followed by existing investor BlueRun Ventures (via Tech Sina). The company has received several million U.S. dollars in series A investment from BlueRun Ventures in 2011.

The capital will be invested in team expansion, content and branding, according to Chen Yang, founder of the company. He added that Joyme will release a new development strategy in March this year, aiming to provide comprehensive service to players, developers and distribution platforms.

Founded in 2011, Joyme is a gaming community which provides products such as game guides, gaming information and mobile apps. The company is now run by a 100+ member team headed by Chen Yang, former lead producer of EA China.

Fosun has previously invested in Perfect World and LineKong, while BlueRun is the investor of Waze, Ganji and Meilishuo.

image credit: Joyme

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DeNA China Names Ren Yi New CEO as Wang Yong Steps Down from the Position https://technode.com/2014/02/11/dena-china-names-ren-yi-new-ceo-as-wang-yong-steps-down-from-the-position/ https://technode.com/2014/02/11/dena-china-names-ren-yi-new-ceo-as-wang-yong-steps-down-from-the-position/#comments Tue, 11 Feb 2014 06:20:53 +0000 http://technode-live.newspackstaging.com/?p=15877  Isao Moriyasu (Left): DeNA CEO, Wang Yong (Center), Ren Yi (Right) DeNA China announced that the company’s CEO Wang Yong stepped down from his position due to personal reasons after five years at the helm of the Japanese game operator’s Chinese unit. Wang is named as honorary director in recognition of his contributions during the long […]]]>
Dena Wang

 Isao Moriyasu (Left): DeNA CEO, Wang Yong (Center), Ren Yi (Right)

DeNA China announced that the company’s CEO Wang Yong stepped down from his position due to personal reasons after five years at the helm of the Japanese game operator’s Chinese unit. Wang is named as honorary director in recognition of his contributions during the long tenure. Ren Yi, former vice president and head of CEO office, is named as the new CEO (source in Chinese).

DeNA entered Chinese mobile market by acquiring the local mobile social network Tianxia back in July 2009. DeNA China’s businesses which mostly based on feature phones back then, failed to catch up with the rising trend of smartphone and lagged behind in face of fierce competitions from prevailing local social networking services like Weibo and Renren.

The company then shifted focus and released in 2011 Mobage China Network, the Chinese version of a popular Japanese mobile social game platform under DeNA which allows gamers to buy social games and virtual goods, aiming to introduce successful Japanese games into Chinese market. However, the Chinese versions of these Japanese HTML5-powered blockbusters were not well accepted by Chinese players after being transformed into smartphone platforms.

In the two recent years, DeNA China is mainly focused on R&D, operation and distribution of social network games. DeNA China recorded profits in 2013 thanks to the success of first-party title NBA: My Dream and Blood Brothers. The company currently has more than 300 employees. Ren Yi disclosed that the firm will deepen its cooperation with different game distribution channels and media in this year.

The parent company DeNA is a Tokyo-based developer and operator of mobile services including free-to-play games, the Mobage social games platform, e-commerce and other online offerings. The company’s revenue tumbled for five straight quarters to $411 million in the fourth quarter of 2013 (Q3 fiscal year), down 20% YOY. The Japanese company started to explore various new fields by releasing music player Groovy, free call app Comm and travelling portal Skygate, etc.

image credit: DeNA

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KongZhong Invests 16.5 Million Dollars in Casual Game Operator OurGame https://technode.com/2014/02/08/kongzhong-invests-in-casual-game-operator-ourgame/ https://technode.com/2014/02/08/kongzhong-invests-in-casual-game-operator-ourgame/#respond Sat, 08 Feb 2014 07:08:25 +0000 http://technode-live.newspackstaging.com/?p=15807 Leading Chinese digital entertainment company KongZhong (NASDAQ: KONG) recently announced that it planned to invest 100 million yuan in cash (around US$ 16.5 million) in the long-established casual game operator OurGame (also known as LianZhong in Chinese) (source in Chinese). This transaction is set to close before the end of February 2014. As one of the earliest and […]]]>

Leading Chinese digital entertainment company KongZhong (NASDAQ: KONG) recently announced that it planned to invest 100 million yuan in cash (around US$ 16.5 million) in the long-established casual game operator OurGame (also known as LianZhong in Chinese) (source in Chinese). This transaction is set to close before the end of February 2014.

As one of the earliest and most popular providers of Internet-based casual board and card games in China, OurGame is principally focused on casual games, chess and card games since its foundation in 1998. With the arrival of mobile era, OurGame started to shift its focus from PC to browser and mobile terminals since 2011 after addressing the turmoil of dispersed ownership. The company has been struggling for a while due to the fierce competition from Tencent and Shanda.

Currently, the company provides cross-platform supports for more than 300 board and card games, mahjong, casual games and large graphic games. OurGame’s Fight the Landlord, one of the most popular card games in China, has recorded more than 40 million downloads as of present. Other popular games developed by the company include Poker World and Texas Hold’em.

Board and card games are among the most popular games in China. The number of Internet board and card game users in China reached 259.0 million in 2013, making up 80% of all game users, according to data released by China Internet Network Information Centre (CNNIC).

image credit: Ourgame

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Umeng: 2013 Chinese Game MAU Rockets 4.5 Times YOY https://technode.com/2014/01/23/umeng-2013-chinese-game-mau-rockets-4-point-5-times-yoy/ https://technode.com/2014/01/23/umeng-2013-chinese-game-mau-rockets-4-point-5-times-yoy/#respond Thu, 23 Jan 2014 05:54:19 +0000 http://technode-live.newspackstaging.com/?p=15327 The monthly active users (MAU) of Chinese mobile gaming industry surged 4.5 times year-over-year as of August 2013, according to a report jointly released by Chinese mobile analytics and service provider Umeng and digital entertainment expo ChinaJoy. The growth speed is faster than the growth rate for Chinese mobile devices, which totaled 590 million as of […]]]>

The monthly active users (MAU) of Chinese mobile gaming industry surged 4.5 times year-over-year as of August 2013, according to a report jointly released by Chinese mobile analytics and service provider Umeng and digital entertainment expo ChinaJoy.

The growth speed is faster than the growth rate for Chinese mobile devices, which totaled 590 million as of the third quarter of 2013.

The report added that adventure games, causal games, chess and card games, sport games and strategic games took the top five spots in terms of growth of daily engagement times. Users are spending more time on soft-core games, with more than 42.1% of gamers choose casual games as their top options. The five most popular game categories in terms of time engagement are puzzle, action, chess and card, casual and sport games.

Top 5 Game Categories in Terms of Growth Rate for Daily Engagement Times

(2012-2013)

傲游截图20140123105231

Data source: Umeng

iPad users spend an average 6.7 minutes on games per time, higher than 5.1 minutes for iPhone and 5.8 minutes for Android devices. In addition, the daily gaming time for iPad users is 17% higher than that for iPhone players.

According to Umeng’s data for September 2013, the 1-Day and 7-Day retention rates for WeChat games that are shared by friends are 32% and 10.5%, respectively, higher than the retention rates for standalone game apps. Mobile games that have social networking features can attract more active users, citing the report.

image credit: Umeng

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Mobile Game Developer LineKong Rakes in $80 Million of Series C Funding https://technode.com/2014/01/20/mobile-game-developer-linekong-rakes-in-80-million-dollar-series-c-funding/ https://technode.com/2014/01/20/mobile-game-developer-linekong-rakes-in-80-million-dollar-series-c-funding/#comments Mon, 20 Jan 2014 12:07:55 +0000 http://technode-live.newspackstaging.com/?p=15171 Wang Feng, CEO of mobile game developer LineKong, confirmed today the company had secured $80 million of Series C funding from consortium consisted of Orchid Asia, SAIF Partners, Starwish Global Limited, Profitable Century International Limited. The company has received overall $35 million of investments from IDG Capital Partners, Northern Light Venture Capital, NEA in previous rounds of […]]]>

Wang Feng, CEO of mobile game developer LineKong, confirmed today the company had secured $80 million of Series C funding from consortium consisted of Orchid Asia, SAIF Partners, Starwish Global Limited, Profitable Century International Limited.

The company has received overall $35 million of investments from IDG Capital Partners, Northern Light Venture Capital, NEA in previous rounds of financing.

Wang Feng, CEO of the company, disclosed that the capital will be used for R&D, team construction, among others. Wang added that the company planned to release ten mobile games in 2014 with more than half of them to be developed by LineKong team.

Wang has previously disclosed that the company has record profits and planned to launch IPO in this year.

Started as a client game developer, the company shifted its focus to mobile games last April. Its premium products are mobile RPG game The Legend of King and Sword of Sky. Wang claimed The Legend of King has recorded a monthly turnover of 45 million yuan (around $7.4  mn) as of August last year.

Both Wang Feng and Liao Mingxiang, president of the company, had worked in Kingsoft for several years before founding LineKong . Wang is also the cofounder of smartwatch manufacturer Tomoon.

image credit: LineKong

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Big Market for Game Consoles after Chinese Gov Lifted the Ban on it? https://technode.com/2014/01/09/big-market-for-game-consoles-after-chinese-gov-lifted-the-ban-on-it/ https://technode.com/2014/01/09/big-market-for-game-consoles-after-chinese-gov-lifted-the-ban-on-it/#comments Thu, 09 Jan 2014 05:00:44 +0000 http://technode-live.newspackstaging.com/?p=14664 China’s state council finally lifted the ban on game console imposed in 2000, allowing foreign-invested companies to produce and sell game consoles in the newly established Shanghai Pilot Free Trade Zone. And consoles, after games are censored and approved by authorities, can be sold in mainland China. Microsoft has already established a joint venture with Chinese […]]]>

China’s state council finally lifted the ban on game console imposed in 2000, allowing foreign-invested companies to produce and sell game consoles in the newly established Shanghai Pilot Free Trade Zone. And consoles, after games are censored and approved by authorities, can be sold in mainland China. Microsoft has already established a joint venture with Chinese media company BesTV last year, planning to introduce Xbox One into the mainland this year.

It is expected it will boost sales of PlayStation, Xbox or Wii. But it’s not that, as many outside China thought, those game consoles were not known or haven’t been available for purchase in mainland China. Chinese users could always buy from sellers on electronics markets, such as the most famous Zhongguancun electronics market in Beijing and Huaqiangbei in Shenzhen, who imported game consoles, legally or not, from overseas. More recently users whose cities don’t have such markets could buy from Taobao online stores. Those sellers, of course, charge higher prices or don’t offer after-sales services.

Yes, just like how users in mainland China bought iPhones before Apple reached deals with Chinese telcos and built its own stores here. It’s true that Apple saw a considerable increase in sales after it established official presence here. 

So how many more games consoles by Sony, Microsoft or Nintendo will be sold in the mainland will depend on the number of new customers or whether the existing users would shift to buy the legal ones in the future. Or how big a market motion gaming will create apart from the existing big-enough gaming market. Another thing those console brands are in common with iPhone buying the hardware alone is very expensive to average Chinese users.

The Chinese gaming industry had had 490 million users and saw 38% in total revenue in 2013. Client game is still the major contributor in terms of revenue that accounts for 64.5% of the total while browser game, or web game, and mobile game contributed 15% and 14%, respectively. Mobile game is expected to surpass browser game, or web game, in market share soon. Chinese game developers believe more users who previously didn’t play any games would play mobile games  given the convenience and 4G’s coming means better experience with mobile games.

Local industry people see localization or cultruralization for the consoles a business opportunity, just like how game distributors help online games from outside China become successful here. Several well-known names, including Yodo1 and iDreamsky help modify game designs, change charging points, offer more convenient payment service, and so on to better serve Chinese users. A Chinese version of a game is far from enough to stand out in the crowded China’s gaming market.

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Chinese Mobile Gaming Company MorningTec Secures RMB50 Million of Series A Funding https://technode.com/2014/01/08/chinese-mobile-gaming-company-morningtec-secures-50-million-of-series-a-funding/ https://technode.com/2014/01/08/chinese-mobile-gaming-company-morningtec-secures-50-million-of-series-a-funding/#comments Wed, 08 Jan 2014 03:25:57 +0000 http://technode-live.newspackstaging.com/?p=14649 MorningTec, a licensed game distributor and mobile game development tool provider, announced that it has raised RMB50 million of Series A financing from Haitong Leading Capital Management. As we reported earlier, MorningTec is a licensed game distribution platform that introduces foreign games to Asian markets. The company planned to roll out a flagship game Monster […]]]>
20131010083033194

MorningTec, a licensed game distributor and mobile game development tool provider, announced that it has raised RMB50 million of Series A financing from Haitong Leading Capital Management.

As we reported earlier, MorningTec is a licensed game distribution platform that introduces foreign games to Asian markets. The company planned to roll out a flagship game Monster Shooter2: Back to Earth this month.

In addition, the platform is backed by the company’s premium product Stella SKD, a cross-platform development tool that enables developers to transfer the source code of iOS to Android with one click.

Haitong invested in MorningTec because they are bullish on the technical and operational abilities of the latter. Cross-platform engine and high-efficiency data management ability are also the highlights of MorningTec, said Lv Jiadie, vice president of Haitong.

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Tech in China 2013: Digital Music Market Shuffling https://technode.com/2014/01/02/china-digital-music-market-in-2013/ https://technode.com/2014/01/02/china-digital-music-market-in-2013/#comments Thu, 02 Jan 2014 03:57:28 +0000 http://technode-live.newspackstaging.com/?p=14261 Top100.cn is one of the first legitimate digital music providers in China. Its founder Gary Chen is known for managing to convince, promising to share advertising revenues, the international and local music labels to offer free downloads through Google China music search which was launched in 2008. Top100 was found shut down in April 2013, half a […]]]>

Top100.cn is one of the first legitimate digital music providers in China. Its founder Gary Chen is known for managing to convince, promising to share advertising revenues, the international and local music labels to offer free downloads through Google China music search which was launched in 2008. Top100 was found shut down in April 2013, half a year after Google China terminated the music search service. Mr. Chen disclosed that the traffic on the site decreased by 80% after the Google China’s move, and there was a big loss in advertising. After the site was shut down, Chen began re-selling music rights.

Without the help from Google, Top100 is just one of a dozen legitimate online music services in China. Many of them now have way more users than Top100.

It’s not that digi-music piracy has completely disappeared on the Chinese Web. But now legal digital music is the convenient for Chinese users as the traditional music industry have managed to have the majority of online music services in China pay for music rights. Apart from a few independent sites, music streaming and downloading offerings are also available with everyday Internet services Chinese use, such as instant messaging service by Tencent, search by Baidu, and online shopping by Alibaba.

2013 is quite a year for China’s digital music market. The biggest changes are 1) major online music services rolled out end-user-facing premium offerings, 2) a round of consolidation in digital music rights began, and 3) artists previously known to online audience only expanded offline and became recognized by the mainstream.

 Charging Users, Again

Chinese online music services dropped the idea of building iTunes-style platforms to collect money from end users after failures a few years ago. But when the market became better organized, the music industry wanted to try again charging end users. There were also reports saying that the traditional music industry urged online music services to start charging users in 2013 after they managed to collect royalty fees or receive shared advertising revenues.

This time almost all music sites adopted the model of premium subscriptions, providing high quality files, downloads, data plan or anything else.

QQ Music, now one of the biggest online music services in China, rolled out a monthly paid subscription as early as in 2006. Despite the huge user base QQ IM has had and the fact that QQ users are used to pay for a variety of paid subscriptions offered on QQ platform, QQ Music subscription alone never seemed a meaningful revenue source that its parent company Tencent thought it was worth mentioning.

We haven’t heard any one claimed a large number of subscribers by the end of 2013. Users who’d not get on board said they either couldn’t tell the difference in sound quality or could get free downloads of certain songs on other platforms.

Digital Music Rights Market

Thanks to high royalty fees and low income from sources like advertising, online music has become a business for the wealthy. Before Alibaba acquired Xiami.com, shortly after the online music site turned four in late 2012, the site, according to its CEO Wang Hao, could hardly pay royalties.

For those big Chinese Internet companies, online music is a must- have for the sake of their user base, while profit is a minor issue, at least for now. They may be meant to make good profits from digital music in the long run, but currently it by no means is quick money.

For copyright holders, however, their time is coming. 2013 felt like the time when the prices of digital video rights were about to rocket in China. After a round of consolidation, what the major Chinese online video services competed for shifted to exclusive video rights. Video rights owners made a fortune from the soaring prices back then.

It’s unknown whether Top100 will eventually benefit from the music rights sales. But more ambitious players are out there waiting for the time to time. China Music Corporation, a digital music rights vendor founded by a former Sina exec., claimed 15% of the total digi-music rights in China, the company said so in an interview in December 2013.

Online-to-Offline Artists

Chinese entrepreneurs including the founders of Xiami.com always want to build a platform for musicians to trade digital songs. Xiami and others like Douban, an interest-based social network, allow musicians to upload their works for users to listen to online or download. Some like Xiami charges downloads while the rest like Douban doesn’t. Musicians on those platforms were either indie or niche — not well known by the mainstream.

In 2013 some musicians who previously were known to online audience got famous in the offline world after being featured in TV programs. Then all the impossible to them before, concerts, awards and the like, followed. Some of the successful cases are backed by agents, veteran or new, who saw the business opportunity in “online-to-offline” music.

Online/mobile music show — everyone can upload their singing or be audience of others’ singing — has become a huge market in China. Players such as YY Music, 9158 and Changba, have been making good money from virtual gift sales. Chen Hua, founder and CEO of Changba, told us in early 2013 that TV show was still very powerful helping it promote apps and rising stars on Changba platform. During 2013, a few famous singers on Changba made a name in the mainstream too. But some other platforms said they’d keep their business online only and believed eventually all the stars and money would be generated online.

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Tech in China 2013: Acquisition Spree in Mobile Game Industry https://technode.com/2013/12/30/tech-in-china-2013-acquisition-spree-in-mobile-game-industry/ https://technode.com/2013/12/30/tech-in-china-2013-acquisition-spree-in-mobile-game-industry/#comments Mon, 30 Dec 2013 08:34:32 +0000 http://technode-live.newspackstaging.com/?p=14291 The user base of Chinese gaming industry soared 20.6% year-on-year to 490 million this year, while the total revenue hiked 38% from a year earlier to 8.32 billion yuan ($1.37 billion), according to report released by China Game Industry Annual Conference (via Tech Sina). With the rise of smartphone and other mobile devices, mobile gaming […]]]>

The user base of Chinese gaming industry soared 20.6% year-on-year to 490 million this year, while the total revenue hiked 38% from a year earlier to 8.32 billion yuan ($1.37 billion), according to report released by China Game Industry Annual Conference (via Tech Sina).

With the rise of smartphone and other mobile devices, mobile gaming sector recorded 1.12 billion yuan of revenue this year and experienced an eventful year that can be summarized in three keywords, capital operation, distribution channel, and turnover (via Tech Sina).

Capital operation

Booming mobile game business has become a substantial attraction for investors. Shares related to mobile gaming concept surged and the heat even expanded to stocks remotely related to the concept. The market witnessed active acquisitions for mobile gaming companies and listing of game developers. The acquisition price of most mobile gaming companies range between 10 to 15 times of their annual net profits (source in Chinese).

Several industry practitioners agreed that it is not easy for gaming companies to gain profits from the crowded market. Some others predicted that the heat for this sector will cool down in the next year.

Let’s take a look at acquisition cases in mobile gaming industry:

Distribution channel

In addition to high-quality games, distribution channel is an indispensable part for the success of mobile games. The brand and promotion abilities of distribution channels are becoming crucial factors to attract attentions of users.

In addition to Shanda, online game developer LineKong launched LineKong game distribution center and Locojoy planned to kick off mobile game distribution platform by investing hundreds of millions of yuan.

Turnover

The number of mobile games that recorded tens of millions yuan of monthly turnover climbed from one in 2012 to eleven as of September 2013.

QQ截图20131230160326

Monthly Turnover of Mobile Games as of September (via Tech Sina)

Moreover, Internet giant Tencent takes took steps into mobile gaming industry with simple, but highly competitive gameplay by releasing a number of WeChat-based mobile games, including Rhythm Master, Aircraft Fight, Link Link, WeRunner. Foreign games that received plaudits from Chinese gamers are Plants VS Zombies 2, Clash of Clans, etc.

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‘Headphones for Video’ ? Avegant Introduces Screen-less Glyph Virtual Retinal Display https://technode.com/2013/12/18/headphones-for-video-avegant-introduces-screen-less-glyph-virtual-retinal-display/ https://technode.com/2013/12/18/headphones-for-video-avegant-introduces-screen-less-glyph-virtual-retinal-display/#respond Wed, 18 Dec 2013 15:44:46 +0000 http://technode-live.newspackstaging.com/?p=14098 Avegant GlyphAnn Arbor, Michigan based wearable technology startup Avegant today announced the beta consumer concept of its virtual retinal display called Glyph. The Glyph headset integrates video display and audio experience in a flip-down form factor. Audio and video can be simultaneously played on the headset. Prototypes of the Glyph Beta are currently assembled and tested […]]]> Avegant Glyph

Ann Arbor, Michigan based wearable technology startup Avegant today announced the beta consumer concept of its virtual retinal display called Glyph. The Glyph headset integrates video display and audio experience in a flip-down form factor. Audio and video can be simultaneously played on the headset. Prototypes of the Glyph Beta are currently assembled and tested and will be featured at the Consumer Electronics Show in Las Vegas from January 7-10, 2014. Consumer units will be available on Kickstarter on January 22 for $499 and will ship later in the year. The shipped version will have one HDMI/MHL cable, onboard battery power and a thinner, narrower display band than the Glyph Beta to be shown at CES.

Founded in 2012, Avegant developed the Glyph Virtual Retinal Display based on patented technology developed by CTO Dr. Allan Evans. In September, Yobie Benjamin, former Citigroup CTO joined Avegant as its COO and Chief Software Officer.

As opposed to staring at a panel or a glowing screen, Glyph has no screen. Glyph projects the light right into the eyes of its users, mimicking the natural vision process. This will allow users to perceive the media and data the way they’re supposed to be experienced – more vividly and life-like, claims the company. Visuals are produced by the headset using a low powered LED, a series of custom optics and a micromirror array. Integrated head tracking allows for immersive, responsive gaming that is compatible with all of the latest consoles and games.

Edward Tang, CEO of Avegant added that he sees wearable technology as the next revolution of computing, comparable to what the PC did to computing. He compares watching video content on Glyph to looking around the room while watching videos on a screen on the other hand, leads to eye fatigue and discomfort. While applications for such a device can range from virtual reality and augmented transparent displays to medical applications, the company is initially targeting the mobile gaming industry. While they have been demoing the core technology for some time now, today is the launch of the final product that will be available for end-users. Ed claims that the headset not only provides an engaging visual experience but also packs in noise-cancelling headphones thereby delivering a better audio-visual experience. “We are creating a new genre of devices”, he adds.

“We are very interested in the China market. The Asia market is more tech-forward than the U.S market. We could be looking at China for some components in the future. We also want to work with developers and other stakeholders to produce new kinds of content for such a device, localizing the content that can be consumed”, Ed added on their plans for China. Ed plans to meet up with potential partners in Hong Kong, Mainland China and Taiwan later this month.

Avegant Glyph

“We’ve created a premium media experience that people can use with music, movies and games on any device they already own, including their smart phone. Integrating high-end audio with the Glyph and packaging it into a forward-thinking design is critical to a great experience “said Allan Evans, CTO of Avegant.

“Avegant has made some great progress improving core technology that will make generalized virtual worlds possible,” said Phillip Rosedale, creator of Second Life in a release.

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Chinese Musician-turned Tech Investor https://technode.com/2013/12/17/chinese-musician-turned-tech-investor/ https://technode.com/2013/12/17/chinese-musician-turned-tech-investor/#comments Tue, 17 Dec 2013 07:29:58 +0000 http://technode-live.newspackstaging.com/?p=14054 Hu Haiquan (Weibo) is a musician of a Chinese two-men vocal band Yu Quan (Weibo Page). The band celebrated its fifteenth anniversary this year. As of the most successful musicians in China, the two witnessed the China music industry in the Heyday and then declined thanks to the rise of digital music and massive music piracy […]]]>

Hu Haiquan (Weibo) is a musician of a Chinese two-men vocal band Yu Quan (Weibo Page). The band celebrated its fifteenth anniversary this year. As of the most successful musicians in China, the two witnessed the China music industry in the Heyday and then declined thanks to the rise of digital music and massive music piracy in online and offline China.

The Chinese Internet giants are not older than the band. Tencent was founded in the same year with Yu Quan. One year later, Baidu, the one that would become the public enemy of China music industry because of its MP3 search service which didn’t filter out pirated digital songs, and Chinese e-commerce giant Alibaba were founded.

Realizing the power of the Internet, the two decided to establish their own label, named EQ, in 2004 to produce artists tailored to the Web. Different from conventional labels, theirs was to introduce low-cost new artists, produce as many copyrighted songs as possible and promote those singers and songs mainly through new media. A lot of songs made by the company managed to become hits on China Mobile’s mobile ringtone platform which was once one of the few channels the China music industry could make money from digital. But currently China’s copyright market doesn’t make life easy for EQ.

Yu Quan launched its ninth self-written album last month. It’s not a CD anymore but a dongle. It’s the first in China but still physical. Chinese users, however, don’t need to buy the physical for all the tracks of it are available for free on major Chinese online music streaming services, including those owned by Tencent, Baidu and Alibaba.

image credit: NPC Taobao Store

The times of online music piracy are gone as Chinese online music services, or their parent companies, pay music labels or agencies like Yu Quan’s for music rights. Regardless of the costs, those services never planned to charge users. For cash-rich big players, Baidu, Tenent and Alibaba, they prefer to pay for users in order to have them stay on their platforms to consume other online services — some like online gaming are way more profitable.

The music industry began urging those online services charge users directly in the past couple of years. Finally those online music providers rolled out premium subscriptions, offering high-quality music, downloads and so on, that cost subscribers several yuan (about 1-2 USD) a month. But what music companies including Yu Quan’s can get from revenue shares from subscriptions is minor.

It seems the whole music industry have come to a consensus that musicians now should offer free music online for branding and reaching audiences, and count on offline shows to generate revenues. But it is found that it’s still very hard for less known independent musicians. Even big stars Yu Quan found unreasonable obstacles there. The organizer of each concert is required to pay Music Copyright Society of China for the songs performers sing at the event. But Yu Quan never received a penny from it as most songs they’d perform are written by themselves. This one example showing that the China copyright market isn’t well organized.

Yu Quan nevertheless have decided to embrace the rise of mobile Internet. They planned to have audience to their next concert select seats online, pay with WeChat and check-in with mobile tickets, according to Hu Haiquan’s latest talk (in Chinese).

Musician-turned Tech Investor 

Mr. Hu actually invested in a mobile ticketing company. Actually now he is known as a tech investor in mobile gaming, smart watch and so on. Dragons Summon, an Android/iOS casual game he invested in, was launched in early this year. It is reported that it will be able to make 500 million yuan (about $82 mn) in revenue by year end (report in Chinese). The smart watch maker Hu has invested in is Tomoon, founded by well-known Chinese tech entrepreneurs. What he has invested in are not merely a game or smart watch but the teams behind them who he believes will always be able to develop well-designed, sophisticated apps or gadgets, he said in a recent interview (in Chinese).

Hu said his ultimate intention to invest is to figure out ways to change the music and culture industry in general he always loved with the distribution channels and approaches in tech sector. Although there are positive changes in copyright market in China, he said, it hasn’t started a virtuous cycle yet. He’s learning about new technologies and distribution channels in mobile Internet, hoping they’d help with music right distribution, music sharing and the commercial value of music.

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Gaming Publisher Yodo1 Secures $11 Million of Series B Financing Led by GGV Capital https://technode.com/2013/12/11/gaming-publisher-yodo1-secures-11-million-of-series-b-financing-led-by-ggv-capital/ https://technode.com/2013/12/11/gaming-publisher-yodo1-secures-11-million-of-series-b-financing-led-by-ggv-capital/#comments Wed, 11 Dec 2013 03:08:46 +0000 http://technode-live.newspackstaging.com/?p=13951 Beijing-based gaming publisher Yodo1 raised $11 million of Series B funding led by GGV Capital, along with Pavillion Capital, Iris Capital, and SingTel Innov8. The company announced $5 million funding this April from SingTel Innov8, the corporate venture arm of a mobile carrier. The funding will be used to strengthen core business and support expansion […]]]>
Yodo

Beijing-based gaming publisher Yodo1 raised $11 million of Series B funding led by GGV Capital, along with Pavillion Capital, Iris Capital, and SingTel Innov8. The company announced $5 million funding this April from SingTel Innov8, the corporate venture arm of a mobile carrier.

The funding will be used to strengthen core business and support expansion to Japanese and Korean markets. They have just opened up a local studio in Seoul.

Backed by a full blown team of 125+, Yodo1 offers cross-border strategies for both Chinese and foreign gaming developers by getting access to code base of a western game and modify the graphics, virtual items and music for local Chinese tastes, or vice versa.

Yodo1 has co-developed a number of hit games, including Cut the Rope, Time Travel from ZeptoLab (Russia), Powder Monkeys from XMG Studio (Canada), Ski Safari from Defiant Development (Australia), and Clouds & Sheep from HandyGames (Germany).

Yodo1 now has more than 90 million mobile gamers in China, up 750% from 2012, according to Henry Fong, co-founder and CEO of the company.

Chinese market has long been a hard nut to crack for foreign game developers due to language and cultural barriers, and native social network ecosystem. Even those that managed to win plaudits from Chinese players still need a Chinese-friendly payment system before they can monetize, which in turn, creates a huge market for gaming localization businesses.

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Baidu-backed Codoon Launches Second-Generation Bracelet, Goes Open Source https://technode.com/2013/12/10/baidu-backed-codoon-launches-second-generation-bracelet/ https://technode.com/2013/12/10/baidu-backed-codoon-launches-second-generation-bracelet/#comments Tue, 10 Dec 2013 12:50:38 +0000 http://technode-live.newspackstaging.com/?p=13940 Codoon, a Chinese wearables maker supported by Baidu Cloud, unveiled the new generation of its wristband today. Updates include bluetooth 4.0 support for iOS (Android support will be added later) and a LED display. The price is RMB399 ($65). It introduced a virtual currency system, by partnering with Taikang Life Insurance, that rewards active users with virtual currency or […]]]>

Codoon, a Chinese wearables maker supported by Baidu Cloud, unveiled the new generation of its wristband today. Updates include bluetooth 4.0 support for iOS (Android support will be added later) and a LED display. The price is RMB399 ($65).

It introduced a virtual currency system, by partnering with Taikang Life Insurance, that rewards active users with virtual currency or physical items.

Apart from the wristband, Codoon’s product line include a couple more gadgets. Codoon claims the mobile app, which was launched long before the the wristband and other gadgets, has had 10 million users in 54 countries and regions.

The Codoon platform will open to third parties that users can introduce their connections and data from social services or other appcessories, the company announced today.

The company launched the first wristband earlier this year together with Baidu. The Chinese search giant’s strategy on smart hardware is to offer third-party tracking appcessories like Codoon wristband cloud storage, planning to develop analytics service or other products on top of user data collected by them.

Today Codoon also unveiled an open source smart bathroom scale which is sold for RMB49 ($8). More open source devices will be added. But the Codoon wristband and accompanying gadgets are not included in the project; at least it’s the case for now.

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China Music Corporation Owns 15% of China Digital Music Rights? https://technode.com/2013/12/09/china-music-corporation-owns-15-percent-of-china-digital-music-rights/ https://technode.com/2013/12/09/china-music-corporation-owns-15-percent-of-china-digital-music-rights/#comments Mon, 09 Dec 2013 10:41:30 +0000 http://technode-live.newspackstaging.com/?p=13900 About one year ago we heard that Sina would establish a digital music company and purchase a significant amount of music rights. The company turns out to be China Music Corporation (CMC), with offshore corporate structure, and was founded by Xie Guomin, former vice president and general manager of Sina’s music division, according to Tencent Tech […]]]>

About one year ago we heard that Sina would establish a digital music company and purchase a significant amount of music rights. The company turns out to be China Music Corporation (CMC), with offshore corporate structure, and was founded by Xie Guomin, former vice president and general manager of Sina’s music division, according to Tencent Tech News (in Chinese). A company named Sea Music is the representative of it in mainland China. Although it’s not a Sina company, Sina holds a stake in it, according to the Tencent Tech report.

Mr. Xie helped Sina to go public in 2000 as a lawyer. Chinese critics think being a legal professional is a critical reason that he’d enter the digital rights market. 2013 is believed to mark a turning point for China’s music industry after years of suffering from digi-music piracy. It was reported that talks between music companies and Chinese online music services started in last year that the former urged the latter to charge users for downloading digital tracks or premium offerings. Prior to that, labels, especially those international ones, and other parties as copyright holders worked hard, including suing companies like Baidu that offered access to pirated digital songs, to have those online services to pay music rights.

From early this year, almost all of the major online music services rolled out premium subscriptions. A famous Chinese musician disclosed that the music industry had managed to have almost all online services not to offer pirated digital songs.

It is believed that the prices were relatively low when we heard that China Music Corporation was about to massively buy music rights. The Sea Music claims it has reached exclusive, long-term agreement with over 40 music labels and agencies, including EMI, BMG and Sony, that account for more than 15% of the total market.

It resembles what LeTV, one of the largest online video services in China, did a couple of years ago. When most Chinese online video services were fighting for market shares and indulged in piracy which would attract more users, LeTV bought a lot of exclusive video rights. When some videos it bought became hugely popular in the next years, other sites had to pay very high prices to buy those rights. LeTV turned profitable early on thanks to those video rights.

In nowadays’ music market in China, at least those well-known online music services cannot get away with pirated content anymore. Is it the time for China Music Corporation to start making big money by selling music rights just like how LeTV did before? At lease the major players can afford it. Tencent and Baidu are Internet giants that have tons of cash at hand and cannot see users leaving because of lack of songs on their platforms. Xiami, who once hardly afforded the copyright fees asked by music companies, was acquired by Alibaba and has no worries on it any longer.

If China Music Corporation can make big money from those rights, what it will do next? LeTV, with the money from selling video rights and gained as a result of the high expectations of stock investors, developed an Android-based smart TV system, and set-top boxes and smart TVs. Now it runs a full-round digital video business.

Last month Kuwo, one of the biggest online music services in China, denied a rumor that it was to be acquired by the Sea Music for about $100 million. It is estimated that if the prices of music rights would be driven very high like what happend in online video market, smaller players like Kuwo, Koogou and Duomi could hardly afford it. Convergence will be for certain. After the hard times in China’s online video market, Youku and Tudou, two leading players, merged into one company. Other major online video sites now are all backed by large Internet companies.

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Alibaba Reportedly Acquired Mobile Music Player TTPOD, Betting on Mobile Music Sector to Take on WeChat https://technode.com/2013/12/03/alibaba-reportedly-acquired-mobile-music-player-ttpod-betting-on-mobile-music-sector-to-take-on-wechat/ https://technode.com/2013/12/03/alibaba-reportedly-acquired-mobile-music-player-ttpod-betting-on-mobile-music-sector-to-take-on-wechat/#comments Tue, 03 Dec 2013 08:02:02 +0000 http://technode-live.newspackstaging.com/?p=13791 Screenshot of TTPOD Alibaba reportedly pushed through the acquisition for a second mobile music company TTPOD after acquiring music service Xiami in April this year (report in Chinese). Founded in May 2008, TTPOD has received millions of dollars of Series A in 2011 and secured strategic investment from Alibaba in October 2012. TTPOD registered north of […]]]>
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Screenshot of TTPOD

Alibaba reportedly pushed through the acquisition for a second mobile music company TTPOD after acquiring music service Xiami in April this year (report in Chinese).

Founded in May 2008, TTPOD has received millions of dollars of Series A in 2011 and secured strategic investment from Alibaba in October 2012. TTPOD registered north of 200 million users by this June, according to data from Xiami.

Alibaba has made strenuous efforts to explore mobile music sector. The ecommerce giant once rolled out music service in Taohua.com, the digital channel of Taobao, but the service did not develop as expected due to copyright issues. Then, Alibaba acquired Xiami and established an independent music unit.

Entertainment attribute is what Alibaba’s product lacks as compared with product backed by Tencent. This weakness becomes more obvious with the transition from PC to mobile networking era, said an industry insider. According to data from Tencent, more than 350 million users log in QQ Music per month.

The acquisition of TTPOD will boost the development of Alibaba’s IM tool Laiwang, because music service is a much effective means to attract users in its campaign against the reigning WeChat.

The business of Xiami and TTPOD are complementary, because Xiami is focused on high-tier and mature users, while TTPOD has a wider coverage on all tiers of users, most of whom are young people, said Zhang Yi, CEO of iResearch.

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[TechCrunch Shanghai] How to Successfully Operate Imported Online Games in China https://technode.com/2013/11/22/how-to-successfully-operate-importedonline-games-in-china/ https://technode.com/2013/11/22/how-to-successfully-operate-importedonline-games-in-china/#comments Fri, 22 Nov 2013 14:39:08 +0000 http://technode-live.newspackstaging.com/?p=13507 Jeff Lyndon, co-founder of iDreamSky, shared with us how to help online games from outside be successful in China market at TechCrunch Shanghai. Here are some takeaways from Mr. Lyndon you won’t miss and most game operators in China must agree on. Compress package files, given a considerable number of Chinese users may suffer from […]]]>

Jeff Lyndon, co-founder of iDreamSky, shared with us how to help online games from outside be successful in China market at TechCrunch Shanghai.

Here are some takeaways from Mr. Lyndon you won’t miss and most game operators in China must agree on.

  • Compress package files, given a considerable number of Chinese users may suffer from slow download speed. The smaller the better so that users would be more willing to download your games. iDreamsky helped Temple Run’d file reduce from 48MB to 19MB.
  • Culturalization. Translation isn’t enough. You’d better replace some names or sayings in the original game with what Chinese users are familiar with. Users in first-tier cities who are better informed may have known about your games, but you still have to localize your games as those in the third- or fourth – tier cities who account for 70%-80% of Chinese users may not know about those games.
  • Not releasing games at the same time in China means giving a chance to pirates and clones. This is a strategy now every online game distributor in China would tell developers from outside. Mr. Lyndon warned developers that it’d be a mistake if anyone thinks the market outside China is big enough and would tend to it later. The reasoning is Chinese users who have downloaded a game when it is launched won’t adopt clones which must some time to build. When Fruit Ninja released the first version, there emerged more than 40 clones within the coming year. After Fruit Ninja began working with iDreamsky, they’d release new versions in China at the same time with the launch in the overseas markets.

When it comes to how to ran your gaming business in China, Mr. Lyndon thinks, of the three approaches foreign developers would take, the best is to find a reliable local partner. Hire native Chinese and building a team also work — a lot of Korean developers do so. He doesn’t think importing staff from developers’ own countries is a good idea.

As a well-known distributor that imports overseas games to China market, iDreamsky has distributed almost 100 most popular games worldwide such as Angry Birds, Fruit Ninja, Temple Run, among others. Previously the company took outsource work for overseas mobile game products.

iDreamsky claims it has covered 99% of distribution channels including the three telecom operators. As of April 2013, 160 million mobile phones with Android system have been installed with game products distributed by iDreamsky, the company said.

Co-founded by a trio team in Shenzhen in 2009, the company now has 350 employees in 5 Chinese cities.

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Players Make Payments in Tencent’s QQ Game Account for Over 35% of Total User Base https://technode.com/2013/11/13/players-make-payments-in-tencents-qq-game-account-for-over-35-of-total-user-base/ https://technode.com/2013/11/13/players-make-payments-in-tencents-qq-game-account-for-over-35-of-total-user-base/#respond Wed, 13 Nov 2013 06:36:47 +0000 http://technode-live.newspackstaging.com/?p=13447 Players who purchase in-game items in Tencent’s casual gaming platform QQ Game represent more than 35% of its total user base, according to a report released by the company (report in Chinese). QQ Game claimed more than 100 games and north of 200 million active users, with number of concurrent users peaked at 80 million. […]]]>
Img390062771

Players who purchase in-game items in Tencent’s casual gaming platform QQ Game represent more than 35% of its total user base, according to a report released by the company (report in Chinese).

QQ Game claimed more than 100 games and north of 200 million active users, with number of concurrent users peaked at 80 million.

The report analyzed the user base in terms of gender, age, and educational background. Male players outnumbered female users, accounting for 73.1% of the total. Gamers between 19 to 30 years old make up more than half of the total players. More specifically, 22.9% for players between 19 and 22 years old, 19.4% for gamers 23-25 years old, and 19.2% for players 26-30 years old. Most players received high school or college education.

image credit: Donews

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NetEase Games to Tap Oversea Market, Opening First Subsidiary in South Korea https://technode.com/2013/11/04/netease-games-to-tap-oversea-market-opening-first-subsidiary-in-south-korea/ https://technode.com/2013/11/04/netease-games-to-tap-oversea-market-opening-first-subsidiary-in-south-korea/#respond Mon, 04 Nov 2013 08:53:46 +0000 http://technode-live.newspackstaging.com/?p=13296 NetEase Games launched an oversea strategy for online game sector, planning to set up a dedicated team which will be responsible for the promotion of its homegrown online games in global markets (report in Chinese). The company planned to introduce its premium online games of Dragon Sword, Heroes of Kingdoms and Qiannvyouhun to the overseas markets. Dragon Sword, a blockbuster […]]]>

NetEase Games launched an oversea strategy for online game sector, planning to set up a dedicated team which will be responsible for the promotion of its homegrown online games in global markets (report in Chinese).

The company planned to introduce its premium online games of Dragon SwordHeroes of Kingdoms and Qiannvyouhun to the overseas markets. Dragon Sword, a blockbuster powered by next-gen 3D technology, will be promoted in Asia-Pacific region and Europe. The game has already been introduced to Taiwan, the report added.

According to the report, this Hangzhou headquartered team will be composed of two parts responsible for global region and South Korean region, respectively. The team is overseen by experienced talents from Europe and South Korea.

NetEase Games also planned to set up the first overseas subsidiary in South Korea, and then in other parts of the world. The preliminary focuses of this plan are countries in Asia-Pacific region, such as South Korea, Taiwan, and Vietnam.

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Game Developer Perfect World Released TV, Game Smart Box with TV Service Provider Geeya https://technode.com/2013/10/29/game-developer-perfect-world-released-tv-game-smart-box-with-tv-service-provider-geeya/ https://technode.com/2013/10/29/game-developer-perfect-world-released-tv-game-smart-box-with-tv-service-provider-geeya/#respond Tue, 29 Oct 2013 08:30:31 +0000 http://technode-live.newspackstaging.com/?p=13225 Perfect World, a Beijing-based online game developer and operator, released BLIFE, a TV & game smart box, with Geeya Technology, a digital television service provider (report in Chinese). Powered by Perfect World UI based on Android 4.2, the product features large quantities of online videos and multi-screen interaction functions. The gaming platform of Perfect World […]]]>

Perfect World, a Beijing-based online game developer and operator, released BLIFE, a TV & game smart box, with Geeya Technology, a digital television service provider (report in Chinese).

Powered by Perfect World UI based on Android 4.2, the product features large quantities of online videos and multi-screen interaction functions. The gaming platform of Perfect World is embedded in the product. Moreover, Touch, a 3D dancing gaming developed by the company, also debuted on BLIFE.

The UI and design of BLIFE is contributed by Harvard International, a British set-top box maker Geyaa fully acquired in 2011, according to Zhou Xuhui, board chairman of the company.

BLIFE will be available on JD.com and bricks-and-mortar stores of Gome. The latter will also sell some other products of Geyaa Technology, such as electrical governors, OTT boxs, and routers.

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image credit: Sohu.com

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Game Developer Boyaa Interactive to Go Public on HKEx for Up to HK$1.17 Billion https://technode.com/2013/10/24/game-developer-boyaa-interactive-to-go-public-on-hkex-for-up-to-hk1-17-billion/ https://technode.com/2013/10/24/game-developer-boyaa-interactive-to-go-public-on-hkex-for-up-to-hk1-17-billion/#comments Thu, 24 Oct 2013 07:50:41 +0000 http://technode-live.newspackstaging.com/?p=13139 Boyaa Interactive, a Chinese game developer and operator, reportedly will go public on Hong Kong Stock Exchange in mid-Nov to raise between HK$936 million to HK$ 1.17 billion later this year. Focused on card games, Boyaa released around ten casual games since its establishment in 2004, including Texas Holdem, Douzhizhu, Mahjong, Draco Big, Dice, Pool, […]]]>

Boyaa Interactive, a Chinese game developer and operator, reportedly will go public on Hong Kong Stock Exchange in mid-Nov to raise between HK$936 million to HK$ 1.17 billion later this year.

Focused on card games, Boyaa released around ten casual games since its establishment in 2004, including Texas Holdem, Douzhizhu, Mahjong, Draco Big, Dice, Pool, Shuangkou Poker, Happy Baby, Ant Wars, among others.

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Boyaa Games

Boyaa developed both mobile and web games, which are available on several platforms, such as Tencent and facebook, disclosed an employee of the firm.

The Shenzhen-headquartered company also made forays into global market by introducing games to nearly 30 countries including Thailand, South Korea, Japan, and Britain. The company claimed that it has attracted around 100 million users worldwide.

Driven by the gaming mania started earlier this year, Forgame and IGG, two recently listed gaming companies on Hong Kong Stock Exchange, are well received by the market.

The market size of Chinese gaming industry reached 63.73 billion yuan in 2012, according to report released by Everbright Securities. Of which, client games account for 76.1% (48.51 billion yuan), web game represents 15.4% (9.79 billion yuan) and mobile game 8.5% (5.43 billion yuan).

The market size of smartphone games reached around 2.5 billion yuan in 2012. It is expected to reach 26 billion yuan by 2016 with the popularity of smartphone, improvement of hardware and reduction of traffic charges, the report added.

Image credit: Boyaa

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Alpha Animation Acquired 51 Pocket, 5agame, Two Gaming Companies, with 692 Million Yuan https://technode.com/2013/10/24/alpha-animation-acquired-51-pocket-5agame-two-gaming-companies-with-692-million-yuan/ https://technode.com/2013/10/24/alpha-animation-acquired-51-pocket-5agame-two-gaming-companies-with-692-million-yuan/#comments Thu, 24 Oct 2013 06:10:51 +0000 http://technode-live.newspackstaging.com/?p=13134 Alpha Animation, a leading domestic animation company, planned to fully acquire 51 Pocket and 5agame, two online game developers, for 692 million yuan ($112.97 million) on aggregate via cash payment and private placement. 51 Pocket and 5agame are priced at 325 million yuan and 367 million yuan, respectively (report in Chinese). 51 Pocket, a mobile […]]]>

Alpha Animation, a leading domestic animation company, planned to fully acquire 51 Pocket and 5agame, two online game developers, for 692 million yuan ($112.97 million) on aggregate via cash payment and private placement. 51 Pocket and 5agame are priced at 325 million yuan and 367 million yuan, respectively (report in Chinese).

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51 Pocket, a mobile online game developer, currently has nearly 70 research staff. The company’s pet mobile game MxM, which recorded 61.82 million yuan of revenue in domestic market, is well received by South Korean, Japanese, and Australian market.

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5agame, a casual game developer, currently has 78 staffs. The company’s premium games are Thunder Fighter, Fruit Slice, and Hero OL.

Alpha Animation is principally engaged in the production, publishing and authorization of animation feature films, the development, production and sale of animation and non-animation toys, as well as the operation of media advertising.

Alpha Animation signed VAM (valuation adjustment mechanism) agreements with the two companies. 51 Pocket promised that the company’s net profit for 2013 to 2016 will reach 25 million, 35 million, 47.25 million and 61.43 million yuan, respectively. Shanggame pledged that its net profit for the same period will reach 30.80 million, 39.05 million, 49.30 million and 62 million, respectively. Otherwise, they will compensate the losses of Alpha Animation according to contracts.

The gaming industry recorded several big acquisitions this year, such as Zhongqingbao acquired shares in More Fun and Small-tech, and Ourpalm purchased stakes in Playcrab and Shanggame.

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UZwan, HTML5 Gaming Platform, Received Tens of Millions Yuan in Series A Financing https://technode.com/2013/10/23/uzwan-html5-gaming-platform-received-tens-of-millions-yuan-in-series-a-financing/ https://technode.com/2013/10/23/uzwan-html5-gaming-platform-received-tens-of-millions-yuan-in-series-a-financing/#respond Wed, 23 Oct 2013 06:17:43 +0000 http://technode-live.newspackstaging.com/?p=13113 UZwan, a HTML5 gaming platform developed by Jincan Network, secured tens of millions yuan in Series A funding from Qingsong Fund (report in Chinese). UZwan is principally engaged in providing distribution, promotion and billing services to online games created with HTML5- the new markup language revision. Compared with App games, HTML5 games spared players from downloading […]]]>
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UZwan, a HTML5 gaming platform developed by Jincan Network, secured tens of millions yuan in Series A funding from Qingsong Fund (report in Chinese).

UZwan is principally engaged in providing distribution, promotion and billing services to online games created with HTML5- the new markup language revision. Compared with App games, HTML5 games spared players from downloading individual apps. Additionally, they have better cross-platform compatibility and do not occupy the memory of devices.

Launched in June 2013, UZwan offers services to nearly 60 HTML5 games, such as Sleeping Beauty, covering more than 20 game categories.

Dong Zhanbin, partner of Qingsong Fund, said that the team led by Tan Qunzhao, founder and CEO of the UZwan, has strong executive powers. Tan, who once worked in Shanda Games as board chairman and CEO, left the company to start his own business in 2012.

Qingsong Fund is founded in 2012, mainly focused on early-stage Internet startups. Qingsong Fund has invested in over 20 companies in the field of web game and mobile game, including JoyYou, developer of web game Jiejisanguo, HRG Technology, and Nibiru.

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360, 37wan, YY Game Formed Exclusive License Game Alliance, Challenging Dominance Of Tencent Game https://technode.com/2013/10/22/360-37wan-yy-game-formed-exclusive-licensed-games-alliance-challenging-dominance-of-tencent-game/ https://technode.com/2013/10/22/360-37wan-yy-game-formed-exclusive-licensed-games-alliance-challenging-dominance-of-tencent-game/#respond Tue, 22 Oct 2013 09:23:21 +0000 http://technode-live.newspackstaging.com/?p=13098 Qihoo’s 360 Game Center, 37wan.com and YY Game, three leading domestic gaming platforms, will establish an alliance for exclusive licensed web games this November (report in Chinese). Under the agreement, the three members of the alliance will share operation resources and launch in-depth corporations. Games that granted exclusive operation licenses to any member of the […]]]>

Qihoo’s 360 Game Center, 37wan.com and YY Game, three leading domestic gaming platforms, will establish an alliance for exclusive licensed web games this November (report in Chinese).

Under the agreement, the three members of the alliance will share operation resources and launch in-depth corporations. Games that granted exclusive operation licenses to any member of the alliance can distribute the games on all of the three platforms and enjoy joint operation resources.

The first game to be operated by the alliance is Shenchuangtianxia developed by 7th Road Technology. The alliance will introduce more web games under this cooperation model in the future, said a representative of the alliance.

The resources of web game industry tend to flow to a few giants. The market size of Chinese web games reached 3.29 billion yuan ($538.01 million) in the first quarter of this year, but the market share of top 5 enterprises reached 54.6%, according to data released by Analysys.

360 Game Center, 37wan and YY Game account for 8.7%, 8.2% and 4.1% of the market share respectively, taking the 4th, 5th and 7th spot on the market share list, while Tencent takes crown on the list with an 18% market share (source in Chinese).

This alliance may challenge the dominance of Tencent Games in the web game sector by providing better operation platforms.

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Game Developer IGG Debuted On HKEx, Recording HK$4.02 Billion Valuation https://technode.com/2013/10/21/game-developer-igg-debuted-on-hkex-recording-hk4-02-billion-valuation/ https://technode.com/2013/10/21/game-developer-igg-debuted-on-hkex-recording-hk4-02-billion-valuation/#comments Mon, 21 Oct 2013 04:11:52 +0000 http://technode-live.newspackstaging.com/?p=13068 Game developer IGG (HK: 08002) went public on Hong Kong Stock Exchange on Oct. 18, recording HK$4.02 billion ($518.48 million) of valuation on the debut day (report in Chinese). The company planned to raise up to HK$950 million in the IPO. Founded in June 2006, IGG is principally engaged in the development, publication, and distribution […]]]>

Game developer IGG (HK: 08002) went public on Hong Kong Stock Exchange on Oct. 18, recording HK$4.02 billion ($518.48 million) of valuation on the debut day (report in Chinese). The company planned to raise up to HK$950 million in the IPO.

Founded in June 2006, IGG is principally engaged in the development, publication, and distribution of online games. IGG’s flagship games are Castle Clash, Texas Hold’em Poker Deluxe, Slot Machines, Clash of Lords, etc. Castle Clash, a mix of RPG and strategy elements, sped up to the top of charts on Google Play Store in the US, Canada, Australia, Singapore, Taiwan, Japan, Russia, and Hong Kong.

IGG currently has regional headquarters in the US, Singapore, China, and Philippines.

Focusing on global gaming market, IGG will prioritize the exploration of Asian markets, said Xu Yuan, COO of the company. He added that the company planned to invest heavily in research and developing in the future, aiming to develop 20 to 30 games per year. IGG is also seeking for acquisition targets, he added.

Xu confirmed that that a Hong Kong subsidiary of Japanese pinball operator Dynam Japan (HK:06889) acquired a 11% stake in the company with $15 million. IGG also received funding from IDG VC, Vertex (investment firm under Temasek Holdings), and Hearst Ventures in December 2007 and 2009.

Cai Zongjian, founder of the company, said that IGG will roll out several games on IOS platform in the following month, expanding business from its home turf on Android platform (source in Chinese).

The company currently recorded 90 million registered users with monthly active users of 9.3 million. IGG is expected to garner $41 million of net profit in 2014, according to sponsor of this listing Everbright Securities (source in Chinese).

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Ourpalm Acquired Playcrab and 70% Stake in Shanggame With 2.55 Billion Yuan https://technode.com/2013/10/18/ourpalm-acquired-playcrab-and-shanggame-with-2-55-billion-yuan/ https://technode.com/2013/10/18/ourpalm-acquired-playcrab-and-shanggame-with-2-55-billion-yuan/#comments Fri, 18 Oct 2013 09:24:19 +0000 http://technode-live.newspackstaging.com/?p=13052 Ourpalm (SZ: 300315), an A-share gaming company, invested a total of 2.55 billion yuan ($416.51 million) to acquire a 100% stake in Playcrab (1.74 billion yuan) and a 70% stake in Shanggame (814 million yuan) via cash payment and private placement after three months of suspension (report in Chinese). Playcrab, a leading domestic game developer, generated […]]]>

Ourpalm (SZ: 300315), an A-share gaming company, invested a total of 2.55 billion yuan ($416.51 million) to acquire a 100% stake in Playcrab (1.74 billion yuan) and a 70% stake in Shanggame (814 million yuan) via cash payment and private placement after three months of suspension (report in Chinese).

Playcrab, a leading domestic game developer, generated 96.69 million yuan in 2013 H1. It ranked the fifth in domestic gaming market with a market share of 3.8%, according to 2013 H1 research conducted by Enfodesk. The company’s flagship games are Kung Fu mobile game Big Head and Ninja, a strategic mobile game.

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Shanggame attracted more than 43 million registered players after opened up to Tencent platform one year ago, recording over 149 million of recharging fees. The company’s premium product is Tafangsanguo.

Ourpalm signed stringent VAM (valuation adjustment mechanism) agreements with the two companies. Playcrab promised that the company’s net profit for 2013 to 2016 will reach 120 million, 160 million, 200 million and 240 million yuan, respectively. Shanggame pledged that its net profit for the same period will reach 75 million, 125 million, 156 million and 190 million, respectively. Otherwise, they will compensate the losses of Ourpalm according to contracts.

This move comes on heel of Ourpalm’s acquisition of another game company Dovo Technology Inc. with 810 million yuan at early July.

Ourpalm planned to consolidate its foothold in R&D, distribution and operation of mobile game and web game sector with these acquisitions, according to Yao Wenbin, board chairman of the company.

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Web Game Developer Forgame Landed On Hong Kong Market, Recording Valuation of Over $1 Billion https://technode.com/2013/10/08/web-game-developer-forgame-landed-on-hong-kong-market-recording-valuation-of-over-1-billion/ https://technode.com/2013/10/08/web-game-developer-forgame-landed-on-hong-kong-market-recording-valuation-of-over-1-billion/#comments Tue, 08 Oct 2013 09:31:57 +0000 http://technode-live.newspackstaging.com/?p=12851 Forgame Holdings, a low-profile Chinese web game developer, debuted on Hong Kong stock market on October 3 after launching roadshow in mid-September. Shares of Forgame soared more than 32% on the listing day, recording a market valuation of over $1 billion (report in Chinese). The company generated 240 million yuan of net profit and 777 […]]]>
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Forgame Holdings, a low-profile Chinese web game developer, debuted on Hong Kong stock market on October 3 after launching roadshow in mid-September. Shares of Forgame soared more than 32% on the listing day, recording a market valuation of over $1 billion (report in Chinese).

The company generated 240 million yuan of net profit and 777 million yuan of revenue in 2012, boasting more than 179 million registered users as of June this year, according to prospectus released by the company.

Wang Dongfeng, founder and helmsman of Forgame, has previously predicted that games that requires low hardware configuration and easy hand-on experience, will become a development direction in the future, such as web game (eg. games on 4399 and 7K7K), social gaming (Happy Farm) and mobile gaming (Happy Fisher), because these games lowered the gaming threshold for players (source in Chinese).

Forgame is principally engaged in research and distribution of web games, which are free-to-play and do not require any client software to be installed apart from a web browser or browser plug-in. Due to the accessibility of web games, they are often played in more frequent, shorter sessions compared to traditional terminal games.

Different from client games (eg. role-playing games) which need long R&D period, huge investments and hefty ad fees, web games can be upgraded more frequently according to gamer feedbacks, shortening the development cycle. Client games are products, while web games are services, according to Wang.

As a serial entrepreneur, Wang’s early endeavors include digital content distributing platform Zcom and Meitu.

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China Is Expected to Contribute One Third of Global Online Game Revenues by 2016: Report https://technode.com/2013/10/08/china-is-expected-to-contribute-one-third-of-global-online-game-revenues-by-2016/ https://technode.com/2013/10/08/china-is-expected-to-contribute-one-third-of-global-online-game-revenues-by-2016/#respond Tue, 08 Oct 2013 03:43:09 +0000 http://technode-live.newspackstaging.com/?p=12835 Digi-Capital, an investment institution on games, apps and digital services in general, estimates that Asia will dominate global mobile/online games revenue, with China contributing 32%, South Korea 12% and Japan 10% by 2016, according to the Q3 2013 Update of its Global Games Investment Review. Games are expected to generate over 70% of global apps revenues in […]]]>

Digi-Capital, an investment institution on games, apps and digital services in general, estimates that Asia will dominate global mobile/online games revenue, with China contributing 32%, South Korea 12% and Japan 10% by 2016, according to the Q3 2013 Update of its Global Games Investment Review.

Games are expected to generate over 70% of global apps revenues in 2013.

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8 of the 10 largest games M&As to Q3 2013 were made by Chinese, Japanese or South Korean buyers. Asian companies have been buying quality games businesses at home and abroad at valuation multiples higher than their Western counterparts. Deep Asian relationships are now critical for investors in games companies considering exits, Digi-Capital concludes.

Digi-Capital also finds that in the last 12 months there has been a trend for Asian tech companies to acquire mobile games and tech companies, as part of their defensive and growth strategies to deal with mobile. Many Asian companies are looking to invest in or acquire Western mobile games companies to leverage in domestic markets, or globalize themselves to publish Asian mobile games in Western markets. Digi-Capital sees relationships and market knowledge remain a challenge, particularly for those Asian companies looking for high quality Western deal flow.

As with other advanced trends from Asia, Digi-Capital anticipates similar moves by Western companies in the next 12-18 months.

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BesTV To Launch JV With Microsoft, Bringing Domestic Game Consoles To Foreseeable Future https://technode.com/2013/09/24/besttv-to-launch-jv-with-microsoft-bringing-domestic-game-consoles-to-foreseeable-future/ https://technode.com/2013/09/24/besttv-to-launch-jv-with-microsoft-bringing-domestic-game-consoles-to-foreseeable-future/#comments Tue, 24 Sep 2013 09:41:39 +0000 http://technode-live.newspackstaging.com/?p=12664 Shanghai-based media service BesTV New Media (SH: 600637) and Microsoft Corp announced Sept. 23 that they planned to co-launch a joint venture by investing $79 million. The two companies will hold 51% and 49% stake of the new company, respectively (report in Chinese). The joint venture, which will locate at Shanghai Free Trade Zone, is […]]]>
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Shanghai-based media service BesTV New Media (SH: 600637) and Microsoft Corp announced Sept. 23 that they planned to co-launch a joint venture by investing $79 million. The two companies will hold 51% and 49% stake of the new company, respectively (report in Chinese).

The joint venture, which will locate at Shanghai Free Trade Zone, is principally engaged in design, distribution and sales of game and related home entertainment devices. The two companies planned to release a new home gaming console, preliminary named Bestpad, in the future. To develop the new product, Microsoft will provide Xbox related technology and BesTV will offer OTT license and part of its video resources.

Chinese government issued a policy in 2000, forbidding enterprises and individuals to produce and sell electronic game devices and accessories in domestic market. Presently all game consoles, including Microsoft’s XBox and Sony’s PlayStation, are not allowed to be sold in Chinese market.

Industry insiders interpret the tie-up between BesTV and Microsoft as a signal to lifting the ban and opening up of Chinese electronic gaming market.

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Gamification Platform Beintoo Named Former Rovio China GM as APAC CEO, Tapping Into Chinese Market https://technode.com/2013/09/24/gamification-platform-beintoo-named-former-rovio-china-gm-as-apac-ceo-tapping-into-chinese-market/ https://technode.com/2013/09/24/gamification-platform-beintoo-named-former-rovio-china-gm-as-apac-ceo-tapping-into-chinese-market/#comments Tue, 24 Sep 2013 05:29:00 +0000 http://technode-live.newspackstaging.com/?p=12652 Paul Chen, former general manager of Chinese arm of Angry Bird developer Rovio, took part in Italian gamification platform Beintoo as CEO of the Asia-Pacific region. Beintoo is a mobile engagement platform that offers loyalty program as well as innovative rich media mobile advertising solutions. Beintoo rewards users with virtual credits, called “Bedollars,” for achievements […]]]>

Paul Chen, former general manager of Chinese arm of Angry Bird developer Rovio, took part in Italian gamification platform Beintoo as CEO of the Asia-Pacific region.

Beintoo is a mobile engagement platform that offers loyalty program as well as innovative rich media mobile advertising solutions. Beintoo rewards users with virtual credits, called “Bedollars,” for achievements and daily activities on the web and in applications and games. Bedollars can be redeemed in the Beintoo Bestore or in the online store of Beintoo’s retail partners for premium offers from national and local, brick-and-mortar retailers.

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Aiming at Chinese market, Beintoo just opened its Asia Pacific office in Shanghai in addition to offices in Milan, New York and London, with an emphasis on sales as well as partnerships with brands and developers.

Chen thinks that it is natural for Beintoo to enter Chinese market, because approximately 60% of the platform’s installed app downloads are in China. Beintoo has established cooperation with the world’s top apps such as Fruit Ninja and Temple Run. Chen added that the company planned to roll out major brand partnerships very soon.

Chen said that “As former GM for Rovio in China, I know how the Chinese mobile market will explode over the next few years. Beintoo is coming in at the right time to capitalize on this opportunity. Beintoo platform will help Chinese App developers keep their fans and reward them for their loyalty”.

He noted that Beintoo is looking to hire experienced developers and marketing staff to expand its team.

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Angry Birds: Star Wars II To Debut On Baidu Game Distribution Platforms https://technode.com/2013/09/18/angry-birds-star-wars-ii-to-debut-on-baidu-game-distribution-platforms/ https://technode.com/2013/09/18/angry-birds-star-wars-ii-to-debut-on-baidu-game-distribution-platforms/#respond Wed, 18 Sep 2013 09:15:11 +0000 http://technode-live.newspackstaging.com/?p=12580 Angry Birds: Star Wars II, the latest version the reigning casual game Angry Birds, will land on three game distribution platforms of Baidu, namely, 91, Baidu Mobile Aid and Android market, on Sept. 19. The game will be released on the same day across app stores worldwide (report in Chinese). Star Wars II is based […]]]>
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Angry Birds: Star Wars II, the latest version the reigning casual game Angry Birds, will land on three game distribution platforms of Baidu, namely, 91, Baidu Mobile Aid and Android market, on Sept. 19. The game will be released on the same day across app stores worldwide (report in Chinese).

Star Wars II is based on the prequel trilogy of the Star Wars franchise. Rovio, developer of the game, disclosed that users will be able to play over 30 characters in the game, including several notable characters, such as, Yoda, Darth Maul, and others.

Different from previous versions of the game, players will be able to join the pork side, firing piggies instead of birds from the slingshot while appropriately dressed in imperial gear.

The TELEPODS feature helps to add additional interactive players to the game. Users can place one of the collectible TELEPODS physical characters on the phone or tablet camera and scanning it into the game. For the first time ever, players can choose which character they want to use in the app.

Baidu game platforms also witnessed the debut of Plants VS Zombies II earlier this year. The daily game distributing amount of 91, Baidu Mobile Aid and Android market reached more than 69 million on aggregate, accounting for 40% of the total market, according to data released by Baidu this July.

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How’s The Reconstruction of China Digital Music Market Going? https://technode.com/2013/09/17/hows-the-reconstruction-of-china-digital-music-market-going/ https://technode.com/2013/09/17/hows-the-reconstruction-of-china-digital-music-market-going/#respond Tue, 17 Sep 2013 09:48:17 +0000 http://technode-live.newspackstaging.com/?p=12519 Half a year ago I wrote about this interesting statement that major digital music services in mainland China would not offer pirated content any longer and should roll out paid services by the end of June. Now it’s two months after the deadline. I was asked about how the reconstruction of China’s digital music market going. Here […]]]>

Half a year ago I wrote about this interesting statement that major digital music services in mainland China would not offer pirated content any longer and should roll out paid services by the end of June. Now it’s two months after the deadline. I was asked about how the reconstruction of China’s digital music market going. Here are some facts and thoughts.

Premium Subscriptions

From early this year, major online music providers did launch premium subscriptions that charge users up to 20 yuan a month for high-quality music, downloads or non-ad streaming.

Most digital songs they provide are copyrighted, but there are still illegal tracks especially on platforms with special models. Like Xiami where users are allowed to upload song tracks by themselves, before copyright holders find out Xiami hasn’t paid for certain tracks. To be fair, it’s can be really hard to eliminate digital music piracy altogether.

It was reported that those music services were forced by labels or agencies to roll out paid services so that the latter could receive revenue cuts. Several years ago, Chinese music businesses like A8 tried to establish the iTunes-style platforms selling digital songs to end users. It is said users back then didn’t want to pay.

It’s unknown now how many Chinese users would like to pay for digital music, but the fact is not many would like to pay for higher-quality music files. I heard many say that they could hardly figure out the difference in sound quality and didn’t care about it.

It’s possible, however, that those online music services will come up with new offerings that users would be more willing to subscribe to.

Top100.cn was shut down.

Top100.cn was found shut down in April, half a year after Google China closed its music search. The founder of this online music service, Gary Chen, was the one that convinced major record labels to joined in the Google Music search program in 2008 — they agreed to offer users in mainland China free downloads and monetize the service together through display advertising.

Although it’s the only content provider of the music search service, it’s also top100.cn that was paying millions of RMB each year to music companies for music rights. Advertising was what top100.cn had been counting on in terms of monetization.

Chen disclosed that traffic on top100.cn declined by 80% after Google China suspended the music search. He estimated the total loss in advertising revenue was approaching 100 million yuan as of June 2013 (interview in Chinese). I asked an entrepreneur in the digital music sector about it. His comment is Gary Chen is an enthusiastic entrepreneur, thinking big, but top100.cn didn’t offer good user experience.

Top100.cn now is re-selling music rights to businesses, according to a Weibo post by Gary Chen. But critics don’t think it could be a good business as what top100.cn bought, a considerable part being imported songs, were not those the majority of Chinese would like and cannot be sold at high prices.

Musician Platforms

Xiami Musician/Artist, launched in July, is the same with Douban Musician. Both of them provide musicians, being independent or from record labels, webpages where songs can uploaded onto. Different from Douban, Xiami has built a music trading system where users can buy downloads — songs listed on musicians’ pages can be sold directly.

The Xiami system was once controversial. As mentioned, Xiami uses are allowed to upload any digital songs, so copyright holders were so angry at the fact that Xiami was selling their songs without their permission. Xiami, actually, shares revenues with copyright holders and users who upload those songs. But that not many people would pay for downloads didn’t make copyright holders happy, either. They kept asking Xiami to pay a large amount of money for copyrights.

After being acquired by Alibaba, Xiaomi now has no worries on copyright expenses. And the trading system for musician pages seems to be in the right place. Xiami promises not to take a penny from the musician program in two years. It also shares 10% of the sales of a song with the composer(s) and lyrics writer(s), respectively, with the rest 80% going to the singer(s).

New Service Models

Jing.fm, now a interest & scenario-based music streaming service, wants to become a music search. Jing.fm recommends songs based on keywords a user input by saying something or type in some words. The algorithms have considered acoustic analysis.

NetEase, an Internet service provider, stepped into digital music industry with a playlist-based music app. There had been similar services in China, but NetEase tries to attract users by getting musicians or celebrities in general to share their playlists. If it works well, monetization could be easy that marketers would like to spend budgets somewhere full of users and attention.

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Once Reigning Social Game Happy Farm Bid Farewell https://technode.com/2013/08/21/once-reigning-social-game-happy-farm-bid-farewell/ https://technode.com/2013/08/21/once-reigning-social-game-happy-farm-bid-farewell/#comments Wed, 21 Aug 2013 14:06:15 +0000 http://technode-live.newspackstaging.com/?p=12048 Screenshot of Happy Farm Happy Farm, one of the hottest social games ever in China, was removed from RenRen platform yesterday. Renren responded that this decision is made by the developer of this game, Five Minutes, as Renren only provides an open platform for game developers. (report in Chinese) Launched in November 2008, the game‘s audience […]]]>

Screenshot of Happy Farm

Happy Farm, one of the hottest social games ever in China, was removed from RenRen platform yesterday. Renren responded that this decision is made by the developer of this game, Five Minutes, as Renren only provides an open platform for game developers. (report in Chinese)

Launched in November 2008, the game‘s audience reached 100,000 within one month after debut and exceeded 1 million shortly afterwards. The record of 16 million active users per day was reached in 2009.

After Tencent purchased the right of this game from Five Minutes in April 2009, it became a hit on the biggest IM and social platform in China and made tons of money for the company.

Kaixin001.com also rode a wave of extraordinary profit growth after releasing a Happy Farm clone in 2009. When commenting the shutdown of Renren’s Happy Farm, Kaixin claimed that their game still has 800,000 active users (report in Chinese).

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Zhongqingbao Acquired Stakes in Two Mobile Game Companies For 440 Million Yuan https://technode.com/2013/08/14/zhongqingbao-acquired-stakes-in-two-mobile-game-companies-for-440-million-yuan/ https://technode.com/2013/08/14/zhongqingbao-acquired-stakes-in-two-mobile-game-companies-for-440-million-yuan/#respond Wed, 14 Aug 2013 10:30:02 +0000 http://technode-live.newspackstaging.com/?p=11906 Shenzhen Zhongqingbao (SZ:300052), an online game developer, acquired a 51 percent stake in two mobile game companies respectively, namely, More Fun Digital Technology and Small-tech respectively, for 357 million yuan ($57.87 million) and 87.47 million yuan (statement). More Fun, a pioneer mobile game service in China, boasts a research team of more than 150 talents. […]]]>

Shenzhen Zhongqingbao (SZ:300052), an online game developer, acquired a 51 percent stake in two mobile game companies respectively, namely, More Fun Digital Technology and Small-tech respectively, for 357 million yuan ($57.87 million) and 87.47 million yuan (statement).

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More Fun, a pioneer mobile game service in China, boasts a research team of more than 150 talents. The company generated 10.55 million yuan of net profit in the first half of this year, of which, the flagship product Junwang2 accounts for 60 percent. The original shareholders of More Fun signed a VAM (valuation adjustment mechanism) agreement with Zhongxingbao, promising that the company’s net profit for 2013 to 2015 will reach 45 million yuan, 80 million yuan and 110 million yuan, respectively. Otherwise, they will compensate the losses of Zhongqingbao. Zhongqingbao planned to fully acquire the company in the long run (source in Chinese).

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Small-tech, an operator of browser and mobile games, enjoys competitive advantages in multi-platform online games thanks to its cooperation with Tencent, which holds a 13.5 percent stake in the firm. The company recorded a net profit of 43.19 million yuan in 2012. The company’s VAM conditions with Zhongxingbao are achieving net profits of 24.50 million yuan, 40 million yuan and 52 million yuan in 2013 to 2015, respectively.

Mobile game industry became a trending sector recently, recording several large acquisition cases such as Ourpalm acquired Dovo Technology and Datang Telecom merged Yaowan.com. Zhongqingbao ditched former business focus of terminal games to tap mobile game sector. Some funds used to acquire the aforementioned two companies were drawn from the cash pool previously raised for terminal games in the IPO.

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Music App Service Meet Studio Focused On Chinese Traditional Instruments, Bringing Fun to Music Veterans https://technode.com/2013/08/09/music-app-service-meet-studio-focused-on-chinese-traditional-instruments-bringing-fun-to-music-veterans/ https://technode.com/2013/08/09/music-app-service-meet-studio-focused-on-chinese-traditional-instruments-bringing-fun-to-music-veterans/#respond Fri, 09 Aug 2013 10:31:22 +0000 http://technode-live.newspackstaging.com/?p=11850 Meet Studio, a Chengdu-based music app service, develops iOS and Android-based musical instrument, game and entertaining apps. Similar to Audition Dance, the fifteen apps offered by Meet Studio enable users to enjoy the fun of music by tapping on a certain button at an appropriate time. The apps are divided into three categories, namely, traditional […]]]>

Meet Studio, a Chengdu-based music app service, develops iOS and Android-based musical instrument, game and entertaining apps.

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Similar to Audition Dance, the fifteen apps offered by Meet Studio enable users to enjoy the fun of music by tapping on a certain button at an appropriate time.

The apps are divided into three categories, namely, traditional Chinese musical instrument, modern instrument and educational apps. Meet Studio claimed that their products had been downloaded for tens million times. Magic Zither, Cool Keyboard and Piano Coach are the bestsellers by the company.

Most of the music apps in China are based on piano, guitar and drums, including Guitar Professional and String Wars, while a few are customized for professional musicians, such as GarageBand and ProTools. Meet Studio stands out among rivals because it is focused on traditional Chinese musical instruments, such as Guzheng, Chinese lute, urheen and cucurbit flute.

Most music apps developed by Chinese are targeted at young music fans and parents who take it as a means to cultivate their children.

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The Two Hottest Games of the Summer in China:Plants vs Zombies 2, Aircraft Fight https://technode.com/2013/08/08/the-two-hottest-games-of-the-summer-in-china-plants-vs-zombies-2-aircraft-fight/ https://technode.com/2013/08/08/the-two-hottest-games-of-the-summer-in-china-plants-vs-zombies-2-aircraft-fight/#comments Thu, 08 Aug 2013 12:40:48 +0000 http://technode-live.newspackstaging.com/?p=11828 Plants vs. Zombies 2 (PvZ 2) recently made a splash in China’s gaming industry, receiving much criticism regarding the aggressive monetization mode found inside the game. The Chinese version developed by PopCap, the Chinese arm of EA, is more demanding in terms of difficulty level, gaming time and item prices as compared with the English […]]]>

Plants vs. Zombies 2 (PvZ 2) recently made a splash in China’s gaming industry, receiving much criticism regarding the aggressive monetization mode found inside the game. The Chinese version developed by PopCap, the Chinese arm of EA, is more demanding in terms of difficulty level, gaming time and item prices as compared with the English version.

Reviews by local media like this one, however, find the English version is too easy for smart and self-challenging Chinese gamers. The difficulty levels were elevated to increase player stickiness, and thus, PVZ2 becomes a more effective time killer. In addition to purchasing in-app items, PVZ2 offers gamers the alternative to gain free access to target plants through collecting fragments by defeating Yeti Zombies. It is up to the player to make the decision.

They don’t think the Chinese version of PVZ2 is too difficult that players can’t make through without purchasing or too easy that a game of four years’ hard work fails to make profit. The core design mindset here is that gamers either spend more time or spend money to save time.

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Aircraft Fight, another hottest game in the recent week, also received controversial reviews despite its popularity among users, as most industry insiders predicted it will be short-lived. Derived from a similar classic game, the interface of the WeChat 5.0-based game is a little bit shoddy from the current point of view, but the stripped-down design also evoked a nostalgic sense among post-80s and post-90 youths, who are major audience of the game. An anonymous industry insider said that Aircraft Fight is more of a social product than a game, because the selling point of the game is not the gaming experience, but to share the scores to other friends. The popularity of Aircraft Fight also mirrored that platform is playing a bigger role in the marketing of games.

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YY’s Q213 Earnings Tell That Online Music Show Still Grew the Fastest https://technode.com/2013/08/02/yys-q213-earnings-tell-that-online-music-show-still-grew-the-fastest/ https://technode.com/2013/08/02/yys-q213-earnings-tell-that-online-music-show-still-grew-the-fastest/#comments Fri, 02 Aug 2013 10:52:12 +0000 http://technode-live.newspackstaging.com/?p=11729 YY reported another quarter of eye-catching results. In Q2 2013 the company’s total revenues increased by 118% to $66.6 million, driven by a 132% increase in revenues from internet value-added services, YY Muisc, online games and membership subscriptions. Its total paying user accounts grew by over 50% YoY to more than 1.1 million. The online game business […]]]>

YY reported another quarter of eye-catching results. In Q2 2013 the company’s total revenues increased by 118% to $66.6 million, driven by a 132% increase in revenues from internet value-added services, YY Muisc, online games and membership subscriptions.

Its total paying user accounts grew by over 50% YoY to more than 1.1 million. The online game business grew steadily with RMB346 ($56) in ARPU.

YY Music saw a 189.3% YoY increase in revenue that generated $27.8 million in the quarter. Paying users grew by 174% YoY to 635,000.  ARPU is RMB269 ($44) .

Top five performers contributed less than 5% of the total revenue; top ten performers contributed 5% to 10% of the total, disclosed Eric He, CFO of YY, during the earnings conference call today. Top five music channels generated roughly a quarter and top ten created roughly one-third.

As we discussed before the online music show market had become crowded and some platforms offered higher revenue-sharing ratios to attract performers. The competition is reflected in YY’s financial results that the revenue-sharing fees and content costs paid to performers, channel owners and content providers result in a 100.6% increase in operation costs in Q213.

However, YY Music is still the fastest-growing business and largest revenue stream of the company’s. No wonder Tencent would join in. Tencent also has been promoting QT, YY Voice-like voice communication tool designed for online gamers, in games the company operates.

Commenting on it, Eric He said they were not afraid of competition as 1) they have been in the business ever since 2008, 2) a number of competitors emerged along the way and YY is still doing well, 3) they believe the relationship between the content providers and audiences on YY platform is solid, and 4) big names would help educate users.

In the past quarter YY partnered with a local TV station to run a singing contest show that contestants can perform and interact with fans on YY platform apart from participating in the contest on TV. YY is also trying to expand from music to other categories of entertainment, such as story-telling show.

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LazyGrid Unveiled Free Music App LAZYsong https://technode.com/2013/07/31/lazygrid-unveiled-free-music-app-lazysong/ https://technode.com/2013/07/31/lazygrid-unveiled-free-music-app-lazysong/#respond Wed, 31 Jul 2013 06:28:39 +0000 http://technode-live.newspackstaging.com/?p=11690 The Malaysia-based LazyGrid Team launched an Android music app LAZYsong on July 19. Featuring simple operation and elegant interface, the app provides free trending pop music to customers. LAZYsong users can download huge numbers of songs, because the music provided by the app is less capacity-demanding as compared with music from other apps. The users […]]]>

The Malaysia-based LazyGrid Team launched an Android music app LAZYsong on July 19.

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Featuring simple operation and elegant interface, the app provides free trending pop music to customers. LAZYsong users can download huge numbers of songs, because the music provided by the app is less capacity-demanding as compared with music from other apps. The users can search for a certain song and listen to it before download. The app keeps all the downloaded music in one place, enabling users to listen to them anytime or share to friends on Facebook or Twitters. It also features a smart recommendation function that introduces top-25 songs on chart every day.

Lazy Grid Team launched a free ringtone app LAZYtone one month ago. LAZYtone shares some similar functions with LAZYsong, such as searching, sharing and recommendation.

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Tencent Taps into Online Music Show Business https://technode.com/2013/07/29/tencent-taps-into-online-music-show-business/ https://technode.com/2013/07/29/tencent-taps-into-online-music-show-business/#comments Mon, 29 Jul 2013 10:27:03 +0000 http://technode-live.newspackstaging.com/?p=11658 Tencent officially launched an online Karaoke service, Just Wanna Karaoke, which began public testing in May. It is developed by 91KGE, a music game development company, and Tencent calls it a social game. It’s, however, no more than a combination of YY Music and Changba. YY Music is an online live music show platform that sells virtual gifts to audiences to […]]]>

Tencent officially launched an online Karaoke service, Just Wanna Karaoke, which began public testing in May. It is developed by 91KGE, a music game development company, and Tencent calls it a social game. It’s, however, no more than a combination of YY Music and Changba.

YY Music is an online live music show platform that sells virtual gifts to audiences to buy for performers. Changba is a mobile Karaoke app that recently started selling virtual gifts as well. Two months ago YY Music launched a major update of its mobile app that added live video broadcasting. YY is trying to expand from music to other forms of performance, such as oral storytelling, as well. Changba, starting with audio only, began supporting videos recently.

It is believed that eventually the two forms of services will become one, no matter it is on PC or mobile, with audio or video, through singing songs or giving talks. It may be called online show business.

Apart from virtual sales, it is estimated that revenue sources will include chart slots, offline concerts or other events, among others. Platform operators just take revenue cuts.

9158 is recognized as the first that, inspired by a Korean product, developed such a service in China and proved it’s such a lucrative business. So far the market has been crowded, with players including 6.cn, Kuwo, 51.com, Guagua. It is reported that Baidu is also developing one and will release it in one month.

CEO of 9158 Fu Zhengjun estimated the market could be no bigger than two billion yuan. But it seems its peers believe the market can be bigger. YY Music platform generated RMB116.8 million (US$18.8 million), a 245.9% growth, in the first quarter of 2013. It is estimated a couple of other companies have made more money than YY Music has.

Tencent knows one or two things on online virtual sales and social games.  Tencent also has a long history of selling virtual items. QQ Show, a virtual avatar business, was one of the first revenue sources of Tencent’s. When Happy Farm, a social game, became a hit on Chinese social networks such as Renren and Kaixin001, Tencent copied one and launched it on its own social platform Q-zone. Thanks to its huge user base, the clone of Happy Farm became a big success for Tencent and generated revenues from virtual sales for much longer time than those for other social networks. QQ Pet is another successful social game from where Tencent made tons of money on virtual items. Today the company, with more than half of the total revenues from online games, is more experienced in operating games.

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Ourpalm Reportedly Acquiring Game Developer Playcrab for 2 Billion Yuan https://technode.com/2013/07/23/ourpalm-reportedly-acquiring-game-developer-playcrab-for-2-billion-yuan/ https://technode.com/2013/07/23/ourpalm-reportedly-acquiring-game-developer-playcrab-for-2-billion-yuan/#respond Tue, 23 Jul 2013 09:33:24 +0000 http://technode-live.newspackstaging.com/?p=11544 Ourpalm (SZ:300315), China’s first listed gaming company, reportedly planned to acquire a game developer Playcrab for 2 billion yuan (about $325 million) (source in Chinese). The annual profits of Big Head, a Kung Fu mobile game developed by Playcrab, amounted to around 100 million yuan. Ninja, a strategic mobile game developed by the company this April, […]]]>

Ourpalm (SZ:300315), China’s first listed gaming company, reportedly planned to acquire a game developer Playcrab for 2 billion yuan (about $325 million) (source in Chinese).

The annual profits of Big Head, a Kung Fu mobile game developed by Playcrab, amounted to around 100 million yuan. Ninja, a strategic mobile game developed by the company this April, is well received by gamers.

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Trading in the Ourpalm shares were suspended from July 17 for major assets restructuring. The company’s net profit is expected to reach between 44.68 million yuan and 51.06 million yuan in the first half of 2013, up 40 percent to 60 percent YOY, according to the fiscal report released by the firm.

This move comes on heel of Ourpalm’s acquisition of another game company Dovo Technology Inc. with 810 million yuan at early July.

Ourpalm shares surged more than 300 percent on aggregate this year, leading the gains in the game sector. Shares related to the mobile game concept, such as Zhejiang Daily Media Group (SH:600633) and Zhongqingbao Interaction Network (SZ:300052), soared in the recent two months, bucking the downtrend of the lackluster A-share market.

A plenty of acquisitions happened in the gaming industry recently. In addition, Huayi Brothers (SZ:300027), one of the leading film production companies in China, confirmed that it would acquire Yinhang Technology, a game company.

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Xiami Artists: Music Retail Platform for Musicians https://technode.com/2013/07/17/xiami-artists-music-retail-platform-for-musicians/ https://technode.com/2013/07/17/xiami-artists-music-retail-platform-for-musicians/#comments Wed, 17 Jul 2013 04:32:50 +0000 http://technode-live.newspackstaging.com/?p=11418 Music streaming site Xiami finally launched its Artists Channel where independent artists or signing singers can share their music, interact with fans and sell songs. Artists can upload and sell their music pieces on the channel and set the price on their own (0-50RMB). Users have to pay if they would love to download the […]]]>

Music streaming site Xiami finally launched its Artists Channel where independent artists or signing singers can share their music, interact with fans and sell songs.

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Artists can upload and sell their music pieces on the channel and set the price on their own (0-50RMB). Users have to pay if they would love to download the music. The company made a promise that in two years any revenues generated from this channel will go to the artists while it will take no revenue cut. Xiami also specified that either party who creates the lyrics or the music of a song will be sharing 10% of the whole revenues, and the left 80% goes to the artist. So original songwriters can still benefit from downloads of re-rewritten songs by other artists.

The checkout system is supported by Alipay (Alibaba acruqired Xiami last year). Artists now only need to log in their Alipay accounts to check their music income. According to Xiami later on automatic monthly settlement and billing will be available for the music platform.

In the following days, Xiami will also provide marketing tools for artists and music labels. “Those labels showed great interest in us since they hope to spot some hidden potential artists from our platform, ” said Zhu Qi, the contents director of Xiami.

Founded as a P2P music site in 2008, Xiami has insisted on paid music downloading service but was struggling in the deep for the copyright issues. The revenues from ads and downloads could hardly afford the copyrights. Luckily Alibaba came to rescue and the cost dilemma was solved.

Currently Xiami has 15-20million registered users, and 6-7million active users (0.8% are paid users). “If we manage to raise the rate of active users to 5%, possibly the digital music market will grow to tens of billion RMB. We always heard the saying that music has died. But I believe that we just need a little faith to make some change via the Internet”, said Wang Hao, co-founder and CEO of Xiami.

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WeChat Games: One Released, Ten More to Come https://technode.com/2013/07/09/wechat-games-unveiled-one-released-ten-more-to-come/ https://technode.com/2013/07/09/wechat-games-unveiled-one-released-ten-more-to-come/#comments Tue, 09 Jul 2013 07:51:18 +0000 http://technode-live.newspackstaging.com/?p=11198 Tencent rolled out the beta version of WE-LINK (as shown above), a mobile social game developed by Tianmei Yiyou, a game development team under Tencent (via Tencent Tech).  It’s the first title released not only for Mobile QQ users but also for WeChat users. The China’s Internet giant is reportedly to release ten more mobile […]]]>
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Tencent rolled out the beta version of WE-LINK (as shown above), a mobile social game developed by Tianmei Yiyou, a game development team under Tencent (via Tencent Tech).  It’s the first title released not only for Mobile QQ users but also for WeChat users.

The China’s Internet giant is reportedly to release ten more mobile games including the three we reported before, We Love Pang, We Runner and Fight the Landlord. Those will cover a variety of categories, link-up, music, cards, etc. All of these games will enable WeChat and mobile QQ logins.

In addition, the smash hits of Fruit Ninja, Temple Run 2, Moon Wolf, Tower of Saviors and Plants vs. Zombies 2 will be introduced to Tencent gaming platform.

WE-LINK is a link-up game, currently only available on Android:

  1. Score rankings bring more fun among QQ/WeChat friends.
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  1. Gamers can share their scores to friends.
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  1. Interactions with friends win more playing time.
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  1. Virtual currency is available for purchasing gaming tools to achieve higher scores. Payments are supported by Tenpay, Tencent’s payments service, and WeChat Payment that will be released with the upcoming WeChat 5.0.
Pony Ma, co-founder and CEO of Tencent, believed mobile games would be the first revenue source for WeChat. Tencent’s existing open platform plans to expand to WeChat, bringing apps by Chinese developers to overseas markets.
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Mobile Social Game Developer Hortor Soft Reportedly Raised $2.50 Million in Series A https://technode.com/2013/07/08/mobile-social-game-developer-hortor-soft-reportedly-raised-2-50-million-in-series-a/ https://technode.com/2013/07/08/mobile-social-game-developer-hortor-soft-reportedly-raised-2-50-million-in-series-a/#comments Mon, 08 Jul 2013 05:44:40 +0000 http://technode-live.newspackstaging.com/?p=11177 Hortor Soft, the developer of Crazy Guess Figure, reportedly has secured $2.50 million yuan of Series A financing from Qiming Venture Partners.(in Chinese) The angel round was from ZhenFund and K2 Ventures. Hortor Soft develops mobile games and apps. The company’s flagship apps include Crazy Guess Figure, Fashion Assistant and Digital Fair. Crazy Guess Figure, […]]]>

Hortor Soft, the developer of Crazy Guess Figure, reportedly has secured $2.50 million yuan of Series A financing from Qiming Venture Partners.(in Chinese) The angel round was from ZhenFund and K2 Ventures.

Hortor Soft develops mobile games and apps. The company’s flagship apps include Crazy Guess Figure, Fashion Assistant and Digital Fair.

Crazy Guess Figure, a picture guessing game (see below) became popular in the WeChat friends community without promotion activities on traditional gaming platforms. After that it rolled out Crazy Love Song, a song guessing game, on the WeChat platform, according to the report.

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The company’s CEO Cao Xiaogang said in an interview that Hortor has stocked up several social games, waiting for the optimal market timing to release. Qiming Venture is bullish on its game development capability.

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Potto, A Free Lotto Game For Promoting Games https://technode.com/2013/07/03/potto-a-free-lotto-game-for-promoting-games/ https://technode.com/2013/07/03/potto-a-free-lotto-game-for-promoting-games/#comments Wed, 03 Jul 2013 02:57:14 +0000 http://technode-live.newspackstaging.com/?p=11040 How many ways can you think of to promote a game? Freemium, propelling to the top of the app store ranking by all means, social media campaign, cross-promotion… But I bet none of you have thought of this idea as Potto, a Korea-based startup trying to promote games through a lotto game. Potto is a […]]]>

How many ways can you think of to promote a game? Freemium, propelling to the top of the app store ranking by all means, social media campaign, cross-promotion… But I bet none of you have thought of this idea as Potto, a Korea-based startup trying to promote games through a lotto game.

Potto is a free global Lotto app, and also a nice advertising platform for game publishers. Users of Potto get their virtual lottery tickets by watching game videos, finishing interesting tasks, and win the rewards if they are lucky. Currently the app is available in English, French, German, Italian, Japanese, Korean, Portuguese, Spanish, Simplified Chinese and Traditional Chinese.

How to Play?

  1. Register, choose 7 lucky numbers out of 49 and submit.
  2. Watch 5 videos (all within 1 min) and answer the quizzes correctly.
  3. Wait for the lottery draw broadcast and dream of winning.
  4. Share the app and information with friends and raise the winning money.
  5. Watch the live broadcast and check the result.
POTTOiphone

How To Promote?

  1. To make sure players are actually watching the game videos and paying attention to them. Users will see a penguin that appears in the middle of the video and they need to spot the location of the penguin after each video. A badge will be collected after each video quiz is done. When a user collects 5 badges then he or she can take part in the lotto once. What’s more, below each video there are links for SNS sharing and downloading. (Here is a demonstration video).
  2. The more players the higher rewards thus this model encourages users to invite more players (viewers) to involve. Everyone loves lottery, so it’s just like a social media campaign for free.
  3. The lottery rewards come from the marketing costs gaming publishers paid. (If in the first round of lottery no one wins, the rewards will accumulate for the next round.)

Launched one month ago, this interesting app has hit the top 5 in free app rankings and No.1 in the entertainment app rankings in Korea. For the team behind it, they take 50% of the marketing fee from gaming companies as the lottery rewards and take the other half as revenues. They claimed that after the balance of payments, the team of 10 would put 60% of the revenues into charity.

Developed by TrafficGem Corp, this app is the first product by this Korean company. Founder Manchul Ko, an advertising and PR major, once worked in a software company Ensight Media Inc. and started the company in 2013.

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YY Music Reports More than Doubled Revenue in Q1 2013, Will Sell Mobile Virtual Items In Second Half https://technode.com/2013/05/03/yy-music-reports-more-than-doubled-revenue-in-q1-2013/ https://technode.com/2013/05/03/yy-music-reports-more-than-doubled-revenue-in-q1-2013/#comments Fri, 03 May 2013 05:18:15 +0000 http://technode-live.newspackstaging.com/?p=10387 YY Music saw a 245.9% growth in revenue — RMB116.8 million (US$18.8 million) —  that accounts for 37% of YY’s total revenues, according to its newly released financials. About 40% would go to third parties, performers and sub-channel runners, on YY Music platform. The increase reflects a 115.2% increase in the number of paying users to 495,000 […]]]>

YY Music saw a 245.9% growth in revenue — RMB116.8 million (US$18.8 million) —  that accounts for 37% of YY’s total revenues, according to its newly released financials. About 40% would go to third parties, performers and sub-channel runners, on YY Music platform.

The increase reflects a 115.2% increase in the number of paying users to 495,000 and a 60.5% year-over-year increase in ARPU to RMB236 (US$38). The ARPU in Q4 2012 was even higher — RMB312. That is as high as that of MMORPGs provided by Chinese gaming companies such as Changyou and Perfect World, and much higher than that of casual games. In China’s gaming industry, item-based MMORPGs have even higher ARPU than time-based ones. Since YY Music makes most revenues from virtual gift sales, it works like an item-based game. If it doesn’t sound like a game to you, you’d also have to admit it is a business as profitable as games.

As we discussed before, the online music show business has become a big market and is hosting a handful of players. 9158  is preparing for an IPO in U.S., 6.cn is catching up in terms of income, and Guagua claimed that it made RMB589 million with 97 million registered users in 2012.

In Q1 2013, YY also shows big year-over-year revenue growth in all other businesses, 92.3% in online games, 150.8% in membership program and 55.7% in advertising. All of them result in a 130.5% year-over-year increase in total revenue, RMB315.0 million (US$50.7 million), 90% of which are from paid offerings including YY Music, gaming and membership subscriptions. Gaming is still the biggest revenue source that contributed over 40% of the total revenues. Total paying users grew by 35.3% year-over-year to over 1 million.

YY will submit a new version to the App Store on May 17th that would “enhance interaction and improve ease-of-use with audio and video” so that mobile phones wouldn’t be only for consuming content but also for producing content”, David Xuyling Li said on the earnings call, “mobile payments and mobile gift sales will be available in the third or fourth quarter.”

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Netease William Ding’s Dream of Building the Biggest Mobile Social Music Platform https://technode.com/2013/04/24/netease-william-ding-dreams-of-building-the-biggest-mobile-social-music-platform/ https://technode.com/2013/04/24/netease-william-ding-dreams-of-building-the-biggest-mobile-social-music-platform/#comments Wed, 24 Apr 2013 09:21:17 +0000 http://technode-live.newspackstaging.com/?p=10304 It’s not unusual for a Chinese Internet company as big as Netease to launch a music product — big names including Tencent, Baidu, Sina and Alibaba have had digital music businesses. What makes it slightly different with Netease is William Ding, founder and CEO, once said that he’d found a music label shortly after his […]]]>

It’s not unusual for a Chinese Internet company as big as Netease to launch a music product — big names including Tencent, Baidu, Sina and Alibaba have had digital music businesses. What makes it slightly different with Netease is William Ding, founder and CEO, once said that he’d found a music label shortly after his company got listed on the NASDAQ in 2000. He tagged himself as a music fan that fancy most genres but rock music.

Spotify isn’t good enough.

it’s not that Mr. Ding is unaware of so many music services out there on domestic and international markets. “There are products by Baidu, Tencent and others, but those are not what I want. Why don’t you create music software with social features enabling music sharing with more people? People said that Spotify was capable of it. But I don’t think it’s very easy to use after having played with it for a while”, he said.

Netease Cloud Music, officially launched yesterday, focuses on playlist sharing. To interact with others, users can import contacts from mobile address book, social networks, or add new friends with its location-aware features. A few musicians and influencers are invited to the platform to share their playlists — It is said more will be on board. It also includes features like Shazam-style music identification.

A beta version was released on App Store in late January. An Android version was added later. More versions for tablets and the Web will be rolled out.

The service hasn’t featured any ads or offer any paid services. The company said the first thing is to obtain users. That’s true. It is reported that it only gained 45 thousand registered users in the first month after launch — Chinese users have too many choices and so far don’t see how extraordinary Netease’s is from others.

Mr. Ding cannot be satisfied with building a Spotify clone. He expects to have playlists of DJs’ or even audio books onto it. He also wants it to be a platform to help independent musicians to publish music instead of depending on music labels — more than a few people had dreamed of and tried to build.

To become the biggest mobile music community and open platform.

William Ding hasn’t built a music company. Now his company, with a news portal, gaming business and a plenty of Internet services, booked US$ 1.3 billion in revenue in 2012. The majority of the total revenues, 89%, was generated by online games either developed in-house or licensed from Blizzard. Ding showed at the launch event of the music service — he hasn’t showed up at such an event for a long time.

He didn’t enter the market when most existing digital music services tried hard to figure out business models, and paid royalties and at the same time got sued for copyright infringement from time to time. Mr. Ding said he didn’t come to the idea of building a product for exploring and sharing music until two to three years ago — after Steve Jobs redefined smartphone and 3G became available.

Finally the idea of building such a service was raised in early last year and the company started developing from last July. To build the service, Ding convinced former employee, Whang Lei who was at iQiyi’s music service then, to come back to take charge of it.

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[Exclusive] Changba Founder: Gamification Will Increase User Engagement and Monetization Opportunities https://technode.com/2013/04/16/exclusive-changba-founder-gamification-will-increase-engagement-and-monetization-opportunities/ https://technode.com/2013/04/16/exclusive-changba-founder-gamification-will-increase-engagement-and-monetization-opportunities/#comments Tue, 16 Apr 2013 15:57:23 +0000 http://technode-live.newspackstaging.com/?p=10223 Changba launched virtual currency earlier that users now can buy virtual flowers to reward singers. Chen Hua, founder and CEO of Changba, said it, besides being a step toward monetization, was meant to meet users’ demand, when I sat down with him at our ChinaBang 2013. Previously, every user on Changba was allowed to send […]]]>

Changba launched virtual currency earlier that users now can buy virtual flowers to reward singers. Chen Hua, founder and CEO of Changba, said it, besides being a step toward monetization, was meant to meet users’ demand, when I sat down with him at our ChinaBang 2013.

Previously, every user on Changba was allowed to send a limited number of virtual flowers to singers for free. But that’s far from enough to some. Audiences would like to spend money to show their support to performers, according to Mr. Chen, and some singers wanted to buy their way to higher positions on the popularity-based charts — audiences who care so much about  singers they like also would like to spend money there. Mr. Chen doesn’t think paid chart rankings can materially affect the whole picture of ranking, which means he doesn’t worry that other users would be angry at it.

When it comes to ARPU, however, he doesn’t think Changba, as a mobile KTV app, can make that much money from a user as real-time video show services who make money from virtual item sales, such as 9158. His reasoning is male users, who make up 9158’s major audiences, would like to pay more, while a majority of users on Changba are female.

Producing local stars has been a goal Mr. Chen’s. With local stars, singers will have separate markets, interacting with fans offline or organizing local concerts. What’s more, there will be more chart slots for sale. Considering localization, the local charts may not only be based on popularity but take other factors into consideration, Chen says.

Besides virtual items and charts, Changba will add more gamification features to increase user engagement. Social is another factor Mr. Chen concerns about in order to keep users active on the platform. He reckons social features could help singers and fans, or other users, build social connections online and offline.

Mr.Chen agrees that 2013 will be an important year for China’s digital music industry that most legitimate online music services had launched subscription-based paid services, and a variety of music shows or products will come out in the second half of this year. Changba has reached partnership with a handful of TV stations to make music programs. It also has plans to organize offline activities. Changba now has no problem with digital music rights that they’d pay or exchange recourses for music and lyrics rights.

As a serial entrepreneur, Chen founded Kuxun, an online travel search service, which was rumored to be acquired by Ctrip. Mr. Chen said he might lose USD100 mn on Kuxun. The site was sold to TripAdvisors by its investors in 2009 and Chen was ousted then.

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Changba, A Mobile Karaoke App, Starts Monetization with Virtual Sales https://technode.com/2013/03/25/changba-a-mobile-karaoke-app-starts-monetization-with-virtual-sales/ https://technode.com/2013/03/25/changba-a-mobile-karaoke-app-starts-monetization-with-virtual-sales/#comments Mon, 25 Mar 2013 09:54:38 +0000 http://technode-live.newspackstaging.com/?p=10081 As expected, Changba, a mobile karaoke app and startup star of 2012, starts monetization by selling virtual flowers. Now users have to pay if they want to gift singers they like more than three virtual flowers a day. Apart from the ubiquitous Alipay, which is convenient for both PC or mobile payments, users can also pay […]]]>

As expected, Changba, a mobile karaoke app and startup star of 2012, starts monetization by selling virtual flowers. Now users have to pay if they want to gift singers they like more than three virtual flowers a day.

Apart from the ubiquitous Alipay, which is convenient for both PC or mobile payments, users can also pay by recharging their phones or with China Mobile prepaid calling cards. Users also can earn some virtual currency, called Gold Coin, by participating in activities there.

Before this Changba was receiving minor advertising revenues from display ads and sponsored singing contests, and it launched an unlimited data plan, partnering with China Unicom, that charges for 15 yuan monthly fee.

As I argued that Changba is just a mobile version of YY Music and Changba founder once said they could make as much money as YY did from the online music show business, it will be no wonder if Changba launches more virtual items for sale like YY Music does. The founder also said they’d take advantage of the charts and the like in terms of monetization.

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Veteran Musician: No Pirated Digital Music in China Any More in Three Months https://technode.com/2013/03/20/veteran-musician-no-pirated-digital-music-in-china-any-more-in-three-months/ https://technode.com/2013/03/20/veteran-musician-no-pirated-digital-music-in-china-any-more-in-three-months/#comments Wed, 20 Mar 2013 14:31:41 +0000 http://technode-live.newspackstaging.com/?p=10048 Gao Xiaosong, one of the most well-known musicians in China, said at a music event today that the Chinese music industry would see the end of online music piracy online as soon as July(report in Chinese). “After the revision of IPR regulation in last year and with musicians’ efforts, we’ll see enormous changes after July 1st. […]]]>

Gao Xiaosong, one of the most well-known musicians in China, said at a music event today that the Chinese music industry would see the end of online music piracy online as soon as July(report in Chinese). “After the revision of IPR regulation in last year and with musicians’ efforts, we’ll see enormous changes after July 1st. It will be even more disruptive than the impact of  legitimizing video content on online video sector.”

He added that “record labels, online platforms and authorities are finalizing the deal.” It echos the news circulating last year that the music industry, including the music company Mr. Gao and his friends run, reached an agreement with major digital music services that the latter would start charging users from this year. Actually, a handful online music providers, including Xiami, Douban FM, and Baidu Music, rolled out subscription-based premium services in the past January.  Very recently Duomi joined them.

According to Mr. Gao, major labels has agreed to make compromises on pricing in order to encourage online music platforms to offer legitimate content and launch paid services.

2013 is dearly expected to be the year that could save the traditional music industry. The ideal picture is every user can access legitimate online music for free, and music services and music companies can share revenues from premium offerings such as higher-quality music downloads or ad-free streaming. Everyone must hope so.

image credit: cnii.com.cn

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A Hard Course of Monetizing A Digi-Music Service: Kuwo Case https://technode.com/2013/03/13/a-hard-course-of-monetizing-a-digi-music-service-in-china/ https://technode.com/2013/03/13/a-hard-course-of-monetizing-a-digi-music-service-in-china/#respond Wed, 13 Mar 2013 00:58:46 +0000 http://technode-live.newspackstaging.com/?p=9958 Kuwo, a Chinese digital music service founded in 2005, has endeavored to pull in cash since its birth, but it seems to be still in vain. Kuwo’s CEO Lei Ming recalled the course of monetization in an interview recently. The company started receiving revenues through ads, premium service and online games since 2008 and broke even […]]]>

Kuwo, a Chinese digital music service founded in 2005, has endeavored to pull in cash since its birth, but it seems to be still in vain. Kuwo’s CEO Lei Ming recalled the course of monetization in an interview recently. The company started receiving revenues through ads, premium service and online games since 2008 and broke even in 2010, but couldn’t make a decent profit to this day.

Kuwo was established the time when a new wave of Internet companies, such as the interest-based social network Douban, classified site Ganji and the like,  sprouted up. Just like others, Kuwo initially considered user pool as of first priority, putting the commercialization issue aside. But after the financial crisis in 2008, Kuwo realized the importance of monetization and began to make attempts to cash in money.

Kuwo claimed to break even through ads and games, the two main income sources. Other attempts like charging value-added service, however, failed. Only 1o, 000 paid users make huge contrast with Kuwo’s 1oo million monthly active users. But Tencent’s subscription-based paid music service turns out to be working. Mr. Lei thought QQ Music’s key to success lay in the combo of SNS while a standalone music service is not likely to survive the environment where people are spoiled by free downloads and lack the awareness of copyright.

The CEO admitted it’s a regret that digital music services like Kuwo missed the opportunity to grow to be a big industry, like video industry or gaming industry. Kuwo once launched a YY-like music service which users could buy virtual gifts for the performing singers, and paved way for the potential business opportunity of celebrity management which entails setting up an agent company, signing contracts with online popular singers and organizing offline events.

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Gaming M&A hit $4B in 2012 https://technode.com/2013/02/06/gaming-ma-hit-4b-in-2012/ https://technode.com/2013/02/06/gaming-ma-hit-4b-in-2012/#respond Wed, 06 Feb 2013 07:33:03 +0000 http://technode-live.newspackstaging.com/?p=9744 Digi-Capital investment bank released a research report about global gaming industry recently. The report noted that last year global gaming market recorded an all-time high M&A volume at up to US$ 4 billion, up 18% from 2011’s US$ 3.4 billion. However, transactional volume dropped 27 percent with fewer blockbuster deals being made over the course […]]]>

Digi-Capital investment bank released a research report about global gaming industry recently. The report noted that last year global gaming market recorded an all-time high M&A volume at up to US$ 4 billion, up 18% from 2011’s US$ 3.4 billion. However, transactional volume dropped 27 percent with fewer blockbuster deals being made over the course of last year.

The report also showed that Asian market has become the main source of the acquirers in the gaming market. In 2012, seven out of the ten largest transactions were initiated by the buys from China, Japan or Korea. Besides, the report predicted that Asia and Europe will account for 89% of the online games and mobile games income by 2015, and China’s share will be the largest, accounting for 32%.

According to the report, multiplayer online games made up the largest portion of gaming M&A activity value at 38%, followed by mobile at 27%, social and casual games at 18%. In comparison, transaction volume was led by mobile at 28%, followed by multiplayer online games at 20%. Gaming investments, however, had a difficult year, tumbling 57% to $853 million from the $2 billion in 2011. Multiplayer online games accounted for 18% of last year’s gaming investments while and the share of social networking, console and advertisement are relatively low. The $1 billion decrease in social game investments is mainly because many venture capital firms sense the social gaming bubble burst and turned away from the sector.

As was expected online games and mobile games will be maintaining strong growth and returns in the future.

 Image credit: Bing 

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China Online Game Market Cross 51B, Web Game Splashing on Marketing https://technode.com/2013/01/28/china-online-game-market-cross-51b-web-game-splashing-on-marketing/ https://technode.com/2013/01/28/china-online-game-market-cross-51b-web-game-splashing-on-marketing/#respond Mon, 28 Jan 2013 11:14:10 +0000 http://technode-live.newspackstaging.com/?p=9662 Last year Chinese game market size reached RMB 51.8 billion, according to a recent report by iResearch, a Beijing-based market researcher. With the rate of increase slowing down to less than 20%, the market growth has started to level off. We also spotted some other interesting findings from the report; keep reading to find out […]]]>

Last year Chinese game market size reached RMB 51.8 billion, according to a recent report by iResearch, a Beijing-based market researcher. With the rate of increase slowing down to less than 20%, the market growth has started to level off.

We also spotted some other interesting findings from the report; keep reading to find out more.

The first two charts (pictured below) elucidate online gaming market trend from 2007 to 2016 in general. As shown, overall company revenues are rising slightly quicker than the whole paid game market in China, mainly due to the extra income companies pulled in from cooperation platforms or overseas markets.

In terms of market share, client games are no longer the lonely players as it is since 2007, a more diversified market took its shape over the past decade with new game genres like social games, web games and mobile games flooded into the market. In 2012, web games grabbed 12.6% of China’s game market, which could be seen as a significant point. iResearch predicted that web games will keep this momentum and remain a 15% share in 2013. The current marketing practice and channels hinder web game market from moving further, claimed the report.

Chart1: Chinese Online Gaming Market Scale 2007-2016

Yellow: paid market scale (in 100 million)

Green: company revenue (in 100 million)

Chart2: Market Shares of the Paid Market 2007-2016

Green: client games(%) Red: platform(%) Yellow: web games(%) Blue: social games(%)

The third chart compared ad expenditure of client games and web games over the past few years. Client games threw away RMB 560 million in 2008 in marketing, while web games spent only 30 million for the same purpose in that year. But that’s probably because web game is still in its infancy stage, cause in 2012, web game bleed RMB 370 million in marketing while for client games the figure shrank to RMB 460 million.

iResearch explained that the increasing players of web games might have accounted for the rising costs of marketing in this area.

Chart3: Ad expenditure on Client Games And Web Games 2008-2012

Green: client games(in 100 million) Yellow: web games(in 100 million)

Paid market for mobile games reached RMB 5.21billion last year, in which smartphone games cover 12.5% market share. The growing penetration rate of smart phones in China may have paved the way for the popularity of smartphone games. iResearch believes that the transplant of massively multiplayer online games onto mobile platform has proved its potential, which could lead the whole subsegment to keep growing.

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China Online Music Industry’s 2013 Resolution: Having More Users Pay https://technode.com/2013/01/27/chinese-online-music-sites-launching-new-paid-services/ https://technode.com/2013/01/27/chinese-online-music-sites-launching-new-paid-services/#comments Sun, 27 Jan 2013 08:13:56 +0000 http://technode-live.newspackstaging.com/?p=9645 Leehom Wang, a famous singer across Greater China, is selling a new song on his official website. It’s the first time a Chinese-language singer sells song downloads directly to users online. And he is not only for his own benefit but also plans to build a legitimate and profitable online platform for every singer to […]]]>

Leehom Wang, a famous singer across Greater China, is selling a new song on his official website. It’s the first time a Chinese-language singer sells song downloads directly to users online. And he is not only for his own benefit but also plans to build a legitimate and profitable online platform for every singer to share and sell music.

This song is priced at one dollar for a download – pretty expensive in China. Alipay and PayPal are available so that both mainland China users and those overseas have no problem with payments.

It was rumored that China music industry reached out to major online music services, having them charge users for higher quality music or downloads from 2013. It is unknown what an agreement they reached, but some music sites indeed rolled out premium services shortly after 2013 arrived.

Douban FM, an online music radio service, launched a ten-yuan monthly subscription offering ad-free higher quality music, DoubanFM PRO. Douban FM, launched in late 2009, has been paying royalties for songs streamed based on personalization algorithms.

DoubanFM PRO

Xiami, a full-fledged online music service who failed in charging for downloads, partnered with China Unicom’s WoFM and released a nine-yuan monthly subscription. The only offering, apart from the existing Xiami has provided for free, that is worth mentioning, however, is the data plan provided by China Unicom for unlimited streaming or downloading music through mobile phones. Xiami was among the earliest music services in China that tried to charge for downloads, but it only got 0.5% out of the over 5mn users to pay and hardly made a profit. Xiami is reportedly acquired by Alibaba, the company the founders of Xiami used to work for, to form its digital music division.

Xiami-WoFM Subscription

360Buy, an e-commerce platform, also initiated a digital music service, LeMusic, in late 2012, selling music albums at comparatively low prices.

It’s not that Chinese users never paid for digital music. They were enthusiastic to pay for mobile phone ringtones in 2G times or subscribe to QQ Music for premium services. Chinese telecom operators not only made a fortune from the ringtones, but also shared 50% or so of sales with copyright holders. But the business has been vanishing as 3G times came and ringtones weren’t that popular anymore. QQ Music is one of the very few who have been receiving payments directly from users for such a long time – ever since 2006. It can sustain for such a long time largely because it’s one of Tencent’s full-fledged online services that profitability isn’t a concern at all since its parent company profited a whole lot from other businesses like online games.

But back then musicians or music companies could hardly charge users on other web services or 3G terminals thanks to the ubiquitous piracy through websites or search engines like Baidu MP3. Music services such as A8 and top100.cn who offered legitimate digital music also found it hard to make money directly from users, so they turned to advertising, music events or other means. But they could hardly see profits.

It looks the times have never been so right for digital music industry that music production industry is receiving royalty payments from music service operators and will receive more from users. Hopefully those standalone music services are motivated to create features attractive enough for users to subscribe to. Of course, there still are services, such as Baidu Music, claims they’d continue offering services for free(Update: Baidu Music also launched a subscription-based paid service for 5 yuan a month on Jan. 31). And there must be new services offer existing paid services for free in order to gain market shares, as it always happens in China.

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Xiami Story: An Ideal Online Music Model Doesn’t Work for Now https://technode.com/2013/01/13/xiami-story-an-ideal-online-music-model/ https://technode.com/2013/01/13/xiami-story-an-ideal-online-music-model/#comments Sun, 13 Jan 2013 08:01:55 +0000 http://technode-live.newspackstaging.com/?p=9529 The latest rumor that Xiami was acquired by Alibaba group was confirmed with media’s finding the domain administrator’s email address was changed to alibaba’s. According to a source close to Alibaba and the case, the acquisition was initiated half a year ago. Interesting enough, the four core members of Xiami quit Alibaba as engineers in 2006, just before the company’s […]]]>

The latest rumor that Xiami was acquired by Alibaba group was confirmed with media’s finding the domain administrator’s email address was changed to alibaba’s. According to a source close to Alibaba and the case, the acquisition was initiated half a year ago.

Interesting enough, the four core members of Xiami quit Alibaba as engineers in 2006, just before the company’s listing on the HKSE, to launch Xiami in early 2007.

It’s hard to say whether Xiami is a successful music service. It has gained a group of hard-core users with a good service, but few people, either copyright holders or users, buy into the business model with which it was intended to revolutionize China’s music industry.

Before Alibaba years, Wang Hao, CEO of Xiami, had his own band back in college and started helping promote underground bands in Hangzhou where both Alibaba and Xiami are based. He knew well how hard musicians’ life became in times when Baidu MP3, the notorious pirated music download source, prevailed.

Back then, besides pirated music providers, digi-music market was crowded with legitimate music services, such as top100.cn and 9sky and A8, who tried charging users with iTunes-style stores or premium subscriptions. Few users would pay then and they blamed Baidu Mp3. Eventually they turned to advertising which could hardly cover costs on royalty.

Wang Hao and his team wanted to come up with a good music product — they didn’t think any of the existing was decent at all, and a solution to help the record music industry that would be defined by Xiami as a combination of ” P2P software + distribution platform + interactive community”.

An Innovative but Controversial Business Model

Xiami team came up with an ideal mechanism based on peer-to-peer file sharing: any Xiami user is allowed to upload MP3 files, no matter where they are from, for other users to stream or download. But downloads are not for free.

A user has to pay 0.8 yuan for one download. By the rule, 0.4 is supposed to go to copyright holder(s), 0.2 to the user who uploads it, and 0.2 to Xiami. Users are encouraged to promote songs with rebates; for instance, a user earns 0.1 when anyone downloads a song from a list he/she built. Transactions are conducted with Xiami’s virtual currency.

Xiami expected this model would make everyone happy: copyright holders would get a dividend from every download of their music property and users are motivated to help distribute music and, hopefully, stop seeding other free music sites.

But it soon became controversial as users who upload songs don’t need to be copyright holder(s). Some independent musicians were enraged, even though the founders’ original intention was to help them. In October 2010, Li Zhi, an independent singer, sued Xiami. Xiami finally took down all songs of his.

Local mid-and-small sized labels who accepted the model, more or less, asked Xiami to pay a basic royalty fee plus extra revenue shares when downloads were beyond agreed amounts. As to big international labels, Xiami cannot afford the prices some asked. Since it’s unpredictable what to be uploaded, there will always be potential risks of copyright infringements.

Still An Unworkable Model

Wang Hao believes that users would like to pay for high quality experience. But, embarrassingly, Xiami’s revenue from downloads in 2010 was only 400 thousand yuan, with merely 0.5 percent of registered users that ever downloaded songs.

Xiami eventually realized it was used it as a music streaming service, which is for free, so much more often than a download supplier. It shifted its monetization strategy, turning to display adverts and beginning selling concert tickets.

A Deep-pocketed Backer is Needed.

QQ Music, Tencent’s digital music service, rolled out premium subscription service, 10 yuan per month for downloading a certain number of songs and other premium services, in 2006. For so many years, Tencent never reported meaningful revenues from QQ Music. For internet giants like Tencent, music is a must-have to have users stick with, paying royalties with money earned somewhere else.

The much-hated Baidu also launched a legitimate music service, Baidu Music, last year for users to stream and download music for free. That also implies a huge amount of royalty payments.

It is expected that eventually the surviving music services will be those with deep-pocketed parents who are able to cover content costs for them.

For Xiami, being acquired by Alibaba may be a good thing that they don’t need to worry about content cost any longer. Xiami’s seed funding, 5 million RMB, was from Shenzhen Capital Group in June 2008. It is reported that Shanda has also invested in it.

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Rumor: Alibaba Acquires Online Music Service Xiami.com? https://technode.com/2013/01/10/rumor-alibaba-acquires-online-music-service-xiami-com/ https://technode.com/2013/01/10/rumor-alibaba-acquires-online-music-service-xiami-com/#comments Thu, 10 Jan 2013 11:39:15 +0000 http://technode-live.newspackstaging.com/?p=9519 Rumor broke by local portal Tencent claiming that Alibaba the ecommerce behemoth has stealthy acquired Chinese online music service Xiami.com. Xiami which also based in Hangzhou was founded in 2006 by former Alibabaers. It started as a service to exchange music through its P2P network and make money off uploading music for downloads. Illegitimate as […]]]>

Rumor broke by local portal Tencent claiming that Alibaba the ecommerce behemoth has stealthy acquired Chinese online music service Xiami.com.

Xiami which also based in Hangzhou was founded in 2006 by former Alibabaers. It started as a service to exchange music through its P2P network and make money off uploading music for downloads. Illegitimate as it sounded like, the service also tried to whitewash its offering in moves like sharing revenue with record companies as royalty rates. For instance, it costs RMB 80 cents to download a piece from Xiami, people who uploaded the piece gets 20 cents, label gets 40 while Xiami per se gets the remaining 20. According to Wang Hao, co-founder and CEO of the company, Xiami generated about RMB 400k in sales from downloading in 2010 and the number was expected to be doubled in 2011 to million RMB.

Xiami claimed more than 5 million registered accounts or 10 million (lots of users use the service without signing on board) users.

We broke last year that Chinese music services were advised or regulated to charge music downloads in an alliance in an aim to protect copyrights. China’s state-owned English news service China Daily also reported last year that “according to an insider of the online music industry, record companies and the major online music platforms have been discussing the feasibility of a paid service for about six months”. There might be chance that Xiami would have to sell itself out to someone with enough cash reserve and resources like Alibaba as going towards copyrighted contents is the irreversible trend for Chinese online music industry and royalty expenditure could be a big burden if it keeps fighting alone.

xiami.com homepage

Alibaba’s quaint yet sense-making investment mindset

On the flipside, what is going on with Alibaba? After investing into a bunch of remotely or even no-at-all related online services like Momo, DDMap and the rumored Sina Weibo, the Xiami case added a new layer of mystery to the company’s quaint investment philosophy to many. But if we peel away the onion skins and looked deeper enough, we’ll see the intrinsic logic behind.

DDMap which has already established itself on mobile front as a coupon finder could be served as an outlet to underpin Alibaba’s any online-to-offline initiatives, Taobao has already launched some services combined with local merchants and the company would be putting more efforts into that area in the foreseeable future. DDMap with its claimed 11 million users (as of last November) could be easily leveraged. By and large it’s better than launching a dedicated app and growing a user pool from scratch for every o2o services Alibaba would be working on, so why not.

Xiami case also makes sense as first of all Xiami needs money to support royalty expenditure – the startup raised two rounds in 2008 and 2010 respectively and probably was facing money-shortage problem – and second of all music download could make up a big part of Alibaba’s digital distribution services. Especially when some of Alibaba’s rivals like Jingdong Mall and Amazon china all stepped toes into the field. Chinese government’s determination and support in legitimating online music certainly bodes well for digital content businesses. Alibaba could neither allow nor afford to lose ground in the area.

The long-rumored and back-and-forth Sina Weibo case showed Weibo’s value in routing social ecommerce traffic. A HitWise report showed that Weibo contributed at least 2.5% traffic to Taobao/Tmall, even higher what Meilishuo and Moguji generated for the two Ts.

Momo seems like the an irrational case made after hangover at the first sight, but don’t throw dust in your eyes by forgetting Alibaba’s all-failed attempts in building a SNS product. Its own Taojianghu struggled against other major Chinese social networking services and then finally – for god sake – was shut down. Alibaba then private-tested and killed several social products. But it never forgo courting decent SNS products. Momo’s 20 million user base is just one tenth of that of Weixin’s (or Wechat outside of China), but it might be the only mobile SNS product out there in the market has the potential to “compete” with Weixin from some aspects. And as Tencent has been keeping upscaling its joke-like ecommerce arm, Alibaba couldn’t just sit tight without fighting back into Tencent’s strong suit of social.

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China Game Market Hit $9.67B in 2012, Up 35% YOY https://technode.com/2013/01/08/china-game-market-hit-9-67b-in-2012-up-35-yoy/ https://technode.com/2013/01/08/china-game-market-hit-9-67b-in-2012-up-35-yoy/#respond Tue, 08 Jan 2013 08:24:00 +0000 http://technode-live.newspackstaging.com/?p=9492 A Chinese game industry report shows that last year the trade churned out US$ 9.67 billion (RMB 60.28 billion) in sales, up 35% from a year earlier. According to the report, Chinese game market consisted of three major genres of games, including online games, mobile games and console games that accounted for 94.5% (RMB 56.96 […]]]>

A Chinese game industry report shows that last year the trade churned out US$ 9.67 billion (RMB 60.28 billion) in sales, up 35% from a year earlier.

According to the report, Chinese game market consisted of three major genres of games, including online games, mobile games and console games that accounted for 94.5% (RMB 56.96 billion), 5.4% (3.24 billion) and 0.1% (75 million) of the market respectively.

chart 1: China 2012 Game Market Break-down

Online gaming, which took up the vast majority (94.5%) of the market then can be subcategorized into client games, web game and social games, each contributed RMB 45.12 billion, 8.11 billion and 3.73 billion to the subsegment.

In terms of growth, client games grew at a slower pace at 23% in sales yoy while web games at a steady 46.4%. Mobile games and social games, aided by the mobile and social product proliferation, picked up pace growing at 90.6% and 101.6% respectively. Given the fact that some traditional game company with client game as strong suits – Perfect World, for instance – showed both their interests and determination to ride on the trend of web game, we believe that client game market will grow at even slower pace and experience more challenges in the coming years as web games edge up and eat some of the former’s cake.

That’s probably why even client game is still a cash cow – pulled in RMB 45.12 billion last year compared to web game’s 8.11 billion – for the time being, companies like Perfect World, Kingsoft, Shanda, Juren and many more are getting prepared for the future shift with extensive web game strategy announced over the past year. A VP from Kingsoft claimed that “web game is the new blue sea, blue like hell, the profitability is no less than client games”. CEO of LionKing echoed the claim by referring the segment to the supposed last dividend in Chinese PC internet market.

The report also shows that Chinese game companies got out 440 titles last year while southern Guangdong province contributed to 150 of that. There’re a bunch of web game businesses headquartered in Guangdong.

a game titled Divine Comedy, developed by 7Road, the web game subsidiary of Changyou via stake acquisition

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Changba: a startup star of 2012 https://technode.com/2012/12/26/changba-a-startup-star-of-2012/ https://technode.com/2012/12/26/changba-a-startup-star-of-2012/#comments Tue, 25 Dec 2012 16:02:43 +0000 http://technode-live.newspackstaging.com/?p=9396 Changba, a mobile Karaoke app, turns out to be one of the startup stars in China this year. Officially launched in May, it has attracted about 10 million users and much media attention. To make a long story short, Changba is a mobile version of YY Music that offers a virtual stage for “singers” and “audiences”. But YY […]]]>

Changba, a mobile Karaoke app, turns out to be one of the startup stars in China this year. Officially launched in May, it has attracted about 10 million users and much media attention. To make a long story short, Changba is a mobile version of YY Music that offers a virtual stage for “singers” and “audiences”. But YY Music was late on mobile and simply released a Changba clone, Weichang, later.

YY Music makes revenues from virtual item sales – audiences buy virtual gifts for singers. Released in March 2011 – one year before Changba, YY Music made about 53 million yuan in revenue in 2011 and twice of that in the first half of 2012. Changba also offers virtual goods, flowers — so far for free but expected to be a revenue source. Besides, it enables online singing contests — any user can be an organizer.

Chen Hua, founder of Changba, once told media that his business could be as big as YY Music’s. He made an argument that competitions within the ecosystem and music charts could bring over monetization opportunities. At the moment Changba is receiving minor advertising revenues from sponsored singing contests. Its website also features a digital music campaign by China Unicom.

The majority of Changba users are female, aged around 20. They are high school or college students, or workers in cities big or small. Chen Hua reckons that three groups of users would use Chingba: 1) who take singing as entertainment – they account for more than half of Changba user base, 2) who want to become famous singers – the most active users – or who want some fans to feel good, and 3) who like watching shows or take it as an online social occasion.

The last group, audience, is what Chen wants to expand and where revenues will come from; the second group is the key for Changba to keep attracting audiences. To make that happen, Chen is aimed to 1) making the mobile karaoke experience good enough so that good vocalists would like to share, 2) developing features to let singers feel like celebrities and 3) have singers feel that Changba stage is a place for some to become famous.

Being famous isn’t necessarily a national thing. Changba prefers to see local stars scattered in every county or town that they’d hold local concerts or do local advertising. Hence, Changba has been developing location-based features, searching people nearby, group messaging, local charts and the like.

Changba, however, know they need a real super star to have the brand well-recognized by the masses, just like what those TV stations did in the past years – producing singing programs, picking super stars from contests and making money from them. Selected clips from Changba have been sent to TV stations or labels to see who’d be perceived by the masses as super stars, by chance.

Chen made it clear that they’d not do after-services, producing songs, shooting music videos or doing marketing, after stars come out, like what those labels do for singers. He thinks it’s too hard a business. The only thing they want to leverage the successful ones is to have them tell everyone they are from Changba.

Chen Hua is a serial entrepreneur that founded two startups before Changba. Kuxun, the first one and an online travel site, was sold by investors and Chen was ousted. The second one was a shopping site founded after Chen left Alibaba as a search engineer.

(My friend Lois Wang interviewed Chen Hua lately and some information in this post is from her. Here is a great article (in Chinese) she wrote on Changba as you may be interested in.)

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Is Gaming to be Weixin’s Salvation? https://technode.com/2012/12/12/is-gaming-to-be-weixins-salvation/ https://technode.com/2012/12/12/is-gaming-to-be-weixins-salvation/#respond Wed, 12 Dec 2012 02:29:30 +0000 http://technode-live.newspackstaging.com/?p=9200 Weixin has more than 200 million users, but no profit to show for it. Many people propose a similar solution to this dilemma: gaming. And they always refer to Kakao Talk and Line, the Korean and the Japanese Weixin respectively. Before they turned to gaming, both services faced the same dilemma as Weixin: millions of […]]]>

Weixin has more than 200 million users, but no profit to show for it.

Many people propose a similar solution to this dilemma: gaming. And they always refer to Kakao Talk and Line, the Korean and the Japanese Weixin respectively. Before they turned to gaming, both services faced the same dilemma as Weixin: millions of users, but mounting loses. Last year, Kakao Talk’s loss climbed from 4 billion won a year before to 15.2 billion won.

To counter this trend, Kakao Talk turned to gaming. The company signed up game designers to launch games specifically produced for the Kakao ecosystem, and started to recommend these games to its 30 million plus users. Kakao Talk also launch its own line of virtue currencies called “Chocos” to be used for all transactions, which Kakao Talk would then take a cut.

Kakao Talk’s foray was an instant hit. Within a month, 7 out of 10 most popular Google Play games was from the Kakao ecosystem, with the game Anipang occupying the top spot. By November, Kakao games have been downloaded more than 82 million times, of which 16 million went to Anipang, helping the game to a health revenue of nearly 200 million won a day.

Kakao Talk has prospered from the experiment. Its revenue has risen from 5 billion won in August to 14 billion won in September. In October, the number also tripled again, finish at 40 billion won at the end of the month.

Line has also experimented with gaming. In July, Line launched the game Line Birzlle, gaining a stunning 2 million players with a mere 24 hours. In less than 100 days, the game accumulated 10 million users. Line has also launched a virtual currency named “Line coins”.

Tencent, the giant backing Weixin, has already invested 400 million Yuan into Kakao Talk for a 13.84% stake, so obviously Tencent is smitten with Kakao Talk’s line of business, and implementing gaming into Weixin is only natural. But one must ask, how successful would Weixin be at this?

Let’s say Weixin succeed beyond imagination. But even Apple’s app store, the holy grail of all gaming platform wannabes, only accounts for 1% of Apple’s overall revenue. Granted, part of the reason for that is the fact Apple’s yearly revenue exceeds $100 billion, but the app store can’t even hold its own against the Itunes Store. No matter how you spin it, the bottom line is simple: app store is barely profitable enterprise aimed to sell more phones and pads, where Apple makes its money.

Similarly, Facebook, which profits immensely from gaming, only derives 17% of its revenue from it. That 17% amounts to nearly $600 million, and brings one third of Facebook’s profit, but that doesn’t change the fact that Facebook’s main line of business is advertising, both on the web and on the mobile front. In fact, gaming’s importance is already fading for Facebook and the business no longers grows and the future is increasing turning to mobile.

And these are the best of all possibilities. Having users doesn’t necessarily translate into being able to build gaming platforms, as Sina Weibo can attest. Similarly, having users doesn’t mean you can retain them, the fall of Kaixin is a perfect example of that.

That’s why even Kakao Talk is deciding to spread its bets. Kakao Talk professes to have the very limited ambition of being a alternative to Google Play and the app store for small developers. In addition to gaming, Kakao Talk is also trying other lines of business to see what sticks.

For Weixin, game is definitely something worth trying, but it shouldn’t be Weixin’s only bet. However, that’s not to say Tencent won’t find some way to convert users into profits. After all, this is the company that hit the oil with an IM service, succeeding where AOL and Microsoft came up dry.

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4399, the Third Most-searched Query on Baidu in 2012 https://technode.com/2012/12/09/4399-making-the-third-most-searched-query-on-baidu-in-2012/ https://technode.com/2012/12/09/4399-making-the-third-most-searched-query-on-baidu-in-2012/#respond Sun, 09 Dec 2012 13:15:35 +0000 http://technode-live.newspackstaging.com/?p=9154 image:newhua.com You’d not feel surprised that the top two most-searched queries on Baidu are Taobao and Q-zone, but that 4399 is in third position on Baidu’s 2012 top ten search list, may be unexpected. 4399.com, or 4399 Small Games, is one of the most popular small game portals in China, especially among kids. As kids have limited knowledge on […]]]>
image:newhua.com

You’d not feel surprised that the top two most-searched queries on Baidu are Taobao and Q-zone, but that 4399 is in third position on Baidu’s 2012 top ten search list, may be unexpected.

4399.com, or 4399 Small Games, is one of the most popular small game portals in China, especially among kids. As kids have limited knowledge on using the Internet, a typical scenario you’d see a kid access 4399 is: step one, turning on a PC; step two, clicking open the Internet Explorer, which is still widely adopted in China; step three, typing in “4399” into the search box on the landing page — chances are Hao123 or any others with Baidu as the default search service; step four, clicking open the search result with 4399’s logo Baidu returns; the last step, clicking open a game.

Baidu also knows how frequently any key word is searched that it is promoting its own game portal in the search result page returned for 4399.

4399.com, under a company named Xiamen Youjia, was launched in 2004 by Li Xingping, a legendary figure in China’ s internet history. He is best known as the founder of Hao123, the once most-used browser start-up page which was acquired by Baidu in 2004. Cai Wensheng, one of the first angel investors in China internet industry and a serial entrepreneur, jointly built it as company president and helped it become one of the most prominent small game portals.

In the first half of this year, the company’s revenues increased 129.81% to 487mn yuan ($78.5mn), with 186mn yuan ($30mn) in profit, according to China Press and Publishing Journal (article in Chinese). Most money is from web games, or browser games, that ARPU is much higher than traditional flash games. Although a large number of kids use 4399 as their only destination for online games, they don’t contribute much in terms of revenue. It is estimated its full-year revenues will reach 1bn yuan ($161mn).

4399, actually, has a lot in common with Hao123 — both are about lists of links, with the former carrying games while the latter holding website links. One of the reasons that Mr. Cai would like to work with Mr. Li was he was also a believer in this model. Mr. Cai built a Hao123 clone, 265.com which was acquired by Google China in 2007, and tried to buy Hao123, only finding Baidu preempted him. It became a proven model: till this day, almost all the revenues of Qihoo’s happen on its hao.360.cn, a Hao123 copy, from advertising spending on link placements and paying users who visit web games from there. It seems Chinese users still like, or need, this convenience or really don’t care about the design of a start-up page.

Cai believes that Li understands grass-root users and would make a website neat — by the standards back then — and easy to use. He considered moving the company’s headquarters to Beijing, but finally decided to keep it in Xiamen, the capital city of Fujian province, for “in big cities like Shanghai or Beijing, it’s easy to neglect demand from users in second- or third-tier cities” .

The domain names they adopted represents Chinese Characteristics in China’s internet historyMr. Cai is also known as a domain name peddler in the early days that some existing well-known domain name, such as qiyi.com, were bought from him. People back then thought it’s easier to remember numbers as domain names. What’s true is kids remember 4399 well.

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Kuwo Launches YY-style Music Service, for Its Business Model. https://technode.com/2012/12/06/kuwo-launches-yy-style-music-service-for-its-business-model/ https://technode.com/2012/12/06/kuwo-launches-yy-style-music-service-for-its-business-model/#comments Thu, 06 Dec 2012 13:34:54 +0000 http://technode-live.newspackstaging.com/?p=9140 Kuwo, a digital music service, launched a YY Music clone called Kuwo Live Karaoke. Lei Ming, CEO of Kuwo and former chief architecture officer at Baidu, wasn’t hesitated to acknowledge that its a copy, saying “this model is very likely to make disruptive changes. It’s also possible that it will become one of Kuwo’s major revenue sources, […]]]>

Kuwo, a digital music service, launched a YY Music clone called Kuwo Live Karaoke. Lei Ming, CEO of Kuwo and former chief architecture officer at Baidu, wasn’t hesitated to acknowledge that its a copy, saying “this model is very likely to make disruptive changes. It’s also possible that it will become one of Kuwo’s major revenue sources, but it may take a long time”, Mr. Lei said at the launch event, “(we have been) working on interactive music services. That YY went public increases my confidence in the future of music industry. (I) saw the changes in business model. That (growth) will be accelerated.”(source in Chinese)

Kuwo Live Karaoke works exactly the same with YY Music does: audiences can purchase virtual gifts to send to online singers; Kuwo shares revenues with singers. The most expensive virtual gift on Kuwo is priced at 200 yuan ($32), much lower than that, 120 thousand yuan worth of monthly subscription, on YY Music.

Kuwo Live Karaoke (image:hao.kuwo.cn)

YY Inc., an internet service provider that just went public on the NASDAQ two weeks ago, made $28.6mn from YY Music in the first nine months of 2012, with a 657% increase as of the same time in 2011. YY Music has become an ecosystem where, besides audiences and singers, third-party agents also take part in by organizing theme channels and events, and sharing revenues with singers. Apart from selling virtual items for audiences to show support to performers, YY Music also developed a purchasable status rankings for users — like the one used by Tencent to increase both user stickiness and revenues. YY plans to charge entry fees to live music events, according to its SEC filings.

It is widely recognized that the model was created by 9158 in 2006. 6.cn, an online video service, was also an early entrant in this business. It is expected 9158 will make at least three times the total revenue of YY Music’s in 2012 and 6.cn’s revenue will also be higher than YY Music’s, according to media reports.(9158 has some porn-related controversial issues.)

Kuwo’s Lei Ming doesn’t think those strong competition is a concern, saying this model is enjoying a rapid growth and more participants will have more users know about it.

Before the YY-style online live music service, Kuwo made revenues from advertising and offline events. The company claims it broke even. It also joined in a move, together with major players in online music industry such as QQ Music, Baidu Music, Xiami and many others, to start charging for quality music downloads in next year. Kuwo has implemented payment system to enable that and paid subscriptions for HD music video streaming and other premium services. Mr. Lei expects all those new services will bring them a big increase in revenue.

Kuwo claims it has 250mn users and 40mn mobile app users, with an eight-fold increase in the past year ( I suspect those numbers for I don’t see half of Chinese internet users are using Kuwo. QQ Music, one of the most popular, claims it has 200mn users). Before YY Music, Kuwo also copied Changba, a Karaoke app. I’m sure Kuwo cannot be the last one that copy the model, for it’s easy to copy and Chinese users like it. Let’s expect China to become the first and biggest online live music show market.

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Qihoo Added Music Search https://technode.com/2012/11/29/qihoo-added-music-search/ https://technode.com/2012/11/29/qihoo-added-music-search/#comments Thu, 29 Nov 2012 05:04:17 +0000 http://technode-live.newspackstaging.com/?p=8864 Qihoo added digi-music search, music.so.com, to its search portfolio, video, news and Q&A content. A results page shows three sources: Kuwo, Xiami and Yiting. All the content on its homepage, music charts, classifications and recommendations, is from Kuwo. What’s interesting is Kugou, a music service Qihoo CEO Zhou Hongyi invested in, doesn’t appear in the results. It’s not a surprise as digital music […]]]>

Qihoo added digi-music search, music.so.com, to its search portfolio, video, news and Q&A content. A results page shows three sources: KuwoXiami and Yiting. All the content on its homepage, music charts, classifications and recommendations, is from Kuwo. What’s interesting is Kugou, a music service Qihoo CEO Zhou Hongyi invested in, doesn’t appear in the results.

It’s not a surprise as digital music is strong demand and a proven business for a search engine. In the early days of Baidu, its MP3 music search which started offering free music download destinations from 2002, boosted usage and helped build Baidu name. In the next several years, Baidu had been accused of offering pirated digital music by the music industry.

Google China tried offering a legitimate music search service, partnering with top100.cn who managed to convince most music labels in China to offer free music downloads and share advertising revenues. Four years later, Google shut down the service in October 2012, saying its performance wasn’t so good as expected. But Gary Chen, CEO of top100.cn, didn’t agree. With 6 bn downloads, 15 bn PV, 400 mn Yuan worth of ad inventory on top100.cn as of June 2012, Google music search, he addressed, is “the best and most influential local product Google China ever built”. We cannot conclude anything from the Google case as Google had issues that were much more troublesome than the performance of the music search service.

Anyway, times have changed. Even Baidu rolled out legitimate digi-music service, Baidu Music earlier this year. Big names, Tencent, Sina and the like, and independent music services are paying royalties to music labels, though not all of the music they provide with are legitimate.

The three music services Qihoo partners with are among the independent services mentioned above. Kuwo and Xiami reportedly will join in an effort, initiated by the music industry, to charge for digi-music downloads that will possilbly start from the beginning of 2013.

Qihoo can take CPA/CPC-based revenue shares then. Zhou Hongyi, Qihoo CEO, had made it clear that they’d cooperate with well-recognized vertical websites, offering quality content on travel, medical information, user reviews or recommendations, and so on. That’s also its strategy to differentiate its search service from Baidu, who has been accused of, by Qihoo or CCTV, prioritizing paid, inferior search results.

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360buy Launches Digital Music Service https://technode.com/2012/11/20/360buy-launches-digital-music-service/ https://technode.com/2012/11/20/360buy-launches-digital-music-service/#respond Mon, 19 Nov 2012 16:20:21 +0000 http://technode-live.newspackstaging.com/?p=8772 Chinese B2C site 360buy launched digital music service (music.360buy.com) today in a way to expand its digital offerings. The company has already been selling digital books since earlier this year. The new services came along with client softwares (LeMusic) across multiple platforms like PC, Android and iPhone. Most of the music on the website are […]]]>

Chinese B2C site 360buy launched digital music service (music.360buy.com) today in a way to expand its digital offerings. The company has already been selling digital books since earlier this year.

The new services came along with client softwares (LeMusic) across multiple platforms like PC, Android and iPhone.

Most of the music on the website are priced at RMB 1.99 (US$ 0.3) or offered for free downloads. Songs are provided by a bunch of prominent Chinese record company. However, we found that the choices are quite limited.

One interesting feature of the service, is that it’ll store a copy of users’ purchased songs and song list in the cloud which people can always have access to. So even if you lose the local copy after reinstalling operating system or disastrous hard disk crash, you can still access to them on 360buy’s cloud server and redownload them for free.

screenshot of 360buy music site

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China music industry want 70% of digital sales, up from 2% https://technode.com/2012/11/16/china-music-industry-want-70-of-digital-sales-up-from-2/ https://technode.com/2012/11/16/china-music-industry-want-70-of-digital-sales-up-from-2/#respond Fri, 16 Nov 2012 07:46:49 +0000 http://technode-live.newspackstaging.com/?p=8761 China music industry want to take a 70% revenue cut from digital music sales, although the paid download campaign is still in vain. As reported, major online music services, including QQ Music, Baidu Music, Duomi, Kuwo and Kugoo, joined in a move initiated by the music industry, planning to charge for all legitimate digi-music downloads from the end […]]]>

China music industry want to take a 70% revenue cut from digital music sales, although the paid download campaign is still in vain. As reported, major online music services, including QQ Music, Baidu Music, Duomi, Kuwo and Kugoo, joined in a move initiated by the music industry, planning to charge for all legitimate digi-music downloads from the end of this year. Now industry people say it’s even hard to have an agreed starting time. And they know it won’t work out even if only one well-recognized service decide not to do so.

The industry also want a decent revenue sharing ratio. According to Song Ke, founder and former CEO of Taihe Rye Music, music content providers could only take a 2 – 3% revenue share with online music services. The industry as a whole have little bargaining power for 1) established third-party platforms have huge audiences they cannot ignore; 2) to some platforms, music is just for enhancing user stickiness but not a revenue driver; 3) seldom labels has a music inventory big enough to threaten the third-party services– Song Ke thinks it should be over 20%.

It is said big players, such as the Big Four labels, get bigger cuts, but not big enough.The industry’s vain hope is a 70% revenue cut. Song Ke thinks 40% is the bottom line to “sustain the music (industry)” , hoping for a 50/50 split. That’s the ratio China Mobile, the carrier who created the ringtone download business and made big money from it in 2G times, shared with content providers like Taihe Rye.

As 2-3% sounds small enough, what’s even sadder is the denominator isn’t big at all. Still, a very small number of Chinese users pay for digital downloads. With only 0.5% out of its over 5mn users paid for downloads in last year, Xiami, a quality digi-music service, hardly make profits itself. QQ Music, whose rich parent company would never hesitate to buy royalties, offers monthly premium subscriptions for 10 Yuan. But that’s not big money considering how much has been paid on royalties.

According to a survey conducted by Sina, approaching 80% of participants claim they’d still not pay for digital music; 9% would like to pay 20 Yuan for a monthly subscription; 6% would like to pay one Yuan for a download.

Instead of just being angry like what they did for years, industry people began to work on “premium” digital products to differentiate them from the pirated, old-fashioned MP3 files in the hope that consumers would be willing to purchase. Taihe Rye is developing a “template” , with quality music and accompanying design — works similarly with CD packages. The template will be compatible with iOS, Android, set-top boxes and the like.

More often than ever, some Chinese musicians or professionals concluded that, having China market in mind, the Internet cannot be a place for making profits, but can be a great medium for spreading and marketing music. And some are making good profits from concerts and offline events. Sometimes you’d wonder, whether figuring out other business models could be easier than asking Chinese internet users to pay for owning digital files?

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360Buy Is Bored With The Price War, To Launch Its Web Game Platform https://technode.com/2012/09/14/360buy-is-bored-with-the-price-war-to-launch-its-web-game-platform/ https://technode.com/2012/09/14/360buy-is-bored-with-the-price-war-to-launch-its-web-game-platform/#comments Thu, 13 Sep 2012 17:57:54 +0000 http://technode-live.newspackstaging.com/?p=8406 Recently insiders revealed that eCommerce site 360Buy would launch its brand-new web game platform before this October. It would have become the second B2C player stepping into gaming industry. Taobao had just secretly launched a web game platform wan.taobao.com this June. Staff of 360Buy said that the platform would be built on its POP platform (360buy’s open data platform), […]]]>

Recently insiders revealed that eCommerce site 360Buy would launch its brand-new web game platform before this October. It would have become the second B2C player stepping into gaming industry. Taobao had just secretly launched a web game platform wan.taobao.com this June.

Staff of 360Buy said that the platform would be built on its POP platform (360buy’s open data platform), and be operated jointly with some game operators. Users can log on, play web games or trade related virtual products on this platform.

According to the latest data released on 2012 ChinaJoy, by 1H this year, web games had totally created RMB 3.82billion, grown by 46.7% YOY. We once reported that web games could be a blue sea for game companies. Now it seems that this market is also quite attractive for any internet companies which have good traffic. Baidu, Tencent, 360 and RenRen all have their own jointly operating game platforms right now. The Q2 financial reports of the later two players 360 and RenRen showed their game revenues have increased by 167.2% and 122.1% respectively. No wonder even the B2C teams are marching in as well. Rumor has it that 360Buy’s recent biggest rival Suning is also planning on entering social shopping game area.

You may never imagine that an eCommerce company could cross the line to touch the gaming space. 360buy’s idea is to drive its huge traffic into the new game platform, but do note that online shoppers usually have clearer goals so it would be a big question that how to convince them who originally come just for shopping to addict to online games.

Maybe 360buy is bored with the price war it initiated, and web game platform might bring it better and easier cash too.

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Shanda Games To Release More “Light” Games https://technode.com/2012/08/27/shanda-games-to-release-more-light-games/ https://technode.com/2012/08/27/shanda-games-to-release-more-light-games/#respond Mon, 27 Aug 2012 01:04:48 +0000 http://technode-live.newspackstaging.com/?p=8351 We once wrote that game companies in China have found a blue sea of web game. Actually more and more companies have realized that a “lighter” game portfolio could be the new driver to their business. Compared to traditional client games which are experiencing slow-growth in both revenue and market, mini-client games, it seems that […]]]>

We once wrote that game companies in China have found a blue sea of web game. Actually more and more companies have realized that a “lighter” game portfolio could be the new driver to their business. Compared to traditional client games which are experiencing slow-growth in both revenue and market, mini-client games, it seems that browser games or mobile games are about to bring along more prominent results.

Last week, game publisher Shanda Games revealed that it would release more ‘light-weighted” games in the near future. Currently the company has already been operating two successful mini-client games Miracle3 and Wushuang, which are co-operated with other game platforms like 9377 and 37wan. The next plan of Shanda is to launch some in-house developed mini-client products including CaihongDao, and Xingchenbian.

As to its web games, CEO Tan Qunli told that the Championship Manager Online (co developed with Square Enix) and the web version of a Miracle Series called Hanjiang will be officially launched by month’s end and next quarter respectively.

What’s more, this Shanghai-based game company has also been building up its own mobile game platform with a 3rd party app store. Within this gaming center of Shanda, various products could be launched and downloaded easily. The mobile version of its classic MMORPG The World of Legend will be made available on this new platform. Also, through the partnership with Square Enix, Shanda will be entitled to publish the mobile version of Final Fantasy I, II, III.

All these moves in shifting the company’s direction implied that Shanda currently is undergoing a transformation period. Rumor has it recently that Tan Qunzhao CEO of Shanda Games will quit his job very soon, following the departure of Shanda Game’s president and two VPs last year. Tan is the founding member of the Shanda Group. He joined the company in 1999, taking charge of many significant businesses like the Shanda community and the R&D department of the gaming arm.

Industry insiders said that Shanda’s client game business has been remaining stagnant for quite a while, a transformation into “lighter” games and efforts into overseas market could be the new momentum for the company. Though it requires a lot of cash injection. On the other hand, the privatization of the company has cost the group nearly RMB 3 billion thus giving the game branch even greater burden in monetization.

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Jing.fm: Talk To Your Personal DJ https://technode.com/2012/08/22/jing-fm-talk-to-your-personal-dj/ https://technode.com/2012/08/22/jing-fm-talk-to-your-personal-dj/#respond Wed, 22 Aug 2012 15:34:52 +0000 http://technode-live.newspackstaging.com/?p=8332 Are you also a music junkie like me who always make a long collection of playlists on iPod? For instance, “Classic Piano” is for quiet nights, “Crazy Techno” for party and “Jazzbaby” for lazy afternoons? We surely want various music styles at different moments. But how to find the right song at the right time […]]]>

Are you also a music junkie like me who always make a long collection of playlists on iPod? For instance, “Classic Piano” is for quiet nights, “Crazy Techno” for party and “Jazzbaby” for lazy afternoons? We surely want various music styles at different moments. But how to find the right song at the right time without the pain of sorting and organizing? Jing.fm might be your solution, the music start-up lets people find songs by tags describing occasion, music genre and most importantly, how you feel.

Jing.fm is designed in a minimalist way, which looks just like a radio app. Type key words into search box, for example “Female voice + Classical”, Jing.fm will present you with the songs it thinks fitting you. It’s like you are talking to a smart DJ, and he is only playing the music for you.

Jing.fm playing music

Choosing music by tags

Recently we had an interview with the founder Shi Kaiwen, and he shared the story of this product and some insights into Chinese digital market.

Shi himself is a big music fan, he plays the piano, and majored in electronic music producing in college. He can be called a music entrepreneur for his life and work has always involved music. Jing.fm is not his first startup project, five years ago he had founded two other music startups, respectively focusing on social music platform and music recommendation. Throughout all these years, he gradually taught himself coding language and developed an in-depth knowledge of the digital music market.

Jing.fm allows users themselves to describe the music they want and choose the right songs according to certain algorithm. “This kind of service has never been done by any music sites ever. “said the founder. When speaking of another popular music product Douban.fm, he commented that, “It’s very nice though still sort of monotonous in that users’ needs for music styles can be very changeable and spontaneous sometimes. You can not meet their demands by just analyzing the listening history.”

Though still in beta testing, the service was warmly welcomed by lots of music fans. The team now has only 10 staff including coder, editor slash musician, system architect and even psychology researcher. Shi advised entrepreneurs on that,” If you do not really understand the digital music industry, please don’t try it impulsively. The problems of copyrights and bandwidth can be much more troublesome than you ever imagined.”

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This Weekend, Meet TechNode and Internet Startups at WMusic’s MaxStar Music Festival https://technode.com/2012/08/14/this-weekend-meet-technode-and-internet-startups-at-wmusics-maxstar-music-festival/ https://technode.com/2012/08/14/this-weekend-meet-technode-and-internet-startups-at-wmusics-maxstar-music-festival/#comments Tue, 14 Aug 2012 09:01:19 +0000 http://technode-live.newspackstaging.com/?p=8298 We said we wanted a SXSW style event in China. Obviously it’s very hard as we TechNode only knows the technology, little about Music and nothing about Movie. But we did not give up trying, and we are making our first step. We are very happy to announce the partnership between TechNode and WMusic, one […]]]>

We said we wanted a SXSW style event in China. Obviously it’s very hard as we TechNode only knows the technology, little about Music and nothing about Movie. But we did not give up trying, and we are making our first step.

We are very happy to announce the partnership between TechNode and WMusic, one of the fast growing digital music publishers in China. This weekend, 18th-19th August, WMusic’s MaxStar music festival will be held at Ditan Park in Beijing, and for the first time, you will see quite a few Internet companies setting up their booth there introducing their service/apps to thousands of young music fans.

I know we don’t have much time left, but if you have something (maybe a music app, a mobile game etc anything targeted at young generation) to show at the festival, please you can just drop us email on contact At technode.com. We can try to find a place for you and some free tickets for your users. 🙂

It should be fun!

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Popcap China: We Now Have More Revenue from Merchandising Than From Gaming https://technode.com/2012/08/13/popcap-china-we-now-have-more-revenue-from-merchandising-than-from-gaming/ https://technode.com/2012/08/13/popcap-china-we-now-have-more-revenue-from-merchandising-than-from-gaming/#respond Mon, 13 Aug 2012 15:58:16 +0000 http://technode-live.newspackstaging.com/?p=8289 Now it’s the 5th year for Popcap, the creator of the very popular mobile game Plants vs. Zombies (PvZ) since it entered China back in 2008.  ZHOU Yun, the director of business development of Popcap China, recently gave a speech in a developer forum hosted by TechNode at Macworld Asia, sharing this foreign company’s experience in […]]]>

Now it’s the 5th year for Popcap, the creator of the very popular mobile game Plants vs. Zombies (PvZ) since it entered China back in 2008.  ZHOU Yun, the director of business development of Popcap China, recently gave a speech in a developer forum hosted by TechNode at Macworld Asia, sharing this foreign company’s experience in Chinese market.

We all know in China people does not want to pay for download, which happens to Popcap too. At the early time, Popcap set the price for one of its games RMB88 which was already cheaper than the price set in the global market. “Sadly we only managed to sell it to less than 100 users, while later this game has >100millions players.” Yun said.

Yun cited a comment by his boss, James Gwertzman, General Manager of Popcap Asia

In China, anything is possible, because the market is massive, growing very fast, and it is weird too.

Talking about the success of Popcap in China market, Yun thinks Localisation of the product is the key. “We had one rule: what happens here should NOT impact on company’s strategy for rest of world. Our team in China only focus on Chinese market and Asian market because we believe the culture in Asian countries/regions are quite similar.” Yun said. ” For China, we not only translated the interface of PvZ into Chinese but also introduced Chinese elements such as Great Wall into the game. The result is that it only took 3 days, PvZ (Chinese) became the No.1 downloaded games in China.”

Now Popcap China has grown to a team with ~70 staff. The company is targeting at different platform in China. It worked with local social platform such as RenRen to launch its social version of PvZ in 2011; In May 2012, Popcap China partners with Metersbonwe and started merchandising in China, and the licenced products include books, t-shirts, toys etc.

We even have more revenue from merchandising than from gaming.

By end of 2011, 12% company’s revenue is from Asia. “We are expecting that in 3-4 years, 1/3 of our revenue will be from Asia, and  surely China is the most important market here.” Yun told the public.

You may earn little directly from gaming, but as long as you can build up millions of fans in China, merchandising could be a good revenue source too. Another famous mobile game developer, Rovio (Angry Birds) obviously is following the same strategy.

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The No.1 Rule For Music Startups: Not to Tell People You Are Funded https://technode.com/2012/08/07/the-no1-rule-for-music-startups-not-to-tell-people-you-are-funded/ https://technode.com/2012/08/07/the-no1-rule-for-music-startups-not-to-tell-people-you-are-funded/#respond Tue, 07 Aug 2012 14:50:18 +0000 http://technode-live.newspackstaging.com/?p=8251 Starting a startup then getting funded is always a good news to share with the public (You may not want to reveal the exact amount of the funding, though). But for music startups, at least in China, the fundraising status seems a highly classified information. No.1 rule: don’t tell people you are funded, which is […]]]>

Starting a startup then getting funded is always a good news to share with the public (You may not want to reveal the exact amount of the funding, though). But for music startups, at least in China, the fundraising status seems a highly classified information.

No.1 rule: don’t tell people you are funded, which is what I’ve been told by several music startups.

The reason sounds simple. Usually startups when they starts don’t have money to pay for the license fee, so most startups have to play with the pirated music content. The music publishers know that they will get little or even nothing if they sue the startups for copyright infringement. But if they know you have extra money in pocket, they will not let you walk away easily. “The licensing fee is now an important revenue source in digital music industry.” a startup founder, who has years of experience in music industry and recently founded a mobile music service, said so.

People love digital music and look forward to using new music service, but the copyright licensing is killing the startups who want to innovate. In China, I heard that Xiami, a very popular online music site is burning out of money. And another ‘good’ example of this is 9sky which might be the first online music site. 9sky was founded in 1999 and started as a free pirated music download site. The company actually was doing quite well when playing non-licenced content (good revenue from ringtone download etc). Ever since it raised some venture capitals they started paying a significantly huge amount of licencing fee to the publishers, things are changed. A large portion of capital raised went to the publishers. Copyrighted music is good, but it also brings a huge burden to the company.

And maybe this is not just about China. GigaOM recently reported that the music service Wahwah.fm is killed by license costs.

Online digital music service is expecting that users can pay to cover some costs for the licensing, but in China this is no working. Catherine Leung, the ex-general manager of Baidu Music Entertainment dept. is right: For the music entrepreneurs, China is still in a “Wild Wild East” state.

The digital music industry has a bright future, we know that, but how far is it?

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GM of Music Entertainment at Baidu Resigned, and Amazon Might be Her Next Stop https://technode.com/2012/08/02/gm-of-music-entertainment-at-baidu-resigned-and-amazon-might-be-her-next-stop/ https://technode.com/2012/08/02/gm-of-music-entertainment-at-baidu-resigned-and-amazon-might-be-her-next-stop/#respond Wed, 01 Aug 2012 17:14:51 +0000 http://technode-live.newspackstaging.com/?p=8231 Catherine Leung, GM of Music Entertainment at Baidu, will be leaving Baidu soon, reported by 163.com. Catherine used to be the General Manager of Universal Music, China, and joined Baidu to lead its digital entertainment department in 2008.  She has done a great job helping Baidu sort out the long-time licensing dispute between Baidu and […]]]>

Catherine Leung, GM of Music Entertainment at Baidu, will be leaving Baidu soon, reported by 163.com. Catherine used to be the General Manager of Universal Music, China, and joined Baidu to lead its digital entertainment department in 2008.  She has done a great job helping Baidu sort out the long-time licensing dispute between Baidu and the digital music publishers, and she’s also the lead of Baidu’s music service, Baidu Ting which was launched in May 2011.

And according to a friend from digital music industry, we’ve been told that Catherine’s next stop might be Amazon.

It was reported that Amazon recently signed licensing agreements with hundreds of music publishers and distributors, including Sony Music Entertainment, EMI Music, Vivendi SA’s Universal Music Group, and Warner Music Group. Yesterday, Amazon also unveiled its music matching service to rival Apple’s. Obviously, Amazon is really working hard on something in the digital music industry.

We are very curious about Catherine’s role if she joins Amazon. Catherine used to speak at our TNT event sharing her insight and opinion on China’s digital music industry. She once said,

For the music entrepreneurs, China is still in a “Wild Wild East” state.

But given her impressive background on both digital music and internet service, whether Catherine is to lead Amazon’s online music service in China will be an interesting question to answer.

163 also reported that BeiNi ZHANG, the product manager of Douban Music and ex-Baiduer back in 2004 will re-join Baidu as the new lead of Baidu’s music service.

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Web Game, A Blue Sea for Game Companies? https://technode.com/2012/07/30/web-game-a-blue-sea-for-game-companies/ https://technode.com/2012/07/30/web-game-a-blue-sea-for-game-companies/#respond Sun, 29 Jul 2012 23:15:53 +0000 http://technode-live.newspackstaging.com/?p=8204 A new report on China’s game industry in first quarter by IDC showed that, as client games were shrinking in both revenue and market, web games are enjoying a rise in users (205 million) by 27.7% and in revenues (RMB 3.82 billion) by 46.7% year on year. A statistics by Beijing-based Internet think tank Analysys […]]]>

A new report on China’s game industry in first quarter by IDC showed that, as client games were shrinking in both revenue and market, web games are enjoying a rise in users (205 million) by 27.7% and in revenues (RMB 3.82 billion) by 46.7% year on year. A statistics by Beijing-based Internet think tank Analysys International showed that web game market hit RMB 2.32 billiion and RMB 2.24 billion in the first and second quarter of this year respectively, totaling RMB 4.56 billion in the first half, signaling a market of tens of million for this year.

Game Companies Find a New Blue Sea 

Zou Tao, CEO of Xishanju, a game studio, said confidently that, “Browser game is the blue sea, its monetization model is much stronger than that of client games.” But he also pointed out that to make this market a blue sea, you need innovation.

A lot of people in the industry resonated to Zou’s view. Since last year we’ve seen more and more game companies adjusted their strategy to put more focus on web games. LineKong, a Beijing-based game maker is gradually increasing the significance of web games within the company. And according to its CEO Wang Feng, revenues generated from web game would grow to between 50% to 70% of total revenue this year. Apart from LineKong, other players including Perfect World, Shanda and ZTGame all increased their input into this gold mine.

VeryCD, a Chinese emule community which was on the verge of out of business was saved by a web game titled Shengxiandao. Now the game has become one of the most popular web games in China and generated between RMB 60 to 70 million for VeryCD monthly.

Bubble in the Sea?

 It is true that when everyone sees opportunity in the same area, then the competition can be bloody. Over the past two years the marketing costs of web games have boomed by 10 times. If the trend goes on, the so-called blue sea will end up becoming a red one just like group-buying market last year.

Actually web games also have their own shortages. Firstly, their life cycle is shorter; usually less then 2 years with some could be as short as several months. Secondly, the low entry barrier certainly attracts flocks of copycats or poor products, disrupting the market. Another problem is that the churn rate of players of web games is as high as over 95%, which is very risky cause game makers always have to come up with new titles to attract users.

Photo credit: BigStockPhoto

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Zynga China Sent Chinese Games Overseas https://technode.com/2012/07/30/zynga-china-sent-chinese-games-overseas/ https://technode.com/2012/07/30/zynga-china-sent-chinese-games-overseas/#comments Sun, 29 Jul 2012 23:05:04 +0000 http://technode-live.newspackstaging.com/?p=8201 Andy Tian, GM of Zynga China revealed in a recent interview that one of the company’s latest strategy this year would be help more Chinese game makers shoot their pipelines into the overseas market. The San Francisco-based social gaming giant now claimed more than 300 million monthly active users. According to Andy, Zynga China has […]]]>

Andy Tian, GM of Zynga China revealed in a recent interview that one of the company’s latest strategy this year would be help more Chinese game makers shoot their pipelines into the overseas market.

The San Francisco-based social gaming giant now claimed more than 300 million monthly active users.

According to Andy, Zynga China has set up three goals for this year. First and foremost, strengthening partnership with Tencent and Sina Weibo while on the look out for potential partners with substantial user base and channel advantage. Secondly, beefing up Zynga China’s R&D and operating team, currently the team is staffed by 150. Thirdly, leveraging on Zynga’s platform, helping Chinese game developers expand into overseas market. The last point has been going well said Andy, and in the second half of this year, more China-made games will launch in overseas market.

Zynga surely could attract many Chinese game companies for its mature platform and user base. In Andy’s opinion, social games have more opportunities in overseas market for foreign users are more interested in them and have higher ARPU than domestic users. Going west is good for companies’ branding and revenues as well.

Though the line between social game and web game was blurred since the two are similar in many ways, Andy still thinks that social games have their own mechanism – it’s more about interactions among people you know, while web games which usually are more fierce are more suitable for strangers.

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Angry Birds Theme Shop Opened in Shanghai https://technode.com/2012/07/18/angry-birds-theme-shop-opened-in-shanghai/ https://technode.com/2012/07/18/angry-birds-theme-shop-opened-in-shanghai/#respond Wed, 18 Jul 2012 03:20:42 +0000 http://technode-live.newspackstaging.com/?p=8133 Finally, Rovio delivered its promise to the millions of Chinese Angry Birds fans. The very first theme shop opened to business this Monday in Shanghai. Millions of children and parents were hands down attracted to the shop. A lot of Chinese parents said that Angry Birds is one of the few and funniest casual games […]]]>

Finally, Rovio delivered its promise to the millions of Chinese Angry Birds fans. The very first theme shop opened to business this Monday in Shanghai. Millions of children and parents were hands down attracted to the shop. A lot of Chinese parents said that Angry Birds is one of the few and funniest casual games that they and their children both enjoyed.

The price tag of all the goods in the shop ranged from 100 to 300 RMB, a parent complained that a T-shirt with Angry Birds’ logo on it was a bit expensive. That said, fans are still cheerful for the first Chinese Angry Birds theme shop. And according to previous reports, Rovio’s next move will be building a Angry Birds theme park in Shanghai. Shanghai Disneyland, which is still under construction, watch out, you’ve got a challenger.

The post was contributed by Chinese game portal 178.com, Original Link.

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Rovio Releases Amazing Alex, Can it Beat Angry Birds? https://technode.com/2012/07/14/rovio-releases-amazing-alex-can-it-beat-angry-birds/ https://technode.com/2012/07/14/rovio-releases-amazing-alex-can-it-beat-angry-birds/#comments Sat, 14 Jul 2012 06:00:48 +0000 http://technode-live.newspackstaging.com/?p=8108 Rovio, the makers of the phenomenally successful game Angry Birds, has now released ‘Amazing Alex’. The game is a new physics-based puzzle game. The game centers around whiz kid Alex and his incredible creations, inviting fans to step into Alex’s world of creative chain reactions: solving puzzles, designing their own levels, and sharing their creativity […]]]>

Rovio, the makers of the phenomenally successful game Angry Birds, has now released ‘Amazing Alex’.

The game is a new physics-based puzzle game. The game centers around whiz kid Alex and his incredible creations, inviting fans to step into Alex’s world of creative chain reactions: solving puzzles, designing their own levels, and sharing their creativity with the world!

Amazing Alex has a set of 35 fully interactive objects just waiting to be set in motion. Fans can set the objects up to bounce, pop, ricochet, bash, and crash into each other and create an elaborate Rube Goldberg device! With a houseful of toys to play with, there’s more than one right answer. Fans can share their most creative solutions with friends and see what they came up with. With 100 challenging levels across four fun-filled locations, there’s a whole world of creations to explore!

It’s not just about playing existing levels — anyone can design their own! Fans can create their own challenges and share them, either with friends or with the whole world. With other fans constantly creating and uploading new levels, there are always new challenges to check out!

“We’re so excited for our fans to meet Amazing Alex,” said EVP of Games, Petri Järvilehto. “We’ve taken out time polishing a fantastic game and believe we’re created something fun and accessible for all ages. We’ve had a lot of fun with the game, and we can’t wait to see what our fans come up with!”

Rovio Entertainment has undoubtedly been the ultimate superstar of mobile gaming success. However the truth is that it was not an easy journey. Like many success stories, the path was riddled with challenges and in fact Angry Birds was the 52nd game Rovio made in seven years. Now Rovio can easily say it has the magic to keep spinning out hit games. But time will tell if the market agrees ‘Amazing Alex’ is really as amazing and addictive as Angry Birds. It will be a difficult feat to achieve given that Angry Birds series clocked US$106 million in revenue in 2011 and has clocked 648 million in downloads with 200 million monthly active users.

Like Angry Birds Space, Rovio is set for an accelerated trajectory with a huge US$42 million Series A investment from from Accel Partners, Atomico Ventures and Felicis Ventures. There is also potential to go IPO on the Hong Kong Exchange next year. With clever games, supported by cleverer marketing, such a result is easily achievable.

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Renren is Becoming a Gaming Company? https://technode.com/2012/07/13/renren-is-becoming-a-gaming-company/ https://technode.com/2012/07/13/renren-is-becoming-a-gaming-company/#respond Fri, 13 Jul 2012 14:30:00 +0000 http://technode-live.newspackstaging.com/?p=8104 Logging into the homepage of Renren, you will see a line claiming “the Chinese leading real-name SNS site”. Sounds nice, but is that really what the company is heading to now? Latest earnings reports of the Beijing-based company showed that gaming revenues kept rising since its IPO, meanwhile the ads business showed a downturn. In […]]]>

Logging into the homepage of Renren, you will see a line claiming “the Chinese leading real-name SNS site”. Sounds nice, but is that really what the company is heading to now?

Latest earnings reports of the Beijing-based company showed that gaming revenues kept rising since its IPO, meanwhile the ads business showed a downturn. In Q1 2012, gaming revenues were US$17.5 million, a 90.7% increase from a year earlier, representing more than half (54.5%) of its total revenue. Renren CEO Joseph Chen commented at the conference call that, “Our gaming revenue, driven by the popularity of our recently launched games and mobile gaming efforts, outperformed our expectation, offsetting the weakness in advertising.”

Recently, a Chinese social media expert Wei Wuhui wrote a blog post titled “The gaming company: Renren.” In his opinion, Renren has already become a gaming company and that it’s been a Jack of all trades involving too many businesses in its versatile strategy. The company reportedly will be spinning off its gaming arm for an independent IPO this September. ‘What will be left for the social networking platform after that?” asked Wei.

Renren went public in May, 2011 and claimed to be the Chinese Facebook + Zynga + Groupon + Linkedin. Now the formular should be expanded for Renren added new toys to its portfolios – a Quora for car owners called Chewen, and a video site 56.com. Actually in the past decade, this company has tried almost every viable internet business model, few of them lasted long until recently the gaming arm stands out.

Renren’s web pages and the UI of its iOS app both look awfully similar to Facebook. Wei once thought that “Renren is going way too far from being a Facebook now.” Take a look at the two companies in revenue breakdown: over 80% of Facebook’s revenues come from ads; for Renren it’s only 14.8%.

Renren’s gaming pipeline mostly consists of browser-based games and mobile games, which all have relatively shorter life cycle. To solve the problem, Renren has to come up with new offerings from time to time to retain users.

When Renren is on track to transform itself to a gaming company, the Chinese Internet titan Tencent is trying to pull off tighter control over its SNS initiatives.

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Shanda: a Need for Speed to Transform https://technode.com/2012/06/05/shanda-a-need-for-speed-to-transform/ https://technode.com/2012/06/05/shanda-a-need-for-speed-to-transform/#respond Tue, 05 Jun 2012 13:38:21 +0000 http://technode-live.newspackstaging.com/?p=7872 Recently, there have been many local reports chronicling the missteps of Shanda over the course of past few years, especially in the company’s moves to diversify its offerings. Shanda stepped up big efforts to make various initiatives like Tangguo SNS, Ku6 video site, Pingju, Youni and MKNote, to name a few. And all these services […]]]>

Recently, there have been many local reports chronicling the missteps of Shanda over the course of past few years, especially in the company’s moves to diversify its offerings. Shanda stepped up big efforts to make various initiatives like Tangguo SNS, Ku6 video site, Pingju, Youni and MKNote, to name a few. And all these services more or less suffered from frustrating setbacks. For instance, Tangguo has long gone offline and its URL was directed to Tuita, a Tumblr-like service from Shanda. Ku6 now is trailing behind Youku, Tudou and other video sites. Pingju which is a B2C site from Shanda got shut down within three months after live online. Both Youni (Kik-like) and MKNote (Evernote-like) were once first-movers in their areas, but now seemed to lose their momentum in catching up with their counterparts like WeChat and Youdao Note.

These investments or in-house efforts didn’t really pay off.

It’s known to all that Shanda made its first fortune by operating games, and was long been regarded as a gaming company though it made numerous and respectable efforts to branch out into other areas. One industry observer once commented on Tencent and Shanda surpassing Shanda in gaming sector saying the diversification also dilute the company’s focus and even ambition in games.

Fairly speaking, Shanda’s gaming business – though being replaced by Tencent as No.1 in the sector – still prints money for the company. One Shanda staff claims the company enjoys the highest ARPU in the industry – even higher than Tencent’s. It’s online literature business has also been deemed as a upcoming disruptor in e-reading area. But once the company attempts to move out of its comfortable zone, it’s seriously challenged by totally different market environment and fiercer/more adaptive competitors.

That partly explains why other than the rather profitable gaming business, Shanda’s new ventures haven’t been able to turn in any profit yet.

While Shanda’s symptoms are unique, the cause behind it is very pedestrian. Like many falling giants, Shanda suffers from the innovator’s dilemma. Clayton M. Christensen, the professor at Harvard Business School who literally wrote the book on the subject, believes that a company’s capabilities are divided into three categories: resources, processes, and priorities. While big firms like Shanda may be resource rich, they do not have the right priorities and processes when it comes to innovation.

According to the report, while Shanda was willing to endure losses for the sake of a bigger payday, its patience for any innovative effort is limited. A product had to either sink or swim after a certain period. This model is almost destined for failure, for unless you devote the necessary energy to promote a new idea, it probably wouldn’t succeed. In addition, Shanda remained a one man band, all decisions go to the top, and the world turns based on the whim of Chen Tianqiao, the founder and CEO. Because of these problems, despite the resources dedicated to the effort, Shanda did not build an environment that fosters risk taking, which is essential for innovation. Some internal staff revealed that some times Chen’s nodding or shaking head solely decides on the fate of a product, and he’s a man of volatile minds.

What Shanda should’ve done and can start doing right is adjust and adopt the right way for innovation. In many ways, Creativity is almost the antithesis to efficiency. This is the root for the innovator’s dilemma. Even companies like 3M that has thrived on creative couldn’t resolve this problem without tension. It seems that for Shanda it’s in an urgent need for speed to transform now.

Photo credit: BigStockPhoto

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[Compass Club] Learn about Mobile Gaming from the founders of RedAtoms Sat May 5 10am-12pm https://technode.com/2012/05/04/compass-club-learn-about-mobile-gaming-from-the-founders-of-redatoms-sat-may-5-10am-12pm/ https://technode.com/2012/05/04/compass-club-learn-about-mobile-gaming-from-the-founders-of-redatoms-sat-may-5-10am-12pm/#respond Fri, 04 May 2012 06:59:33 +0000 http://technode-live.newspackstaging.com/?p=7597 The Compass Club China, a close-knit community of mainly returnee Chinese entrepreneurs based in Beijing is organizing another event tomorrow. The founders of RedAtoms, David Liu and Jeremy Lin will teach people about mobile gaming. RedAtoms is a VC-invested social game developer and publisher that operates in China, Japan and other Asian countries. They are the company behind […]]]>

The Compass Club China, a close-knit community of mainly returnee Chinese entrepreneurs based in Beijing is organizing another event tomorrow. The founders of RedAtoms, David Liu and Jeremy Lin will teach people about mobile gaming.

RedAtoms is a VC-invested social game developer and publisher that operates in China, Japan and other Asian countries. They are the company behind the most popular and top grossing iOS app in China, and will be discussing the opportunities and challenges they see in the mobile gaming space and how RedAtoms is attacking it. Peng T. Ong from GSR Ventures and founder of the Compass Club will also be there to talk about his views on investing in the Mobile Gaming space from a VC perspective. He’s a busy man because he will also be speaking at our TechNode Ideas MeshUp Workshop on the same day!

Here are the details:

Date and time: Saturday May 5 10am-12pm
Venue: 千品Bar (Winglong Champion)
Address:北京市朝阳区静安里甲7号
国际展览中心,家乐福对面,过街天桥旁路口往里150米,路左红点处。(万记麻辣烫对面). 自驾请注意:反向禁行,有探头!
电话:84516683

Please RSVP using the form below by Friday May 4 if you’re keen on attending. For this event they’d appreciate it if all attendees can
bring at least one new friend who has not attended a Compass Club event before.

To RSVP, please email andrewtan@gmail.com with the following details:

Name:
Email:
Mobile:
Title/Company:
Website:

About David Liu

David Liu is CEO of RedAtoms. Prior to RedAtoms, David co-founded and served as CTO of Reach Media Group, a leading out of home media company in the US. Previously, David also worked at McKinsey, advising global high tech companies on strategic issues. David started his career in engineering at Hewlett-Packard and Silicon Graphics. David has a bachelor’s degree in Computer Engineering from Beijing University of Aeronautics and Astronautics. He also has received his Ph.D. in Electrical Engineering from Stanford University.

About Jerry Lin

Jerry Lin is COO of RedAtoms. He is primarily responsible for RedAtoms’ corporate development, engineering services, creative
services, game operations and outsourcing management. He is also the co-producer of many RedAtoms’ SNS games. Prior to RedAtoms, Jerry served as VP of Engineering and Operations of Reach Media Group, a leading out-of-home media company in the US. Previously, Jerry served as a senior architect at Nielsen Mobile. Jerry has a bachelor’s degree in Computer Science from Harvard University and an MBA from Haas School of Business, UC Berkeley.

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[INFOGRAPHIC] Online Gamers Get More Dates Than Dating Site Members https://technode.com/2012/05/03/infographic-online-gamers-get-more-dates-than-dating-site-members/ https://technode.com/2012/05/03/infographic-online-gamers-get-more-dates-than-dating-site-members/#respond Thu, 03 May 2012 03:05:38 +0000 http://technode-live.newspackstaging.com/?p=7585 The designers behind the infographic analysing whether a MBA is worth it, have released a new infographic titled Gamers Get Girls. At first thought, many would struggle to believe that online gaming nerds stand a chance in getting better dates than their offline companions. Don’t they just sit indoors all day and have a better […]]]>

The designers behind the infographic analysing whether a MBA is worth it, have released a new infographic titled Gamers Get Girls.

At first thought, many would struggle to believe that online gaming nerds stand a chance in getting better dates than their offline companions. Don’t they just sit indoors all day and have a better relationship with their computer than people? I remember a funny South Park episode called “Make Love, Not Warcraft” making fun of people addicted to World of Warcraft (WoW) where they all got trapped in the game trying to defeat an addict.

So to delve deeper into why and how online gamers get the babes, here are some of the data points. The number 1 gaming site, World of Warcraft has around 12 million members compared to only 1 million of the number 1 dating site, eHarmony: Chances go up with a bigger pool of people. People spend only 1.4 hours per month on average on an online dating site versus 34.6 hours on online gaming: More time to connect with each other. But here’s a really strong indication, nearly 75% of WoW players are dating someone else who plays the game compared to only 33% of people dating someone through an online dating site; showing love can be found over War…craft. Even 42% of female gamers are attracted to another player. I’m not sure if they mean their online avatar or them as a real person, perhaps they are all dating inside the game.

There are some of the interesting reasons why online gamers can find a date easier. Firstly gaming sustains the element of uncertainty whether another person likes you or not, making the chase more fun, compared to online dating sites that immediately reveal if a person likes you. Secondly, online gamers feel less inhibition about sharing their emotions through a game, compared to face to face. Lastly, men who are approached by women during the game are 37.5% more likely to feel attraction compared to a normal situation.

For the whole story, check out the infographic below:

Gamers Get Girls


Created by: OnlineUniversity.net

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[Updated]Shanda Selling Two Gaming Subsidiaries https://technode.com/2012/04/10/shanda-selling-two-gaming-subsidiaries/ https://technode.com/2012/04/10/shanda-selling-two-gaming-subsidiaries/#respond Tue, 10 Apr 2012 10:38:25 +0000 http://technode-live.newspackstaging.com/?p=7391 After a buying spree over the past few years, Shanda, the Shanghai-based gaming vendor now started selling its assets. ZheBao Media (or 浙报传媒), a media group in China eastern Zhejiang province announced yesterday to acquire CGA.com.cn and GameABC.com for RMB 3.5 billion (310 million and 3.18 billion for each) from Shanda. CGA is a leading […]]]>

After a buying spree over the past few years, Shanda, the Shanghai-based gaming vendor now started selling its assets. ZheBao Media (or 浙报传媒), a media group in China eastern Zhejiang province announced yesterday to acquire CGA.com.cn and GameABC.com for RMB 3.5 billion (310 million and 3.18 billion for each) from Shanda.

CGA is a leading Chinese electronic sports platform while GameABC is a popular board gaming portal. Shanda bought the two at US$ 20 million and US$ 56 million respectively in 2004, right before Shanda sold its shares publicly on NASDAQ.

Screenshot of GameABC.com

screenshot of CGA.com.cn

With more than 200 million registered users and a monthly active user base of over 12 million, CGA generated a profit of RMB 15.39 million on revenue of 58.85 million while GameABC which claiming 3 million monthly active users across all its portfolio platforms pulled in a profit of RMB 144 million on revenue of 401 million in last year.

The sell doesn’t sound quite right to many. How come a media company with no prior experience in managing any gaming business wants to buy – two – gaming companies at once. One speculation according to people close to Shanda is that the company has been showing greater interest in media practice lately. The selling might help Shanda became a shareholder of Zhebao Media.

Jiang Guoxin, GM of Zhebao Media is an independent directors sitting on the board of Shanda Games. The good connection between Shanda and Zhebao Media could be served as the foundation for their further and deeper cooperation. After got listed in China, Zhebao media is in active pursuit of new media business, the acquisition might do some help on that front. On the other hand, since Shanda utilized hordes of cash (about US$ 2.3 billion) to privatize the company, it might also be in need of money.

And let’s do not forget that Shanda always has a dream of becoming China’s Disney, still remember that couple years ago the company tried to buy Sina, the largest Chinese news portal? The deal fell apart due to Sina’s resistance, but the dream, never fades away.

Updated: Zhang Jing, SVP and spokeswoman of Shanda commented on the acquisition on Sina Weibo that “the deal will be forging a long-term, comprehensive cooperation between the two companies.” According to the Strategic Cooperation Memorandum signed by Shanda and Zhebao Media, they’ll be teaming up on many fronts like screen writing, digital reading, 3rd party payment solution, Shanda Online interactive online advertising service, sharing of clients, set up of JV and so forth. It seems that Shanda never ditched its Disney dream. In no need of explaining everything to shareholders now after its privatization, Shanda now is moving faster and closer to its  initial dream.

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YY Inc. Acquires Chinese 3D Game Platform, ECitySky https://technode.com/2012/03/29/yy-inc-acquires-chinese-3d-game-platform-ecitysky/ https://technode.com/2012/03/29/yy-inc-acquires-chinese-3d-game-platform-ecitysky/#respond Thu, 29 Mar 2012 10:39:10 +0000 http://technode-live.newspackstaging.com/?p=7328 The 4 year old online gaming company, E-City Sky has been acquired by YY Inc. as announced Co-founder and CEO Clement Song. E-City Sky is a 3D gaming company based in Beijing and its core product was Gamexiu.com, which claimed to be the world’s first 3D social entertainment platform that integrates social elements and real […]]]>

The 4 year old online gaming company, E-City Sky has been acquired by YY Inc. as announced Co-founder and CEO Clement Song.

E-City Sky is a 3D gaming company based in Beijing and its core product was Gamexiu.com, which claimed to be the world’s first 3D social entertainment platform that integrates social elements and real time game play.  It is a free to play browser based game that connects with online communities, social networks like or a branded site. Users create one avatar identity to play across multiple games. Users can create a 3D avatar of themselves using their real face to give them identity. Users can customize their look by changing its clothes and outfit. You can then interact with the world by walking, running, sleeping, talking to other friends in this virtual world

Clement said via email “YY is a very fast growing rich communication social platform company founded by David Li (CEO) and Lei Jun (Chairman) in 2005. They started by building a game portal Duowan.com, and it is now the #1 game portal in China. In 2008, they launched YY, a game team speak product, which has grown to over 300 million users in a little over 3 years, and it has become the largest real time social platform in China. We believe in a same vision to engage people through seamless rich communication. And our teams have great synergy to make it happen.”

One of E-City Sky’s Investors is Innovation Works Executive, Chris Evdemon. Details of the acquisition are undisclosed.

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DeNA Will Have Access to 1 Billion Mobile Subscribers in China https://technode.com/2012/03/28/dena-will-have-access-to-1-billion-mobile-subscribers-in-china/ https://technode.com/2012/03/28/dena-will-have-access-to-1-billion-mobile-subscribers-in-china/#respond Wed, 28 Mar 2012 09:01:39 +0000 http://technode-live.newspackstaging.com/?p=7290 VentureBeat reported that, Japanese  mobile social gaming network firm DeNA has announced it has signed deals with China’s three largest mobile carriers, enabling DeNA’s games to get in front of nearly 1 billion mobile subscribers. The network called Mobage China network, allows gamers to buy social games and virtual goods. The partnerships have been signed with the largest […]]]>

VentureBeat reported that, Japanese  mobile social gaming network firm DeNA has announced it has signed deals with China’s three largest mobile carriers, enabling DeNA’s games to get in front of nearly 1 billion mobile subscribers.

The network called Mobage China network, allows gamers to buy social games and virtual goods. The partnerships have been signed with the largest carriers, China Mobile, China Unicom and China Telecom.  This means that Android users in China will be able to now find Mobage China games in each of the carrier’s official mobile app stores. Chinese Android users will be happy to receive this news since Google Play app store is not supported in China. To make paying for virtual items more seamless, the carriers are offering carrier billing.

DeNA runs of a free-to-play mobile gaming model like Zynga and has proven extremely successful having generated a whopping US$445 Million in Q4 alone.  DeNA has 35 million users in Japan and 1,800 games.

For some interesting background information, DeNa was founded by Tomoko Namba, one of Japan’s most powerful businesswomen. She controversially resigned from the company during its stellar growth phase mid- last year. It confused many people because she was an icon for being a female leader in a country where less than 2% of business leaders are women.

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Qihoo 360 Invested Web Gaming vertical 2366.com https://technode.com/2012/03/19/qihoo-360-invested-web-gaming-vertical-2366-com/ https://technode.com/2012/03/19/qihoo-360-invested-web-gaming-vertical-2366-com/#respond Mon, 19 Mar 2012 09:19:09 +0000 http://technode-live.newspackstaging.com/?p=7182 Qihoo 360, the Chinese online security company (more or less) reportedly secretly invested into a web games vertical site 2366.com, the deal was completed in last August, according to people familiar with the matter. Guo Haibin, Senior Director of Qihoo’s web gaming business confirmed the NYSE-listed company’s investment in 2366.com, a gaming vertical focusing on […]]]>

Qihoo 360, the Chinese online security company (more or less) reportedly secretly invested into a web games vertical site 2366.com, the deal was completed in last August, according to people familiar with the matter.

Guo Haibin, Senior Director of Qihoo’s web gaming business confirmed the NYSE-listed company’s investment in 2366.com, a gaming vertical focusing on browser-based web games.

There’re tons of 2366s out there in China’s gaming market, such as 4399.com, 3366.com (backed by Tencent), 7k7k.com, 178.com, duowan.com and so forth. The market has been seeing mounting competition since like always as gaming is one of the rare industries that actually make money.

According to Qihoo 360’s latest financial results, gaming-related business has generated a large chunk of revenue for the company.

Qihoo also operated another gaming site wan.360.cn.

Earlier this year, Qihoo360 set up a joint venture with uuu9.com, one of the leading gaming portals in China with Qihoo 360 controlling 80% of the new company.

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How Xiami’s Loop Can Revolutionize China’s Music Industry https://technode.com/2012/03/19/how-xiamis-loop-can-revolutionize-chinas-music-industry/ https://technode.com/2012/03/19/how-xiamis-loop-can-revolutionize-chinas-music-industry/#comments Mon, 19 Mar 2012 05:07:30 +0000 http://technode-live.newspackstaging.com/?p=7099 I’m a huge fan of the SNS-ification of music. Sharing playlists and niche music forums, in addition to intelligent music recommendation services such as Itune’s Genius, have colorized my life by providing channels to expand my otherwise flavorless music library. Xiami‘s taken this SNS-ification one step further with the introduction of its Loop service, reminiscent […]]]>

I’m a huge fan of the SNS-ification of music. Sharing playlists and niche music forums, in addition to intelligent music recommendation services such as Itune’s Genius, have colorized my life by providing channels to expand my otherwise flavorless music library.

Xiami‘s taken this SNS-ification one step further with the introduction of its Loop service, reminiscent of Turntable.fm. Users congregate in virtual rooms where up to 5 people act as DJs, called Loopers, who take turns playing tracks. Listeners interact by rating music and fan-friending Loopers, who collect Experience Points.

The question of whether Loop can truly facilitate music sharing is still up in the air. For the average Chinese internet user, demand for music in China is still relatively generic. There may not exist enough variety for users to truly appreciate the value of music sharing.

However, this may be a step forward. The race to be the leading online music provider has 3 major contenders — Xiami, Douban, and Baidu. Douban is more like the IMDB of Chinese music, with a heavier emphasis on reviews and discussion, though they also recently launched their Douban.fm service with licensed music from major labels like Warner, Universal, SONY, EMI and so on. Baidu, on the other hand, has amassed this huge database of links to external music sources, classified them into various playlists. And it also launched ting.baidu.com to socialize its music effort.

Xiami’s move into interactive music sharing could connect users not just with shared music taste, but also those with common interests (there are virtual rooms that specifically welcome designers, computer scientists, etc). These factors, when mixed together, may incite subconscious conformation analogous to musical stereotypes found in the US — e.g. Goth kids like emo, valley girls like pop, fashionistas like trance, minorities like hip hop, and so on and so forth.

If subdivided social networks each adopted their own musical personalities via services such as Loop, this could very well revolutionize the entire Chinese music industry.

Monetization strategy currently suggests virtual goods, including clothing and accessories for avatars. For now, the selection of virtual costumes increases only as you accumulate Experience Points, though I’ll put good money these services will be offered for real money real soon.

It’s currently 9 PM in China, and there approximately 600 users currently using the Xiami service.

These past few days I’ve been tuning into the “Listen while Coding, Code while Listening” room. Frankly, it makes me warm and fuzzy inside knowing there are other programmers up at 3 or 4 in the morning slaving away together.

One last comment about Loop. The music’s mostly decent, though sometimes I wish they could introduce a “boo” button, in addition to its “mute current song” button.

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NBA King of the Court, Brings Games to You through Augmented Reality https://technode.com/2012/03/15/nba-king-of-the-court-brings-games-to-you-through-augmented-reality/ https://technode.com/2012/03/15/nba-king-of-the-court-brings-games-to-you-through-augmented-reality/#respond Thu, 15 Mar 2012 04:27:16 +0000 http://technode-live.newspackstaging.com/?p=7152 When I was in Barcelona for Mobile World Congress, I met Tatiana, Marketing Manager for Ogmento, an augmented reality (AR) mobile game development company at the Pocket Gamer After Party. She showed me a cool new location based, augmented reality app they have released called “NBA: King of the Court”. In the real world, basketball […]]]>

When I was in Barcelona for Mobile World Congress, I met Tatiana, Marketing Manager for Ogmento, an augmented reality (AR) mobile game development company at the Pocket Gamer After Party.

She showed me a cool new location based, augmented reality app they have released called “NBA: King of the Court”. In the real world, basketball players often turn up to local courts to play pick-up with random people. In a similar way, through this game, players can find virtual basketball courts around them and challenge other players to a shoot-out.

It works like this: turn on the app, see a Google map of your area to find virtual courts surrounding you or use the 360 degree camera browser view. Select a court to play on, then the game will open up. The goal is to tap the ball when the bar hits a certain section of the meter to shoot the ball. Each successful shot earns you points and coins.  There are only a certain number of balls to shoot for a limited time, similar to those basketball shooting games at arcades.

If you attain the highest score for the court you become the ‘King’. As the King, you are entitled to defend the court through using power-ups. Power Ups make it more difficult for other players to win. For example, ‘Lockdown’ means shrinking the opponents shot zone . You can unlock more challenging defences by redeeming your coins or paying for in –app purchases.

Of course the game is also a social experience and allows players to find friends to track scores of or see how you rank against other teams, in the global realm or against the top 10 players. You can also compete in weekly competitions to win rewards and badges. Like many other social games, you can brag to your friends that you are the ‘King of the Court’ on Facebook and Twitter.

The game is in fact the world’s first location-based sports game and the first mobile game to combine a top sports franchise (NBA) with location based technology and augmented reality into one overall dynamic game experience. For die-hard NBA fans, the game also dynamically updates for what happens in the real-world NBA games with synchronization for NBA team events, partner campaigns, and contests on both a local and national level. Tatiana says “We believe the game sets the bar on what becomes a true social sports game.”

Since the game is very new and I am probably the first to hear about it in Beijing, I have already become King in four courts around Beijing CBD area. Time for you to challenge me for the King position! You can download it for free here.

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Qihoo360 works with Rovio for Angry Birds Space’s Chinese launch https://technode.com/2012/03/14/qihoo360-works-with-rovio-for-angry-birds-spaces-chinese-launch/ https://technode.com/2012/03/14/qihoo360-works-with-rovio-for-angry-birds-spaces-chinese-launch/#comments Wed, 14 Mar 2012 14:02:25 +0000 http://technode-live.newspackstaging.com/?p=7149 Qihoo 360 Technology Co. Ltd. (Qihoo 360) is a leading Internet platform company in China as measured by active user base. At the end of September 2011, we had 370 million monthly active Internet users, according to iResearch. Today, Qihoo360 announces a cooperation with Rovio, to bring Angry Birds: Space to Chinese inland mobile market. And […]]]>

Qihoo 360 Technology Co. Ltd. (Qihoo 360) is a leading Internet platform company in China as measured by active user base. At the end of September 2011, we had 370 million monthly active Internet users, according to iResearch.

Today, Qihoo360 announces a cooperation with Rovio, to bring Angry Birds: Space to Chinese inland mobile market. And Qihoo360 is the exclusive publisher of Angry Birds Space in China inland. The launch will be starting in Mar, 22.

Finnish casual game giant Rovio has successfuly settled down in China by releasing its worldwide-famous casual title Angry Birds. And the company is going to run the game businesses in China as similarly as it did in other countries, which are, releasing Angry Birds’ seasonal versions and local versions periodically, and establishing Angry Birds theme shops and parks in China.

(The story was written by en.178.com, a leading English gaming portal site. Source link.)

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Outsourced Gaming: Obama’s Next Big Headache https://technode.com/2012/03/09/outsourced-gaming-obamas-next-big-headache/ https://technode.com/2012/03/09/outsourced-gaming-obamas-next-big-headache/#respond Fri, 09 Mar 2012 09:14:24 +0000 http://technode-live.newspackstaging.com/?p=7086 In addition to glossy paper, steel, and some agricultural products, the U.S. administration may need to consider another universal product with significant cost advantages in China — Games. At the Venture Capital panel at ChinaBang, Calvin Chin of Transist, Andy Tsao of Silicon Valley Bank, Harry Man of Matrix Partners, and Akio Tanaka of Infinity […]]]>

In addition to glossy paper, steel, and some agricultural products, the U.S. administration may need to consider another universal product with significant cost advantages in China — Games.

At the Venture Capital panel at ChinaBang, Calvin Chin of Transist, Andy Tsao of Silicon Valley Bank, Harry Man of Matrix Partners, and Akio Tanaka of Infinity Ventures enlightened us on two of the hottest things in tech — China and Games.

Domestic monetization for startups is noticeably difficult, despite China being a potentially huge revenue generating market, with a mere 1/6 of US users being able to spend as much as all of US. However, overshadowed by the Tencent empire, independent startups face a number of marketing and economies of scale related obstacles that hinder their adoption.

We’re “seeing many portfolio companies building mobile games and mobile applications that are based out of China but can generate 80-90% of revenue internationally,” says Andy.

Rekoo is a Beijing-based game company with most revenue heeding form Japan, apparently with many other companies sharing the same business model. According to Tanaka, China is advantaged by “better teams than Japanese developers” and years of experience from subcontracting firms such as Facebook.

While some companies are investing heavily in a potentially profitable market, Rekoo is profiting from the same business model as their manufacturing counterparts. Back in 2009 when social games were popularizing in Japan, Tanaka explored investments in both Chinese and Japanese social game developers. Before deciding where to put his money, Tanaka asked himself, “If it’s easier to generate revenue in Japan, then why don’t we take a Chinese team and make money in Japan? It doesn’t always work, but there are instances where it can.”

Is this a sustainable business model? Using foreign cash to build a company with Chinese characteristics is not as easy as ABCs.

“People build what they think will get funded,” says Tanaka, and in China this translates to copying successful foreign business models. It’s important to remember to localize.

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China Online Gaming Roundup: FunPlus, RMB57.7B, Consolidation https://technode.com/2012/03/01/china-online-gaming-roundup-funplus-rmb57-7b-consolidation/ https://technode.com/2012/03/01/china-online-gaming-roundup-funplus-rmb57-7b-consolidation/#comments Thu, 01 Mar 2012 08:51:58 +0000 http://technode-live.newspackstaging.com/?p=7036 Social Games Vendor FunPlus Raising US$12M from GSR: Social gaming developer FunPlus Game announced raising US$ 12 million in Series A round of funding from GSR Ventures. Founded in H1 of 2010 with headquarters in both Silicon Valley and Beijing, the company earned its credit as the largest Asia social gaming vendor in terms of daily […]]]>

Social Games Vendor FunPlus Raising US$12M from GSR: Social gaming developer FunPlus Game announced raising US$ 12 million in Series A round of funding from GSR Ventures.

Founded in H1 of 2010 with headquarters in both Silicon Valley and Beijing, the company earned its credit as the largest Asia social gaming vendor in terms of daily active user numbers on Facebook platform.

China Online Gaming Market to Reach RMB57.7B in 2012: China’s online gaming market size will reach RMB 57.7 billion in this year, according to a report out last month by Beijing-based market researcher Analysys International, up 20.7% from last year, while webpage games will account for RMB 7.882 billion.

Another report conducted by 17173.com, the gaming portal of Sohu, has found that more than 96% of gamers are willing to pay for online games.

China Mobile Gaming Market Size: According to a report by Analysys International, China mobile gaming market size stood at RMB 370 million in the fourth quarter of last year with 30.28 million mobile gamers. The market is picking up as the result of proliferation of smartphones and emergence of attractive mobile games.

Webpage Gaming Market Needs a Consolidation: As “associated operation” has became the sorta norm of webpage gaming operational model, it served as one of the major revenue sources or even a cash cow for many Chinese Internet companies like VeryCD (game.verycd.com), Qihoo 360 (wan.360.cn), Sogou (wan.sogou.com), 37wanwan.com (a Chanyou subsidiary), Duowan (web.duowan.com) and 178 (game.178.com).

For instance, Qihoo 360 noted in its 3rd quarter 2011 financial results report that the company’s “Internet value-added service revenues, which are mainly derived from web game operations, were $12.1 million, up 198% from the same period last year and 49% from the prior quarter. The year-over-year and sequential growth was mainly driven by the accelerated growth of the games’ user base.”

However, sometimes the more fruitful the market is, the more chaos it brings. Numerous  website which are not specializing in online gaming flocked into the market to grab something from gamers’ pocket. A consolidation is required for long-term development.

360 Gaming Center

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Early Tencent member develop iTools https://technode.com/2012/02/07/early-tencent-member-develop-itools/ https://technode.com/2012/02/07/early-tencent-member-develop-itools/#respond Tue, 07 Feb 2012 06:03:40 +0000 http://technode-live.newspackstaging.com/?p=6780 Recently, I met an early member of Tencent. His name is Feng Linyi, but most people call him, Night Cat, his nickname. He currently is the CTO of Think Speed Group, a company he founded with a few of his friends, including another early Tencent member, Kung Hoising. Early days in Tencent Night Cat joined […]]]>

Recently, I met an early member of Tencent. His name is Feng Linyi, but most people call him, Night Cat, his nickname. He currently is the CTO of Think Speed Group, a company he founded with a few of his friends, including another early Tencent member, Kung Hoising.

Early days in Tencent

Night Cat joined Tencent in 1998, when the company had only Pony Ma (currently Tencent’s CEO), Zhang Zhidong (currently Tencent’s CTO), Xu Chenye (currently Tencent’s CIO) and a few early members. His technical skill is superior and the first edition of QQ, Tencent’s flagship product, was developed by Zhang Zhidong and him. At that time, the instant messaging system was called OICQ, a clone of the American product ICQ. The system architecture they designed is still in use today, without any major changes. The product was only continually upgraded and expanded. Kung Hoising, Think Speed Group’s COO, was also involved in the development of QQ.

Online games

In May 2009, Night Cat and his team began to make online games. They developed a series of web games for the overseas market. Their first game was launched in October 2009. It is called “Napwar”, which means Napoleon War. It is an online strategy game based on European military history of Napoleon. Basically the game is free, but user can pay for better weapons and other game items. Afterwards, they launched “War of 2012”, “War Flow”, “Athuria”, and so on. All of them are online strategy games.

The company has signed an agreement with Aeriagames.com, one of the largest U.S. online game platforms, to promote its games. It has also signed an agreement with Gamewave Interactive Technology, which runs a leading web game platform in China. Currently, its games have a total of over 1 million users and game revenue reached HK$ 7 million last year. Night Cat estimated its game users would reach 15 million and revenue in online game would be over HK$65 million this year. In 2013, users could grow to 20 million and revenue would reach HK$200 million.

iTools – the new focus

As iPhone became popular in the recently years, Night Cat and his team started to develop a new product, in addition to online games. It is called, iTools (http://itools.hk/tscms/index.php?a=webpage&pid=12), a tool for users to manage their Apple iOS devices, including, iPhone, iPad and iPod. Users can easily view information on their devices, synchronize music / ringtones / photos / book / document with their computers, install software, download files from Internet, and so on.

Currently, there is another product in the market having similar functions. It is 91 Assistant, developed by NetDragon. But user have to jail-break their iOS devices, in order to use 91 Assistant. But for iTools, there is no need for jail-break. “It is very easy to use and it is fast,” said Stephen Chen, co-CEO of Think Speed Group. Since iTools launched in last July, its user have reached 3.5 million. Out of which, 40% are in China. Night Cat estimated iTools users could reach 25 million this year.

At present, as iTools is free, there is no revenue. However, when the user base is large enough, there would be income from advertisers who want to promote their apps through the iTools platform. Night Cat estimated they could earn about HK$31 million from advertising fee on iTools this year. In 2013, as the mobile advertising market become more mature, iTools’ revenue could reach HK$159 million when it has over 60 million users, said Night Cat.

Fast Growth in mobile Internet

China Internet Network Information Center (CNNIC) announced, as of the end 2011, Chinese netizens has reached 513 million, an increase of 55.80 million from the end of 2010. Internet penetration has rose to 38.3 percent. Mobile internet users has reached 356 million, up 17.5% from the year before. Close to 70% of internet user has used mobile devices to go online.

These trends are beneficial to Night Cat and his team. However, competition in the online game market is intensive. Moreover, as they target overseas market, they have to overcome the culture difference.

As for the company’s new focus, iTools, it could be the future of the company. However, currently the market is dominated by another competitor, NetDragon’s 91 Assistant. Almost every iPhone user in China has heard of 91 Assistant or is using the product to download software. Although iTools is more convenient and technically advanced, as there is no need to jail-break, it is difficult to change users’ habit. How to effectively promote the product would be crucial to iTools’ success.

Potential Partnership with Tencent

Both Night Cat and Gong Haising are from the founding team of Tencent. It is heard that the company is talking to Tencent for a potential partnership.  Tencent is one of the largest Internet and online game companies in China. Its mobile QQ is also a must for every mobile phone users in China. If they can establish a good relationship with the Internet titan, it would help to promote iTools and their online game business.

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Attention, Chinese Internet Music Services Now Pried Open for Foreign Investment by WTO Lawsuit https://technode.com/2012/01/09/attention-chinese-internet-music-services-now-pried-open-for-foreign-investment-by-wto-lawsuit/ https://technode.com/2012/01/09/attention-chinese-internet-music-services-now-pried-open-for-foreign-investment-by-wto-lawsuit/#comments Mon, 09 Jan 2012 00:20:15 +0000 http://technode-live.newspackstaging.com/?p=6586 Chinese Internet music services will now be open to foreign investment for the first time, as a direct result of the victory at the WTO in the case brought by the U.S. against China. Under the new Foreign Investment Industrial Guidance Catalogue issued just before New Year’s Day, Internet music services, which previously had been an Internet sector prohibited for foreign investment, will now be open for foreign investment.]]>

[this post was written by T.K. Chang (tchang@ivylawgrp.com) of Ivy Law Group, a lawyer currently advising a U.S. company preparing to establish an online music service in China.]

Chinese Internet music services will now be open to foreign investment for the first time, as a direct result of the victory at the WTO in the case brought by the U.S. against China. Under the new Foreign Investment Industrial Guidance Catalogue issued just before New Year’s Day, Internet music services, which previously had been an Internet sector prohibited for foreign investment, will now be open for foreign investment.

The U.S. government (in other words: the major U.S. media companies) has been trying for years to pry open China’s music market for CD’s, DVD’s and online music. The U.S. brought a case against China at the WTO back in 2007, accusing China of discriminating against U.S. media companies in violation of China’s WTO promises. The case would wind torturously through the WTO bureaucracy for years, until finally in January 2010, after China had exhausted all appeals and conceded defeat, the WTO ruled definitively in favor of the U.S. If you run out of things to read on the beach during Lunar New Year vacation and are in a masochistic mood, you may want to try the WTO ruling, which altogether runs over 600 pages.

China was obligated to carry out the WTO decision within 14 months, and so, with the deadline looming, it has issued the new Foreign Investment Catalogue (replacing the previous version from 2007) permitting foreign companies to invest in Internet music services in China.

So now, in theory at least, foreign music companies will no longer have to contort themselves into the VIE corporate structure used by almost all of the major Chinese Internet companies listed abroad, including Tudou, Dangdang, etc. The prospect of the change in law is probably why Pandora has been head-hunting for a China CEO. The new Foreign Investment Catalogue goes into effect January 30, 2012.

So the famous music service like Pandora, Spotify, Rdio etc, are you guys ready?

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Report: China Online Gaming Market to Reach $ 8.84B in 2012 https://technode.com/2012/01/04/report-china-online-gaming-market-to-reach-8-84b-in-2012/ https://technode.com/2012/01/04/report-china-online-gaming-market-to-reach-8-84b-in-2012/#comments Wed, 04 Jan 2012 10:16:19 +0000 http://technode-live.newspackstaging.com/?p=6560 China’s online gaming market size is on track to surpass RMB 55.7 billion (US$ 8.84 billion) in 2012, up 20.7% year-over-year, according to a report out today by market researcher AnalysysInternational. The Beijing-based researcher predicts that the by 2014 the market size will reach RMB 82.6 billion (US$ 13 billion). AnalysysInternational also noted in the […]]]>

China’s online gaming market size is on track to surpass RMB 55.7 billion (US$ 8.84 billion) in 2012, up 20.7% year-over-year, according to a report out today by market researcher AnalysysInternational.

The Beijing-based researcher predicts that the by 2014 the market size will reach RMB 82.6 billion (US$ 13 billion).

AnalysysInternational also noted in the report that webpage-based games and mobile games will be under the spotlight in this year.

Other highlights in the report: 

For client games:

  1. Technology upgrading, more open to outside world, more game genres emerging;
  2. Bandwidth updating bodes well for the sector.

For page games:

  1. Technology upgrading, different types of games integrating with each other;
  2. More game genres emerging upon the market;
  3. More Chinese gaming vendors step their toes into overseas market.
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NetDragon Debuts iPad Game Conquer Online https://technode.com/2011/12/14/netdragon-debuts-ipad-game-conquer-online/ https://technode.com/2011/12/14/netdragon-debuts-ipad-game-conquer-online/#comments Wed, 14 Dec 2011 04:46:26 +0000 http://technode-live.newspackstaging.com/?p=6337 Chinese online games developer slash operator NetDragon Websoft Inc. announced migrating its hit game Conquer Online to iPad in English version, making it the world’s first lifetime free-to-play MMORPG game on tablet device. Gamers around the world can now download it free of charge from Apple App Store (LINK). According to the China southeastern Fujian province […]]]>

Chinese online games developer slash operator NetDragon Websoft Inc. announced migrating its hit game Conquer Online to iPad in English version, making it the world’s first lifetime free-to-play MMORPG game on tablet device. Gamers around the world can now download it free of charge from Apple App Store (LINK).

According to the China southeastern Fujian province based company, the iPad version of Conquer Online comes with many of the highlights and features of its PC counterpart, enlivened by the intuitive control made available by iPad’s touchscreen.

Launched online since 2003, the game as of now has over 10 million registered accounts.

Going Abroad

With the increasing proliferation of tablets such as iPad and all kinds of Android pads, game developers are now setting they eyes on the brand new tablet gaming market in hopes of leveraging the portability and natural human-computer interactive interface to launch new titles into the market or revive dated titles for the sector. NetDragon is among them. Founded in 1999, the Hong Kong-listed company has in-house developed several blockbusters such as ZhenFu (征服 or Conquer) and several English market targeted titles including Monster and Me, Zero Online, Conquer Online, Crazy Tao and Eudemons Online. It also operates ZhenFu in different language versions like French, Spanish and Japanese.

Chinese game manufacturers have long established their forefronts in foreign markets as domestic market has been seeing intensive competition. According to China’s General Administration of Press and Publication, last year’s game exports valued US$ 230 million while in domestic market all vendors generated US$ 5.04 billion in revenue, up 30% year-over year, though slowed down from the 50% pace in 2009.

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Rare-Known Gaming Vendor Sunity Filed for IPO, Joke Again? https://technode.com/2011/12/08/rare-known-gaming-vendor-sunity-filed-for-ipo-joke-again/ https://technode.com/2011/12/08/rare-known-gaming-vendor-sunity-filed-for-ipo-joke-again/#respond Thu, 08 Dec 2011 14:04:14 +0000 http://technode-live.newspackstaging.com/?p=6296 In a time when Lashou canceled IPO road show with no definite timetable to restart the process and VANCL put off IPO partly due to investors’ dispute over its valuation and partly due to market fluctuation, a relatively rare-known gaming company Sunity Online Entertainment Limited filed for IPO in NASDAQ under the ticker “SUNG”, aiming […]]]>

In a time when Lashou canceled IPO road show with no definite timetable to restart the process and VANCL put off IPO partly due to investors’ dispute over its valuation and partly due to market fluctuation, a relatively rare-known gaming company Sunity Online Entertainment Limited filed for IPO in NASDAQ under the ticker “SUNG”, aiming to raise up to US$ 8 million while the money would go towards R&D expansion, marketing and promotion expenditure, acquisition and so on.

According to the Beijing-based company’s prospectus, it generated US$ 2.868 million, $3.886 million and $ 4.86 million in revenue in 2009, 2010 and 2011 respectively through its titles Qi Hang Game, Han Dynasty Game, Happy Canyon Game and In Search of Supernatural. Qi Hang Game is a cards and chess game with time-based revenue model while the latter three are all  webpage-based game with virtual item-based approach to revenue.

More details about these two and its other in-the-pipeline games can be found here and here. The company also operates a newly-founded gaming site 633.com to host both its own and 3rd party games, a model similar to 17173.com and duowan.com on some level except for 633.com provides no game news and information service.

You can also find its prospectus here.

ICM Capital Markets Ltd replaced Rodman & Renshaw,LLC as its lead underwriter for this time. By “for this time”, I mean, actually the company tried to file for IPO for the first time in last September targeting raising up to US$ 10 million, which was found amusing by some of its Chinese peers.

However, old news has it that the company’s leading game Qi Hang Game is a de facto online casino which should be facing serious regulation problem in China.

screenshot of the company’s website

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Changyou Acquires 17173 from Sohu for $162.5M https://technode.com/2011/12/01/changyou-acquires-17173-from-sohu-for-162-5m/ https://technode.com/2011/12/01/changyou-acquires-17173-from-sohu-for-162-5m/#respond Thu, 01 Dec 2011 07:31:46 +0000 http://technode-live.newspackstaging.com/?p=6231 Changyou, the online gaming arm of Sohu announced that it has agreed to acquire 17173.com – a news site for games – from Sohu for US $162.5 million. Sohu also agreed to not compete with changyou in the 17173 business for at least five years. Wang Tao, Changyou’s chief exec commented on the acquisition saying […]]]>

Changyou, the online gaming arm of Sohu announced that it has agreed to acquire 17173.com – a news site for games – from Sohu for US $162.5 million.

Sohu also agreed to not compete with changyou in the 17173 business for at least five years.

Wang Tao, Changyou’s chief exec commented on the acquisition saying that the deal gives Changyou a powerful base to jumpstart the company’s services and platform initiative. 17173 has strong media presence in the online gaming sector and a vast user base that Changyou could leverage to build a leading platform and one-stop-service-provider for games on top of 17173.com. Wang thinks that Changyou’s leading position in Web-based games and their mobile game initiatives will also give them advanced market knowledge that 17173 can take advantage of to further grow its news service more effective.

According to Charles zhang, Sohu chairman and chief exec, the transaction would help to re-align sohu’s business activities and bring together the Beijing-based company’s two leading game-wise businesses. Sohu will support Changyou’s strategy to scale its portal and services to deliver more content, tools and services to an large audience and to consolidate its market position.

Founded in 2000 by Hong Kong-listed NetDragon and later on acquired by Sohu, 17173 now is a well-established news provider and advertising medium serving both game vendors and gamers.

According to a Morgan Stanley report, the acquisition means that 17173 landed an opportunity of further expanding its business from a news site to a all-around game platform.

However, 17173 has been facing some growing pains as the site is facing down to intense competition from Duowan and 178.com. Duowan ranked 104 (CN only) on Alexa while 17173 came in 142 and for 178 it’s 150. And Duowan’s traffic is also better than 17173(pictured below).

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How Can China and Korea Help Internet Game Addicts? https://technode.com/2011/11/29/how-can-china-and-korea-help-internet-game-addicts/ https://technode.com/2011/11/29/how-can-china-and-korea-help-internet-game-addicts/#comments Tue, 29 Nov 2011 09:01:29 +0000 http://technode-live.newspackstaging.com/?p=6209 CNN reported last week that South Korea has implemented a controversial law called “Shutdown law” or “Cinderella law”, which bans people under the age of 16 to play games online after midnight. South Korea is infamous for having the best and most addicted gamers in the world. Their addiction in the online world has a […]]]>

CNN reported last week that South Korea has implemented a controversial law called “Shutdown law” or “Cinderella law”, which bans people under the age of 16 to play games online after midnight.

South Korea is infamous for having the best and most addicted gamers in the world. Their addiction in the online world has a heavy and serious toll in the real world, where about 8% of the population between 9 and 39 suffers from internet addiction, according to the National Information Society Agency. This has resulted in degenerated social interaction skills, health issues and even death. This is alarming, especially when the age group with the highest addiction rate is those who are 9 to 12 years old, at 14%.

I’ve seen what game addiction can do to people. I had a university friend who played so much World of Warcraft, that half his face went numb. It can be really dangerous. But, it’s hard to say if banning gaming will really help addiction. It may even fuel it more, where gamers only want more of what they can’t get.

Before I came to China, I had no idea how big the online gaming market is here. Quite simply, it’s huge! Some analysts believe it could hit US$9.2 billion by 2014 with 141 million gamers. That’s why companies like Tencent and Shanda have grown to a colossal size and everyone is trying to create the hit game that will attract the masses of Chinese gamers.

This got me thinking about whether China would ever feel compelled to also block gamers from playing.

In fact, in 2007 the General Administration of Press and Publication in conjunction with seven partnership ministries, including the Ministry of Information Industry, implemented a similar measure. To curb internet addiction, they implemented a “Fatigue System” which automatically lock players out of game play after more than three hours per day. Like Korea, there was widespread public outcry (from gamers of course).

Back in 2007, it appeared the “Fatigue System” had little impact. The problem is that, game developers had to integrate software that would cut gamers off. Why would they do that if, the more people play, the more money they make? Moreover, it is easy for people to use the name and age of someone else to fly under the radar of the software that switches them off. Addicted gamers will always find a way to keep playing and won’t let something inferior stop them.

Internet gaming addiction is really a social problem. If China or Korea, hopes to help addicted people then it should look to more preventative measures and social solutions, rather than defect to laws and software. The big hairy question is – how?

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NetEase Released First Ever Android Game https://technode.com/2011/11/15/netease-released-first-ever-android-game/ https://technode.com/2011/11/15/netease-released-first-ever-android-game/#respond Tue, 15 Nov 2011 08:12:12 +0000 http://technode-live.newspackstaging.com/?p=6055 NetEase, the Chinese portal slash online gaming curator released its first ever Android-based mobile game Fanshudazuozhang (翻书大作战), a casual game that asks players to push forward the game character in case it get hurt by ever falling book pages. The game is also available on iOS platform for both iPhone and iPad. Ding lei, founder […]]]>

NetEase, the Chinese portal slash online gaming curator released its first ever Android-based mobile game Fanshudazuozhang (翻书大作战), a casual game that asks players to push forward the game character in case it get hurt by ever falling book pages.

The game is also available on iOS platform for both iPhone and iPad.

Ding lei, founder and CEO of NetEase once commented in the conference call  for Q2 financial results saying the company is looking to mobile phone as well as other mobile device market.

Fanshudazuozhang which was inspired by the behavior of flipping through book pages, is the Guangzhou-based company’s first trial on mobile platform. According to NetEase, the game will be made available in 13 languages.

You can download it here and get your hands on it.

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Top Casual Game Fishing Joy CEO Expresses Concerns for Chinese Mobile Games Developers https://technode.com/2011/11/08/top-casual-game-fishing-joy-ceo-interview/ https://technode.com/2011/11/08/top-casual-game-fishing-joy-ceo-interview/#comments Mon, 07 Nov 2011 17:50:21 +0000 http://technode-live.newspackstaging.com/?p=5978 This article is part of our series interview of China Top Apps. As one of China most successful games in global market, Fishing Joy has achieved impressive performance in app stores, ranking Top Free No.1 in 33 countries, and Top Grossing No.1 in 20 countries, with 20 million downloads in 6 months. It is ranked […]]]>

This article is part of our series interview of China Top Apps.

As one of China most successful games in global market, Fishing Joy has achieved impressive performance in app stores, ranking Top Free No.1 in 33 countries, and Top Grossing No.1 in 20 countries, with 20 million downloads in 6 months. It is ranked as No. 1 casual game in China under a single brand in terms of number of downloads by iOS and Android device users.

Founded in 2010, Puchbox, the developer team behind Fishing Joy, has raised over US$ 14 million in Series B from Sequoia China and Steamboat Ventures with a total funding of over 15.6 million. With such a big success both in reputation and in finance, however, it is not optimistic for Chinese developers, said the founder and CEO Chen Haozhi.

Firstly, the market scale in China is still small, with less than 2 billion RMB (or US$ 310 million) production value for mobile games. However, with almost no growth in this market, more and more developers enter this market, which increases the competition within the market. Secondly, the development of oversea market is not as easy as supposed. It’s hard to understand what oversea users really want with Chinese mindset. At last, 90% of the app teams in China develop similar products with almost no difference. A successful app always follows by bunch of the other similar ones with very little novel content or features. It hardly makes success among thousands.

Chen suggests Chinese mobile game developers to learn not only the ideas of oversea apps, but also the ways they operate an app. There are many todos and not todos which you can learn from the others. He predicts that there will be 20 times in growth in global mobile internet market in 2011~2015. And he believes there will higher growth rate in China market than in oversea market, although 70% of the revenue comes from oversea market. Thus he is making efforts to accumulate brand and users in China market.

When talking about choice of platform, Chen makes his priority on iOS, although, in the middle of 2011, PunchBox has launched the games on both iOS and Android platforms, and made some investment in a cross-platform game development engine Cocos2D-X. He has no solid plans on HTML5 game development. He also emphasis a combination of Tapjoy and Admob in game promotion.

Chen uses iPhone4S for his daily work, and an Android phone as a backup.

Fishing Joy CEO Chen Haozhi speaking in Mobile Developer Conference China 2011
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Chinese Social Gaming Vendor Happy Elements Raising US$ 30M from Legend Capital, DCM https://technode.com/2011/10/17/chinese-social-gaming-vendor-happy-elements-raising-us-30m-from-legend-capital-dcm/ https://technode.com/2011/10/17/chinese-social-gaming-vendor-happy-elements-raising-us-30m-from-legend-capital-dcm/#comments Mon, 17 Oct 2011 06:11:43 +0000 http://technode-live.newspackstaging.com/?p=5844 Chinese social gaming vendor Happy Elements announced today raising US$ 30 million in Series B round of funding from Legend Capital with previous investor DCM participating. The funding, according to its CEO Wang Haining, will go towards team beef-up as well as R&D speed-up. Founded in 2009, Happy Elements which is a top-ten gaming vendor […]]]>

Chinese social gaming vendor Happy Elements announced today raising US$ 30 million in Series B round of funding from Legend Capital with previous investor DCM participating. The funding, according to its CEO Wang Haining, will go towards team beef-up as well as R&D speed-up.

Founded in 2009, Happy Elements which is a top-ten gaming vendor on Facebook platform over the past two years operates in both Beijing and Tokyo. The company has been making gaming titles distributed through 15 of the world’s most popular social platform, including Facebook, Tencent Pengyou, Tencent Qzone, Mixi, Gree, Cyworld, Daum, StuVZ, Kaixin001, RenRen and so on. It claims to own 2.5Million daily active users on Facebook, the #2 and #3 popular games on Mixi in Japan.

The Beijing-based company has also extended its reach into new territory by unveiling three mobile titles in Japan.

Happy Elements raised US$ 5 million from DCM in middle 2010.

The social gaming giant now boasts a payroll of over 300. ”Our foreign peers have done a great job in terms of product marketing and user behavior researching, and we’re also working hard on these forefronts. We believe that we’re fully capable of becoming the Chinese Zynga” said its founder and CEO Wang Haining.

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Can Pandora, the Music Streaming Service Legally Operate in China? https://technode.com/2011/10/10/can-pandora-the-music-streaming-service-legally-operate-in-china/ https://technode.com/2011/10/10/can-pandora-the-music-streaming-service-legally-operate-in-china/#respond Mon, 10 Oct 2011 10:21:24 +0000 http://technode-live.newspackstaging.com/?p=5787 As recent news reported, the streaming subscription music website Pandora will enter China and is head-hunting a capable CEO. This is definitely a great news for music fans in China. But the question you may ask is that, whether this music streaming service can legally operate in China? You know the environment here is kinda of […]]]>

As recent news reported, the streaming subscription music website Pandora will enter China and is head-hunting a capable CEO. This is definitely a great news for music fans in China. But the question you may ask is that, whether this music streaming service can legally operate in China? You know the environment here is kinda of complex.

On one hand, as classified in “China Telecom Business Category” issued by Ministry of industry and information (the “MII”), Pandora’s music streaming service is the Information Service business in the category of Value-Added Telecommunications Service. The foreign-invested telecommunication enterprises may run such business with equity holding of no more than 50% of total, which is specified in the “Provisions on Administration of Foreign-invested Telecommunications Enterprises” promulgated by China State Council. On the other hand, by the “Catalogue for the Guidance of Foreign Investment Industries” issued by Chinese Ministry of Commerce, the online music service also belongs to the Internet Culture business which is actually CLOSE to foreign investors.

So, the answer for Pandora seems a NO. However, you may still find a way. The followings are three typical cases of other foreign-invested enterprises entering into China market, which Pandora can take for reference.

  1. MySpace

MySpace.cn is jointly invested by News Corp.(NES:NSQ), local investors in China and entrepreneurial team. According to the introduction on MySpace, the site is run by a local internet company with independent management and operation, and the company is jointly established by the entrepreneurial team, IDG and China Broadband Capital.

We estimate that News Corp. may avoid China’s prohibitive policies by VIE structure, namely to set up a domestic company invested by local natural individuals, who sign Entrust Shareholding Agreement with actual investors, for the approval of business license, and the actual investor controls the company and transfers profits by technology and intellectual property license under the investment vehicle of WFOE.

  1. Apple iTunes and Windows Media Player

Microsoft(NSDQ:MSFT) and Apple (NSDQ: AAPL) also provide music services to users in China, but such services are actually based on their US internet service, i.e. the music in MP3 format purchasable to China users from iTunes or Windows Media Player is actually provided by the server in USA. Furthermore, any payable charges shall be settled by international credit card like VISA or Master Card.

  1. MSN and Google Music

In this case, foreign enterprises provide online music services through their licensed Chinese partners. The music services on MSN and its website are provided by licensed CRI Online, the official website of China state-owned enterprise China Radio International. And the search giant Google(NSDQ:GooG) also provides online music service using a local site which owns the license.

Based on its business mode, Pandora is most likely to take MySpace’s solution, for the best way to attract China users is direct investment and operation in China, without any entrustment to third party. Therefore, it’s ideal for Pandora to first get the license through entrust shareholding and control the established company by technology and intellectual property license under the investment vehicle of WFOE. Surely, the cooperation with an experienced local company who applies for the license will facilitate Pandora’s business in China.

[this post was written by Mr. You Yunting (email: bridge At chinaiplawyer.com, twitter @BridgeIP),  a popular law blogger from Attorney-at-law of Intellectual Property, Partner of DeBund Law Offices in Shanghai.]

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Internet is Changing Creative Industries Forever – Transmit China https://technode.com/2011/09/21/internet-is-changing-creative-industries-forever-transmit-china/ https://technode.com/2011/09/21/internet-is-changing-creative-industries-forever-transmit-china/#comments Wed, 21 Sep 2011 10:53:59 +0000 http://technode-live.newspackstaging.com/?p=5614 Last week I went to a unique conference called Transmit China. With a focus on the creative industries, namely music and video, Transmit China brought together leading executives to discuss both interesting and challenging issues facing their businesses in the future. Smaller is better Rather than a large scale grandiose type of event, TransmitChina emphasises […]]]>

Last week I went to a unique conference called Transmit China. With a focus on the creative industries, namely music and video, Transmit China brought together leading executives to discuss both interesting and challenging issues facing their businesses in the future.

Smaller is better

Rather than a large scale grandiose type of event, TransmitChina emphasises community and building close relationships. Limited to only 150 participants and held over two and a half days, the conference was made up of keynote speeches, roundtable discussions and focus groups. To stimulate both body and mind, the event was held at the very unique boutique hotel, the Commune by the Great Wall. The hotel is literally next to the Great Wall and surrounded by beautiful landscape mountains. I myself was very excited to experience the Commune and nature.

Adapt to China or leave

The Transmit conference itself originated in 2006 from Canada and made its way to China in 2008. The group was made up of an eclectic mix of band managers, concert promoters, TV producers, entrepreneurs and mobile start-ups. Since the majority of attendees were from Canada or America, I could tell many of them were searching to understand how China operates and how they needed to adapt their business to succeed here. Some had lived in China for a while but for many first timers, not familiar with China; their eyes were opened to the reality of working in China. I sensed the key lesson learnt was that you have to adapt to the Chinese culture and way of doing things to be embraced, and if you don’t like it, you shouldn’t be here. Since many were in the content distribution business, I told them that generally Chinese people don’t pay for content and I could tell they were perplexed.

Is being creative worth it?

Unlike the typical tech conference, Transmit China was centred on the entertainment industries and how emerging technologies would impact it. Of course many creative people do what they do because they love it, not because it brings them a lot of wealth. But more and more, content is being freely distributed over the internet, making it even harder for artists to claim a rightful share of earnings. This brings constant pressure to musicians and film producers to find sustainable and profitable ways to keep creating.

One of the most interesting discussions was about intellectual property. We all know, there is really no such thing as IP laws in China. In the tech start-up space, this gives rise to thousands of clones. In the entertainment world, much of it ends up on Baidu Music, Douban.fm or video streaming sites like tv.sohu or youku.com and many artists don’t receive a royalty.  Larger co-operations who need to operate with more transparency are now coming under more pressure to only distribute licensed content. But that also continues to be a difficult and messy subject.

Some argue that without free content distribution, especially over streaming sites, the majority of people would never hear of some artists. Therefore it is beneficial for artists to have their work distributed everywhere for the purpose of marketing. Once they become popular enough, they can make money through selling concert tickets and sponsorship. On the other hand, without any copyright and no ability to earn royalties, it makes life a lot harder for artists to live and get to the stage of becoming widely popular. But this brings us back to the question of why artists do it and simply, it is because being creative is in their blood.

Embrace internet disruption

The first keynote speech given at Transmit China was by Catherine Leung, GM of Music Entertainment at Baidu. Leung mainly talked about the impact of internet on the music industry.

She said that given its increasingly digital form, music is ripe for disruption and old-school music executives who are bent on holding onto forcing people to buy CD’s will lose. One music manager I talked to, expects CD’s to die next year or the year after; a grim but realistic prediction that truly forces people in the music industry to react and prepare for the future. Outside China, new music services that are changing consumption habits are Pandora, Spotify and the up and coming Rdio. In this way, Leung suggests people in the music industry must embrace internet disruption and stop fighting it.

Leung believes that technology should be used as a tool to “amplify and build great products that wows consumers.”

Here are some photos from Transmit China, kindly provided by Emily Chong of Frog Design. Thanks Emily!

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Angry Birds Releases Moon Festival Theme https://technode.com/2011/09/13/angry-birds-releases-moon-festival-theme/ https://technode.com/2011/09/13/angry-birds-releases-moon-festival-theme/#respond Tue, 13 Sep 2011 09:30:08 +0000 http://technode-live.newspackstaging.com/?p=5538 To add to the moon cake frenzy of the Mid-Autumn Festival, Rovio, maker of Angry Birds has released a Moon Festival theme game. When the Mighty Eagle himself, Peter Verstabacka came to China for GMIC, he openly said their China entry strategy was high on the agenda. With ambitious goals of 100 million downloads in […]]]>

To add to the moon cake frenzy of the Mid-Autumn Festival, Rovio, maker of Angry Birds has released a Moon Festival theme game. When the Mighty Eagle himself, Peter Verstabacka came to China for GMIC, he openly said their China entry strategy was high on the agenda.

With ambitious goals of 100 million downloads in China, the leading entertainment brand in China and uncommonly to become the most copied brand in China, Rovio knows it needs to adapt to the Chinese culture to truly be embraced and consequentially achieve its goal.

The Moon festival themed game gets players to chase the pigs through 30 brand new levels filled with pagodas, rabbits, and red lanterns, lit by a dazzling harvest moon. Players can also in-app purchase the Mighty Eagle to destroy difficult levels and collect special achievements.

Also, if you have not had enough moon cake, you can play the game to collect 8 hidden pieces of moon cake!

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Fishing Joy Developer Punchbox Raised US$ 14 M In Series B https://technode.com/2011/08/28/fishing-joy-developer-punchbox-raised-us-14-m-in-series-b/ https://technode.com/2011/08/28/fishing-joy-developer-punchbox-raised-us-14-m-in-series-b/#respond Sun, 28 Aug 2011 05:20:10 +0000 http://technode-live.newspackstaging.com/?p=5368 Punchbox, the game vendor behind hit iOS game Fishing Joy(捕鱼达人), has just raised over US$ 14 million in Series B from Sequoia China and Steamboat Ventures with a total funding of over 15.6 million to date, according to its founder and CEO Chen Haozi. The iPhone game went popular since its debut on App Store […]]]>

Punchbox, the game vendor behind hit iOS game Fishing Joy(捕鱼达人), has just raised over US$ 14 million in Series B from Sequoia China and Steamboat Ventures with a total funding of over 15.6 million to date, according to its founder and CEO Chen Haozi.

The iPhone game went popular since its debut on App Store in April of this year and was featured on the homepage of App Store for six weeks. Punchbox launched the iPad version upon Apple’s request later on.

As of now the game that let users cast virtual net to catch fish has a total of over 10 million downloads with 1.2 million of active users. It’s free to download from App Store and play while users can buy virtual coins in the game (US$ 0.99 for 200 coins). Chen said that the game has a total revenue of more than US$ 750,000.  It’s noteworthy that the Punchbox team also spent more than 450,000 to promote the game.

As for the future planning, Chen disclosed that Fishing Joy will be equipped with Ad System which offers developers with cross-promotion and traffic-exchange.

Chen also said that the company would invest US$ 3.12 million to support minor developers.

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No More Unapproved Online Music in China https://technode.com/2011/08/28/no-more-unapproved-online-music-in-china/ https://technode.com/2011/08/28/no-more-unapproved-online-music-in-china/#comments Sat, 27 Aug 2011 16:01:46 +0000 http://technode-live.newspackstaging.com/?p=5367 China Daily reported today that China’s Ministry of Culture has ordered domestic online websites to stop allowing users to play and download over a 100 songs that have failed to go through “official approval procedures.” Apparently the songs are not banned for censorship reasons, but purely because they have not gone through official approval procedures. […]]]>

China Daily reported today that China’s Ministry of Culture has ordered domestic online websites to stop allowing users to play and download over a 100 songs that have failed to go through “official approval procedures.”

Apparently the songs are not banned for censorship reasons, but purely because they have not gone through official approval procedures. The rule is that websites in China must be licensed and approved by the government before offering online music services.

The ministry has issued stern warnings of punishment if China’s search engines and websites did not “immediately cancel” all unapproved songs.

I’m not sure for what reason but the ministry has formerly disallowed 200 songs including “Cold Wind Blows” by Eminem, “Grenade” by Bruno Mars and “Push That Knot Away” by KT Tunstall. Interestingly I saw KT Tunstall perform live in Beijing a few months ago at the China Music Valley festival but her music didn’t appear to be controlled in any way.

Baidu which has previously found itself in trouble over illegal music distribution has since started  paying for licensed music and will distribute it through One-Stop China, a joint venture between Universal Music, Warner Music and Sony Music. The downloads are only available to computers in China.

I wonder how this new mandate will affect Douban.fm, which I regularly use to listen to music online.

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Kabam and Paramount Digital Entertainment To Bring The Godfather: Five Families To Gamers Worldwide https://technode.com/2011/08/26/kabam-and-paramount-digital-entertainment-to-bring-the-godfather-five-families-to-gamers-worldwide/ https://technode.com/2011/08/26/kabam-and-paramount-digital-entertainment-to-bring-the-godfather-five-families-to-gamers-worldwide/#respond Fri, 26 Aug 2011 02:58:09 +0000 http://technode-live.newspackstaging.com/?p=5355 Kabam, the leading developer of hardcore social games, today announced it is teaming up with Paramount Digital Entertainment to bring the massively popular and critically acclaimed The Godfather® movie franchise to social gaming in The Godfather™: Five Families™. The browser based, free-to-play online multiplayer game will be set in the Prohibition era preceding the films, with […]]]>

Kabam, the leading developer of hardcore social games, today announced it is teaming up with Paramount Digital Entertainment to bring the massively popular and critically acclaimed The Godfather® movie franchise to social gaming in The Godfather: Five Families. The browser based, free-to-play online multiplayer game will be set in the Prohibition era preceding the films, with players and five crime families battling for money, power, and respect and the ultimate goal of becoming “Don” of your family.  Kabam also announced that it has opened up registration for a closed beta test of the game.  Players interested in being a part of this event can sign up by going to a special site for The Godfather: Five Families on Kabam.com at http://www.kabam.com/the-godfather.  Beta tests are expected to begin in several weeks.

See the Youtube preview below.

“It’s an honor to create a new massively multiplayer social game based on one of the greatest entertainment brands of all time,” said Chris Carvalho, Chief Operating Officer of Kabam. “The Godfather: Five Families will transport millions of players to a living world of 1930s gangsters and family alliances that will transcend what any other mafia-style social game has offered to date.”

The Godfather: Five Families will introduce new social gameplay features specifically designed for this game, theme and story. The Godfather: Five Families will also be the first MMSG and MMO game on the Facebook Platform based on a mafia theme with synchronous gameplay where millions of players can play and combat each other in real time.  The Godfather: Five Families will be constructed with careful attention to detail to capture the authenticity of the epic chronicle of mafia warfare, loyalty and intrigue.

The Godfather movie series is one of the most venerated film franchises ever created. The original movie, The Godfather, ranked #2 on the American Film Institute’s list, “100 Years… 100 Movies.” The Godfather II was ranked #32 on the same AFI list, making it the only film series thus honored with multiple inclusions. The films won nine Academy Awards, including “Best Picture” for each of the first two movie installments, and garnered over 20 Academy Award nominations.

“The rich heritage of The Godfather franchise is well suited for deep multiplayer social gaming,” said John Kavanagh, Senior Vice President of Video Games for Paramount Digital Entertainment. “Combining the drama and intrigue of warring crime families with thousands of real players trying to amass their own power and wealth in the game presents a compelling new way for fans to experience the world of the films.”

The Godfather: Five Families will combine elements of highly immersive MMO-style play with the connectivity and interaction of social networks. The massively multiplayer social game will feature the famous “Five Families” of The Godfather world in an open-ended storyline that will allow players to create their own destinies.  Designed to engage those who seek a deeper, more engaging game experience, The Godfather: Five Families offers a strategy and RPG game-style with competitive interaction and game play that can be enjoyed for hours.  Among the number of ways the game will differ from casual social games with similar themes is that it will be more competitive, with a greater emphasis on combat and battle objectives as well as game mechanics and a reward system that encourages activity, including PvP and Family vs. Family battles.

The Godfather: Five Families will immerse players in a persistent world of Prohibition era New York gangsters where families and players battle for wealth and power as they build their empires,” said Larry Koh, General Manager, Kabam and Executive Producer for the game. “The Godfather saga provides an incredibly engaging foundation from which to create an authentic, multi-layered and compelling game.  We’ll be sharing more details on the storyline and game itself in the weeks to come.”

The Godfather: Five Families marks the first time a major movie franchise has expanded its storylines to the social gaming world.  Players interested in participating in the closed beta test for the game can register at http://www.kabam.com/the-godfather.

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OurGame Taps into Browser Games Market, Need for Speed https://technode.com/2011/08/01/ourgame-taps-into-browser-games-market-need-for-speed/ https://technode.com/2011/08/01/ourgame-taps-into-browser-games-market-need-for-speed/#comments Mon, 01 Aug 2011 08:15:40 +0000 http://technode-live.newspackstaging.com/?p=5034 At the 9th China Digital Entertainment Expo & Conference – ChinaJoy, OurGame CEO Yang Qin disclosed the future strategies for the long-established causal game operator which has been struggling for a while due to the fierce competition from Tencent and Shanda. Yang Qin said that OurGame has been back on track after addressing the turmoil […]]]>

At the 9th China Digital Entertainment Expo & Conference – ChinaJoy, OurGame CEO Yang Qin disclosed the future strategies for the long-established causal game operator which has been struggling for a while due to the fierce competition from Tencent and Shanda.

Yang Qin said that OurGame has been back on track after addressing the turmoil of dispersed ownership. The company has set up the goal of focusing on casual game and chess and card game as well as stripping off less-relevant businesses. On top of client-based games, OurGame has also been working on browser-based and mobile games lately with the set-up of specialized team and studios and the imminent launch of a bunch of mobile and browser-based titles. Those games will be made available on other social media platforms as well, which means OurGame will serve as content provider for the first time since it used to be one of the largest game platform itself.

Yang also disclosed that OurGame has reached breakeven now with a faster growing pace; the company has recruited over 200 new staffs since the beginning of this year.

But OurGame need to move fast since browser games market is seeing fiercer rivalry with competitors including 9Wee, Kunlun.com, SnailGame and so on with their lucrative titles. There’re currently more than 200 companies engaging in this waterfront. The good thing is, the market is increasing rapidly and big enough, according to market research firm iResearch, the market size for browser games is nearly US$ 354 million (RMB 2.28 billion) in 2010 in China, and is expected to grow even stronger in the years to come.

ChinaJoy is the largest and most famous online game fair in China, with over 300 game vendors including both domestic (Shanda, Changyou, NetEase, Perfect World etc.) and foreign ones (EA, Blizzard, Zynga, Kabam), animation productions and hundreds of thousands of enthusiastic players from across the world all gathered in Shanghai to celebrate their own festival.

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iResearch Values China Online Game Market at 9.48bn Yuan https://technode.com/2011/07/30/iresearch-values-china-online-game-market-at-9-48bn-yuan/ https://technode.com/2011/07/30/iresearch-values-china-online-game-market-at-9-48bn-yuan/#comments Sat, 30 Jul 2011 05:43:51 +0000 http://technode-live.newspackstaging.com/?p=5009 From Thursday to Sunday this week, the Shanghai ChinaJoy Game Expo is on. The Expo is a big opportunity for companies to showcase their new titles to a mass gathering of hardcore Chinese gamers.  Like car enthusiasts being wooed by gorgeous car models, gaming companies are using an arsenal of attractive female models, dressed in […]]]>

From Thursday to Sunday this week, the Shanghai ChinaJoy Game Expo is on. The Expo is a big opportunity for companies to showcase their new titles to a mass gathering of hardcore Chinese gamers.  Like car enthusiasts being wooed by gorgeous car models, gaming companies are using an arsenal of attractive female models, dressed in tight character costumes to fulful some type of fetish fantasy of their players. It seems they haven’t taken much notice of government directive against “vulgarity” and “obscene, sexually proactive behavior” as reported by Shanghai Daily. Held at the Shanghai New International Expo Center, the convention will feature sessions for game companies, game veterans, developers and of course players to discuss and experience the latest trends in the industry.

Online game market hits 9.48bn yuan in Q2 2011

The dynamic of Chinese consumers is starkly different to other countries. Since Chinese people don’t like paying for things online, companies have accepted this fact and monetize from selling virtual goods and online advertising. This is in contrast to many Western or European countries where avid game geeks would line up for hours to pay for the first copy or subscription of a game. However this doesn’t mean there is not much money in this industry. On the contrary, iResearch values the Chinese consumer online game market to be 9.48bn yuan in Q2 2011, representing a 23.9% increase year on year.

This new model of free to play but paying for in game items has been popularized by companies like Tencent, who we reported recently is teaming up with American game giant, Zynga. Kabam, who we also interviewed sees free to play as a friction-less way to scale users and monetize at the right time.

Online Web Game Advertising market shrinks 7.2% – Shift to Mobile Internet Games

In 2011Q2, China’s online game advertising market size was $173 million, a decrease of 7.2%. iResearch reports that, China’s user conversion and retention rate of online advertising is falling and online advertising costs are increasing.

As online advertising effectiveness for web games decreases, advertisers are looking to shifting budgets towards mobile internet games where iResearch values the mobile game market size to be 980m yuan in Q2 2011, a year on year growth of 66.1%. The explosion of Android and iOS has been a major factor of this growth.

Chinese game companies looking to expand overseas markets

As if the China market wasn’t big enough, Chinese companies are looking (as they should) to go global. Many have already started shipping titles overseas. However like many other Chinese tech companies which have listed on the NASDAQ in America, game companies like Shanda and CYOU, suffered steep stock price declines shortly after listing.  Also Chinese game companies face challenges of intense competition from Japanese and South Korean game developers. To support their homegrown gaming industry, even the government is supporting with new industry regulations and favorable policies as well as encouraging overseas expansion.

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Tencent Zynga Team up to Launch Localized CityVille Game https://technode.com/2011/07/27/tencent-zynga-team-up-to-launch-localized-cityville-game/ https://technode.com/2011/07/27/tencent-zynga-team-up-to-launch-localized-cityville-game/#comments Wed, 27 Jul 2011 04:21:52 +0000 http://technode-live.newspackstaging.com/?p=4986 The leading social game vendor Zynga has teamed up with Tencent to bring its popular title CityVille into Chinese game market. The Chinese version of CityVille will be rebranded as Zynga City, The title will first be made available in beta version on Pengyou, Tencent’s latest approach to social networking site, and then spread over […]]]>

The leading social game vendor Zynga has teamed up with Tencent to bring its popular title CityVille into Chinese game market. The Chinese version of CityVille will be rebranded as Zynga City,

The title will first be made available in beta version on Pengyou, Tencent’s latest approach to social networking site, and then spread over other Tencent platforms including QQZone and so on.

Lin Xinzhi, General Manager of Zynga China, said that “as a professional social game vendor, we fully appreciate Tencent platform’s value and service capacity. CityVille is our most popular title. Zynga is proud to partner with Tencent to bring the innovation and pleasure of this title to Chinese players. We’re excited to present Chinese players with localized Zynga City, and hope our users can communicate with each other in an interesting and warm way.”

Tencent Open Platform General Manager Lin Songtao remarked that, as an excellent social game developer, Zynga is experienced in game development, service and support. We hope Zynga City will be a success on our platform. We will keep improving our abilities in serving the 3rd party developers through cooperation with more and more top-notch social game developers. We’re expecting more and more international social game vendors will bring their successful titles to Tencent Open Platform to boost the rapid growth of the social game market in China. This will in turn benefit all the social game developers.

Zynga City will cater for Chinese market and audience with localized contents and features designed by Chinese game designer, including new items and architectures that Chinese players are familiar with, events and competition related to Chinese holidays and news, and gaming mechanisms fit in Chinese culture. For instance, you can send out a peddler to your friend’s virtual city in the game.

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Finally, Baidu Makes Peace with Music Companies https://technode.com/2011/07/20/baidu-make-peace-with-music-companies/ https://technode.com/2011/07/20/baidu-make-peace-with-music-companies/#respond Wed, 20 Jul 2011 06:30:47 +0000 http://technode-live.newspackstaging.com/?p=4927 As we have reported earlier in February about the rumor that Baidu would resolve its long-time pirate mp3 issue and it also launched its new music service Baidu Ting back in May. Baidu finally revolved its dispute with the music companies, after infringing their copyrights for years with its MP3 search . Today, the leading search engine […]]]>

As we have reported earlier in February about the rumor that Baidu would resolve its long-time pirate mp3 issue and it also launched its new music service Baidu Ting back in May. Baidu finally revolved its dispute with the music companies, after infringing their copyrights for years with its MP3 search .

Today, the leading search engine in China signed a landmark deal for the distribution of digital music with One-Stop China (OSC), a joint venture whose shareholders are three of the leading global record companies: Universal Music, Warner Music, and Sony Music.

Baidu had been free-riding on the music companies’ intellectual properties to build its popularity among young internet users in China. In its early days, (2003-04) about 50% of Baidu’s traffic was from offering MP3, most of which with no proper copyright.  It caused the major music companies to sue Baidu in the Chinese courts in 2005 and again in 2008.  But the music companies lost their cases in both times.

However those days are gone. Now Baidu no longer worry about traffic. It is the leading search engine with has over 70% of China’s market. A recent check with Alexa showed that MP3 accounted for only about 1% of Baidu’s traffic today.  More importantly, it needs to clean up its image.  Being accused of copyright infringement is a hazard for its future development.

Investors will appreciate such move.  Its  stock price shot up almost 3% on Tuesday on Nasdaq, right after the annoucement.

Details of the Deal:

OSC shareholders will license to Baidu their catalogues and upcoming new releases, including Chinese songs (in Mandarin and Cantonese) and international tracks, which can be streamed or downloaded from Baidu’s servers.

Under the terms of the deal, Baidu will remunerate music content owners on a per-play and per-download basis for all tracks delivered through the Baidu MP3 Search service, as well as Baidu’s newly launched social music platform, ting!. The new product offers users the ability to discover and share music and music-related content.

Users will be able to sign up for membership free of charge through the advertising-supported ting! website, ting.baidu.com.

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Tencent to buy 15.68% of Kingsoft https://technode.com/2011/07/12/tencent-to-buy-15-68-of-kingsoft/ https://technode.com/2011/07/12/tencent-to-buy-15-68-of-kingsoft/#comments Tue, 12 Jul 2011 11:59:12 +0000 http://technode-live.newspackstaging.com/?p=4846 Tencent agreed to buy a 15.68 percent stake in Kingsoft Corp for HK$ 892 million(US$ 115m)and invest US$ 20 million in the Kingsoft’s internet security Subsidiary. Tencent will buy 111.5 million shares from Mr. Qiu Bojun, chairman and Chief Executive Officer of Kingsoft, and buy another 66.9 million shares from Mr. Zhang Xuanlong, a non-executive […]]]>

Tencent agreed to buy a 15.68 percent stake in Kingsoft Corp for HK$ 892 million(US$ 115m)and invest US$ 20 million in the Kingsoft’s internet security Subsidiary.

Tencent will buy 111.5 million shares from Mr. Qiu Bojun, chairman and Chief Executive Officer of Kingsoft, and buy another 66.9 million shares from Mr. Zhang Xuanlong, a non-executive director. This purchase will make Tencent the biggest stakeholder of Kingsoft.

Tencent chairman and CEO Ma huateng(aka Pony Ma)said in a Weibo update, “We are very excited to reach a strategic partnership with Kingsoft. This partnership demonstrates our commitment to build a healthy and secure internet environment in China. Kingsoft Internet Security company has been in security business for 14 years, therefore it has operational experience, advanced anti-virus technology and adequate talent pool. Our businesses are highly complementary to each other, so this strategic partnership will provide Chinese internet users with a more reliable online security services and a more secure online experience by combining Kingsoft’s strength in security technologies with Tencent’s in network operations. ”

Honestly, what will Tencent get from this purchase?

Observers believe that Tencent is primarily interested in Kingsoft’s two resources: security technology and MMO games development capability. Currently these two are Tencent’s weak links.

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Listen! Plants vs Zombies Music Played By Chinese Guzheng https://technode.com/2011/06/23/listen-plants-vs-zombies-music-played-by-chinese-guzheng/ https://technode.com/2011/06/23/listen-plants-vs-zombies-music-played-by-chinese-guzheng/#comments Wed, 22 Jun 2011 16:56:42 +0000 http://technode-live.newspackstaging.com/?p=4619 You probably never heard of Guzheng, the Chinese ancient instrument, but like many others you should know Plants vs. Zombies, one of the most popular games on iPhone. I used to talk to James Gwertzman, VP of Asia/Pacific at PopCap Games who told me that surprisingly China actually the No.4 best sell country for its […]]]>

You probably never heard of Guzheng, the Chinese ancient instrument, but like many others you should know Plants vs. Zombies, one of the most popular games on iPhone. I used to talk to James Gwertzman, VP of Asia/Pacific at PopCap Games who told me that surprisingly China actually the No.4 best sell country for its paid PvZ game. People here love Plants and Zombies. As James recently said in a press conference in Shanghai,

The passion for Plants vs. Zombies here in China is incredible. PvZ has tremendous, unprecedented brand awareness and popularity in China with almost one million people already signed up to a PvZ page on Renren.com. There is superb demand for the game and we are excited to deliver the world’s first online multiplayer adaptation of Plants vs. Zombies in China very soon.

If you are fan of PvZ and also curious about Guzheng, I would suggest you to watch the video below. Two Chinese musician are playing the background music of PvZ with four Guzheng. You will be amazed!

http://player.youku.com/player.php/sid/XMjcyNzMwNzA0/v.swf
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Angry birds Flocks to China Both Online and Offline https://technode.com/2011/06/16/angry-birds-flocks-to-china-both-online-and-offline/ https://technode.com/2011/06/16/angry-birds-flocks-to-china-both-online-and-offline/#respond Thu, 16 Jun 2011 06:21:56 +0000 http://technode-live.newspackstaging.com/?p=4535 Angry Birds is becoming a crazy bird. Currently, Finnish company Rovio, the mobile application gaming sensation that created Angry Birds, disclosed that they are setting up a Chinese team to open its first store in China. So far, the wildly successful mobile game app Angry Birds is still the App Store’s number two bestseller, with […]]]>

Angry Birds is becoming a crazy bird. Currently, Finnish company Rovio, the mobile application gaming sensation that created Angry Birds, disclosed that they are setting up a Chinese team to open its first store in China.

So far, the wildly successful mobile game app Angry Birds is still the App Store’s number two bestseller, with downloads top 200 million across all available platforms. Since Rovio started selling Angry Birds derivative products online late last year, the company has already sold 3 million Angry Birds stuffed toys and a million t-shirts. The sales of various types of Angry Birds merchandise have exceeded more than 50 million British pounds, which the company’s founder “Mighty Eagle” Peter Vesterbacka refers to as the “Disney strategy”.

The Angry Birds characters have gotten that kind of attention in the world’s biggest market China as well. In China, “Angry birds” mobile phone sets, cusions, mobile phone protection film, T-shirts and other derivative products have been extremely popular on Taobao. Quoted from Peter Vesterbacka at the Open Mobile Summit in London, “If you walk into a store (in China), you see copies of Disney, Hello Kitty and Angry Birds. It’s amazing. We’d rather sell officially licensed stuff in China, but on the other hand, if nobody copied us, nobody cares.” He said proudly, “next year, our ambition is to be the brand that copied by most entities in China. That would mean we’re the top entertainment brand in China.”

Currently, Rovio is setting up an office with around 10 staffs in the team in China to develop its businesses here of games, stores, and business cooperation.The first store will be launched this year, with wider range of different merchandise products such as clothing, and stationary, etc. According to Rovio China head, it is expected that u pto 200 Angry Birds stores will be spread in China within the next three years.

It’s all part of a master plan to evolve Rovio beyond its gaming roots on its way to becoming a well-known entertainment brand.

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Baidu Promises To Put An End To Its Music Piracy https://technode.com/2011/06/14/baidu-promises-to-put-an-end-to-its-music-piracy/ https://technode.com/2011/06/14/baidu-promises-to-put-an-end-to-its-music-piracy/#comments Tue, 14 Jun 2011 09:08:56 +0000 http://technode-live.newspackstaging.com/?p=4496 Recently, led by the Ministry of Culture, China forms the Internet Music Industry Development Consortium which consisted of Internet music operators and Internet music content providers in an effort to promote a healthy copyright environment for the country’s Internet music industry. About 20 companies have joined the association and signed up a protocol to encourage […]]]>

Recently, led by the Ministry of Culture, China forms the Internet Music Industry Development Consortium which consisted of Internet music operators and Internet music content providers in an effort to promote a healthy copyright environment for the country’s Internet music industry. About 20 companies have joined the association and signed up a protocol to encourage indigenous music products and combat piracy, including Chinese music firms China Record Corporation, Ocean Butterflies Music Co., Internet giants Tencent, Sina, Tudou and Baidu, as well as the three major telecom operators: China Mobile, China Telecom, and China Unicom.

Earlier, Baidu in particular was criticized by Western music companies, Chinese musician Union,and other associations for aiding Chinese web users looking for illegal music content. Baidu will launch its own online music body Ting, which will be offering licensed music albeit only with Chinese copyright holders signing up. Meanwhile, the links of pirated music on Baidu will be cleaned up by the end of June.

Baidu Ting is a new music platform of Baidu which launched its open beta testing version on June 8th. According to Baidu representative Liang Kangni, Baidu Ting currently has already amassed 500,000 songs in storage, and plans to further enlarge it to one million. The songs are mostly purchased from the copyright side by Baidu. The good thing for users is that there are no plans of charging any fees yet.

Currently Baidu Ting is consist of four main columns,Public Square, Radio, Top List and My Ting!, with more personalised and communitilized features.

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Phoenix Video To Introduce Discovery Channel, Along With Other BBC Programs https://technode.com/2011/05/12/phoenix-ifeng-discovery-bbc/ https://technode.com/2011/05/12/phoenix-ifeng-discovery-bbc/#comments Thu, 12 May 2011 02:46:09 +0000 http://technode-live.newspackstaging.com/?p=4063 Phoenix Video (V.iFeng) announced that it signed contract with BBC, a latest step to turn its documentary channel into a platform for documentaries home and abroad. In addition to its current 4,000 hours’ video clips on its documentary channel, V.ifeng is introducing a large quantity of new content, especially on historical culture and exploring natural environment. V.ifeng […]]]>

Phoenix Video (V.iFeng) announced that it signed contract with BBC, a latest step to turn its documentary channel into a platform for documentaries home and abroad.

In addition to its current 4,000 hours’ video clips on its documentary channel, V.ifeng is introducing a large quantity of new content, especially on historical culture and exploring natural environment. V.ifeng claims that they will also adjust their content timely, and will continue to bring in more fine resources such as American National History, Discovery, etc.

Liu Shuang, CEO of Phoenix New Media Limited said, the company will focus on the development of video services. V.ifeng has a large number of unique content supporting by Phoenix Satellite TV, which is its core competitive force and a key distinction from its more entertainment-focused competitors, like Youku.

Phoenix New Media Limited (ticker: FENG) is expected to go listed on the NYSE in the coming week. Phoenix New Media, a subsidiary of the Hong Kong-based Phoenix Satellite Television, runs three websites portal web site ifeng.com, 3g.ifeng.com for cell phone users and v.ifeng.com for video content.

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Playing With Baidu Ting, It Offers You Everything But Pirate Music https://technode.com/2011/05/06/baidu-ting-offers-you-everything-but-pirate-music/ https://technode.com/2011/05/06/baidu-ting-offers-you-everything-but-pirate-music/#comments Thu, 05 May 2011 17:26:00 +0000 http://technode-live.newspackstaging.com/?p=3988 If I tell you that you can download mp3 for free using Baidu’s service, it would not surprise you. Baidu’s mp3 search engine, from my opinion is the key service which beat Google years ago till now. The copyright of the music? Baidu did not care about it as long as it can attract the […]]]>

If I tell you that you can download mp3 for free using Baidu’s service, it would not surprise you. Baidu’s mp3 search engine, from my opinion is the key service which beat Google years ago till now. The copyright of the music? Baidu did not care about it as long as it can attract the users away from Google. Now Google is out and Baidu is no doubt dominating the search market in China, so the strategy starts changing. Baidu Ting is launched in private test, you can still download the music for free there, but the point is that Baidu will pay for it per download. Nice!

Have been playing with Baidu Ting just now, I actually like it. It seems offering you everything about online music service but pirate music,

  • Music search/browse and streaming – You can search for and browse the music by song name, artist and album name; every song can be streamed, fast and in good quality;
  • Music channel – it offers a few read-made music channel, such as Rock channel, Coldplay channel etc.
  • Music chart – it comes with several charts by the popularity of the music;
  • Personal Music channel – every user can build his/her own music channel, which can be shared with friends on Baidu Ting;
  • Social Network – Baidu Ting actually reminds me of Apple’s Ping. They are different, but both focus on the same thing, a social network built around the music.

Baidu says the revenue will be mainly from online ads on Ting, which sounds very interesting. The amount of copyright fee paid by Baidu is unknown, but given the huge traffic on Baidu every day, how much Baidu is going to spend on the copyright? The mp3 search service is still there, so how Baidu is going to drive millions of users from mp3 search to Ting will be a big question? And, as a later comer, how is Baidu Ting going to play against its competitors such as big one like Google Music, or startups like Douban FM, Xiami etc needs a answer too.

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Angry Birds Wants To Beat Disney in China Within 2 Years https://technode.com/2011/05/01/angry-birds-wants-to-beat-disney-in-china-within-2-years/ https://technode.com/2011/05/01/angry-birds-wants-to-beat-disney-in-china-within-2-years/#respond Sat, 30 Apr 2011 17:09:16 +0000 http://technode-live.newspackstaging.com/?p=3875

“You must feel like a Happy Bird in past week in China, right?” I asked Peter Verstabacka, the “Mighty Eagle” of Angry Birds on the stage of GMIC where we were both sitting at the panel The Battle: Marketspace vs. Operating System. He said, “I am happy to be here, but for Angry Birds, we would not say so. In U.S, people 100% can recognize us, but in China, only 30% maybe. We need more!”

Unlike many other foreign companies which are usually “shy” to expose their Chinese strategy when they first come to China, in past one week, Peter were extremely overwhelmed by interviews talking about their local strategy, meetings with potential partners and taking photos with their exciting fans.

Angry birds are flying into China, with an ambitious plan:

  • China Office – We have not decided the location yet, but it will be in either Beijing or Shanghai. It will be Rovio’s first office open in oversea market;
  • Company Positioning – We are coming to China not as a mobile gaming company, and we are an entertainment company. Our competitors are companies like Disney China, Creative Power Entertaining (the producer of Happy Sheep and Grey Wolf, a very popular animation) etc.
  • China team – We have got the first employee in China and we are starting recruitment soon. We are expecting 5-50 people in China office this year.
  • Milestones – For this year, we will do 100millions downloads in China, which should not be difficult; in 2012, we want to the leading foreign entertainment company in China beating Disney.
  • Partnership – We are open to any partnership in China. In the past week, Peter has visited varied potential partners, such as social network operators, phone manufacturers, toy makers, local app stores, ISPs etc, and he is also patient enough to talk to everyone who approached to learn the new ideas they proposed and suggested. “Yes! We should talk!” Peter did not waste any cool ideas.
  • A Chinese Company – Rovio in China will be a Chinese company. We are lucky because our birds are iconic and no need to worry too much about localization. But for sure, we will have Chinese-themed Angry Birds version, using Chinese social media for marketing strategy (Note, Angry Birds has set up its official weibo accounts on Sina with 97141 followers and Tencent with 206833 followers) etc. “We are not American companies…” Peter smiled.
  • From Mobile to Social – Popcap is working on local social networks to launch its social games in China. Peter admitted that Rovio will do social games too. He said, we are going to launch our own social games on a few popular international social networks by June, but for China I think we need it a few more months.

Angry or ambitious birds? How successful will Angry Birds be in China, you think? Please do leave you comments!

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Zynga’s GM Andy Tian, Gives Advice for Game Developers https://technode.com/2011/04/13/zyngas-gm-andy-tian-gives-advice-for-game-developers/ https://technode.com/2011/04/13/zyngas-gm-andy-tian-gives-advice-for-game-developers/#comments Wed, 13 Apr 2011 04:13:15 +0000 http://en.technode.com/?p=3382 There’s no doubt now that Zynga is one of the most powerful online gaming houses in the world right now. Cityville alone has over 100 million users  and they are becoming incredibly profitable at a staggering pace. A Forbes post, reported that Zynga expects to reach US$1.8 billion in revenue with a profit of US$630 […]]]>

There’s no doubt now that Zynga is one of the most powerful online gaming houses in the world right now. Cityville alone has over 100 million users  and they are becoming incredibly profitable at a staggering pace. A Forbes post, reported that Zynga expects to reach US$1.8 billion in revenue with a profit of US$630 million in 2011. With some of the globe’s heavy hitting investors such as Peter Thiel (PayPal founder), Reid Hoffman (LinkedIn founder), Yuri Milner (DST founder) and Andreesen Horowitz, Zynga is a serious force to be reckoned with. It is speculated the company is attempting to raise US$500 million, equating to a valuation of US$10 billion.

Andy joined Zynga after they acquired his social gaming company XPD Media in May 2010. At a recent Innovation Works talk on gaming, he presented his tips for developing a successful game company.

Here’s a summary

1. How do you expand and innovate? – reach, retention, revenue

i.    Metrics available in real time

ii.    Can push new versions easily and quickly

iii.    Test first, then deploy

2. Metric driven game design

i.    What do players really like?

ii.    Why are we losing DAU this week – Daily Average Users

iii.    Good designer asks metrics good questions

iv.    Best course is not always intuitive

3. What makes a good social feature?

i.    Really simple – my aunty will like it

ii.    Aligned with at least one key metric

iii.    Virality, user to user and one to many

iv.    Engagement – come back regularly

v.    Revenue – something worth paying for

4. Examples of features that work well

i.    Gifting – free social capital for coming back

ii.    Collections – collecting and trading together

iii.    Harvest – return compulsion

iv.    Missions – working together to achieve a goal

v.    I win you win – not zero sum

5. Team effort build – Web + Game

i.    Product Manager – Analysis, prioritise, feature spec, UX

ii.    Game Designer – game systems, levels, mechanics, UX

iii.    Producer – Drives execution, cracks the whip – on schedule

6. Suggestions for independent developers

i.    Don’t copy leading games (you’ll never have enough resources to compete)

ii.    Focus on something you know and innovate

iii.    Aims for high quality user experience

iv.    Continuously test with real users

v.    Expand, expand, expand

vi.    Use metrics and analysis to drive product decision

I know this is a very brief summary but I hope it helps you as a guide. They are all good valid points and can also be applied to any type of business.  Happy game developing!

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1 Avatar, Multiple 3D Games – ECitySky https://technode.com/2011/03/31/1-avatar-multiple-3d-games-ecitysky/ https://technode.com/2011/03/31/1-avatar-multiple-3d-games-ecitysky/#respond Thu, 31 Mar 2011 04:12:57 +0000 http://en.technode.com/?p=3260 Games are huge in China. Tencent, the biggest online games company in China just posted Q4 (to December 31) revenue of 2.2bn yuan. When I went to lunch the other day with my Chinese local colleagues I asked them why? They said, “There is no other choice for entertainment in China. TV is not good.” […]]]>

Games are huge in China. Tencent, the biggest online games company in China just posted Q4 (to December 31) revenue of 2.2bn yuan. When I went to lunch the other day with my Chinese local colleagues I asked them why? They said, “There is no other choice for entertainment in China. TV is not good.” So of course the masses resort to playing games, especially social ones online with their friends or random people.

I talked with game start-up Founder and CEO, Clement Song of ECitySky. Started in 2007 and based in Beijing with about 40 people, ECitySky is building new technology that aims to change the way we play games.

Clement grew up in Beijing and moved to America when he was 15 years old for high school. He graduated from the University of Virginia in Computer Science. After graduating he worked in the Microsoft Research Team and later spent most of his time with the Xbox team.

He believes strongly that things become main-stream if it solve problems with efficiency. “Information used to be dispersed, then Google search orgnanized information. Finding people used to be difficult, then Facebook and social networking organized people” In order to enhance gaming experience for the user, his vision is to connect people at the same place and same time.

ECitySky’s core product is called Gamexiu.com. It is the world’s first 3D social entertainment platform that integrates social elements and real time game play. It is a free to play browser based game that connects with online communities, social networks like or a branded site. Users create one avatar identity to play across multiple games. Users can create a 3D avatar of themselves using their real face to give them identity. Users can customize their look by changing its clothes and outfit. You can then interact with the world by walking, running, sleeping, talking to other friends in this virtual world. It sounds a bit like SecondLife doesn’t it? But Clement says “the approach is different. We cut across many games, not one.” This is because game developers can continuously create new games for users, a bit like apps. Basic Flash and PHP developers can also create quick and simple 3D games on the ECitySky platform. Now the focus of ECitySky is to make a social MMO using this iGX platform and will distribute through social networks.

Clement is unsure of how selling real life physical goods would work inside the platform but believes that technology in the future will enable it. He also noted Alibaba’s failed attempt to implement a virtual world to walk around and click on items, “it wasn’t the right user experience.”

E-City Sky is angel funded from some of China’s top tech professionals including Chris Evdemon of Innovation works.

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Global Mobile Game Awards at GMIC2011 – Submit Your Mobile Game! https://technode.com/2011/03/30/global-mobile-game-awards-at-gmic2011-submit-your-mobile-game/ https://technode.com/2011/03/30/global-mobile-game-awards-at-gmic2011-submit-your-mobile-game/#respond Wed, 30 Mar 2011 08:46:28 +0000 http://en.technode.com/?p=3246 The GMIC G-Startup Competition is coming up in April in Beijing and they announced a mobile game developer competition. Here are the details. The International Golden Game Awards 2011 will be held at GMIC 2011, Co-organized by D.CN and Great Wall Club (GWC). The Awards are open to mobile game developers all over the world. Evaluation […]]]>

The GMIC G-Startup Competition is coming up in April in Beijing and they announced a mobile game developer competition. Here are the details.

The International Golden Game Awards 2011 will be held at GMIC 2011, Co-organized by D.CN and Great Wall Club (GWC). The Awards are open to mobile game developers all over the world.

Evaluation and selection will commence from April 10th – 20th. The final results will be released at the International Golden Game Awards ceremony at the Global Mobile Internet Conference 2011 in Beijing.

The International Golden Game Awards aims to become the most influential and authoritative award of mobile games in the world and a leader of the global mobile game industry. We commit ourselves to providing a platform for communication and cooperation among mobile game developers where we can bring China’s outstanding games to the world and introduce the best oversea games to China!

Submit the completed form prior to April 10th, 2011. The judging panel will carefully evaluate your submitted materials.

Note: The International Golden Games Awards is open to all qualified applicants and is free to apply.

Evaluation Process:

Applications Open: March 1st –April 10th.

Evaluation: April 10th—20th.

Award Ceremony: April 28th, 2011.

  1. Application Deadline: April 10th, 2011

  2. Required Materials:

a)   Application form

b)   Game DEMO: Please specify the system platform and cell-phone resolution.

c)   Five screenshots of the game with a resolution of 120*80;

d)   Game Video: optional.

  1. If the DEMO and game video are larger than 10M, please upload it online or send it to 1085619102@qq.com

Good Luck!

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Chinese government investigating Baidu for copyright infringement of books https://technode.com/2011/03/23/chinese-government-investigating-baidu-for-copyright-infringement-of-books/ https://technode.com/2011/03/23/chinese-government-investigating-baidu-for-copyright-infringement-of-books/#respond Wed, 23 Mar 2011 05:33:36 +0000 http://en.technode.com/?p=3188 China’s National Copyright Administration (NCA) is investigating Baidu for copyright infringement of books, said Wang Chih-cheng, deputy director for Copyright Management of NCA. On March 15, fifty of Chinese well-known authors wrote a public letter, claiming Baidu Wenku (or Baidu Libary), one of Baidu’s services which allows users to read free e-book online, infringes their copyrights.  The […]]]>

China’s National Copyright Administration (NCA) is investigating Baidu for copyright infringement of books, said Wang Chih-cheng, deputy director for Copyright Management of NCA.

On March 15, fifty of Chinese well-known authors wrote a public letter, claiming Baidu Wenku (or Baidu Libary), one of Baidu’s services which allows users to read free e-book online, infringes their copyrights.  The letter is widely circulated in Sina Weibo (or Twitter in China).

They said, just like Baidu’s free MP3 download hurt the music industry, Baidu library is also killing the future of Chinese book authors.   In the long run, there will be no new books to read.

Here is an article about it in the local news: http://tech.sina.com.cn/i/2011-03-23/01465318179.shtml

If history can offer any guide, Baidu’s investors need not worry.  Because in music companies’ lawsuits against Baidu, which have lasted many years, Baidu was found not guilty by the Chinese government.

If fact, I heard the music companies had finally come to terms with Baidu, granting them copyrights, in exchange for sharing advertising revenue in Baidu’s free MP3 download service.

But anyway, it is great to hear someone inside China is rising the issue of copyright protection.  If there are more copyrights belong to Chinese citizen or Chinese companies, I believe the government will have a real incentive to enforce copyright protection.  And they should, if Chinese government want the country to be more innovative and more technically advance in the future.

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Tencent posts Q4 Revenue of 2.2bn yuan/USD$335m https://technode.com/2011/03/17/tencent-posts-q4-revenue-of-2-2bn-yuanusd335m/ https://technode.com/2011/03/17/tencent-posts-q4-revenue-of-2-2bn-yuanusd335m/#comments Thu, 17 Mar 2011 07:30:07 +0000 http://en.technode.com/?p=3144 The giant online games and messaging tech company, Tencent has reported its Q4 net profit rose 46% from last year. Higher revenues are a result of online value-added services including online games. Tencent also announced to increase investment in existing and new businesses such as e-commerce and the expansion of its microblogging service, t.qq.com. Shenzhen-based […]]]>

The giant online games and messaging tech company, Tencent has reported its Q4 net profit rose 46% from last year. Higher revenues are a result of online value-added services including online games. Tencent also announced to increase investment in existing and new businesses such as e-commerce and the expansion of its microblogging service, t.qq.com.

Shenzhen-based Tencent operates online platforms in China that include instant-messaging service QQ, Web portal QQ.com, games portal QQ Game and a mobile portal. At December 31, QQ had 647.6 million active instant messaging user account.

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The MMORPG Market Is Shrinking in China https://technode.com/2011/03/03/the-mmorpg-market-is-shrinking-in-china/ https://technode.com/2011/03/03/the-mmorpg-market-is-shrinking-in-china/#comments Thu, 03 Mar 2011 01:44:23 +0000 http://en.technode.com/?p=3036 I have not played any Massively Multiplayer Online Role-Playing Game (MMORPG) for ages, and the fact is that although I am still trying to track the gaming industry, less and less people are talking to me about MMORPG. Instead, we more focus on web-based game, social games and mobile (online) games.

Sam Woelm, Executive Director of CY Foundation Group gave us an interesting presentation on iGamingAsia congress. It’s about a case study of marketing a MMORPG his company is operating. Sam shared some figures which did show that the market for MMORPG is shrinking in past several years, at least in China. He said, the market share for MMORPG in 2006 is about 90%, 87% in 2007, 85% in 2008, 79% in 2009 and only 57% in 2010. And in 2010, the web game takes 14% of the market share and the SNS social game is growing super fast to reach around 28.6%.

However, MMORPG can still make loads of money, one of the reasons is that it has the aging players base who are more willing to pay. Sam pointed out that the Top7 MMORPG operators in China: Tencent’s game DugeonsNFighters etc takes 28.5% of the MMORPG market share, Shanda’s game Longzhigu, Aion etc take 18%, Netease’s WoW etc 16%, Changyou’s Tianlongbabu 7.6%, Perfect World’s Wanmeishijie, Shengui Shijie etc 7.4%, Giant’s Zhengtu 3.8%, Guangyu’s Wendao 3.1%.

So the competition is really tough in China. ‘You only have 20min to convince your players to like your game because they can be easily distracted by another game.’ Sam said.

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Macau Online, It Is About Gaming, Gaming https://technode.com/2011/03/02/macau-online-it-is-about-gaming/ https://technode.com/2011/03/02/macau-online-it-is-about-gaming/#respond Tue, 01 Mar 2011 22:29:42 +0000 http://en.technode.com/?p=3027 Be frank, I was not so sure why iGaming Asia Congress, the region’s leading event for the interactive gaming community is held in Macau every year. In my understanding of (online) gaming, it’s all about MMORPG, social games etc. So when I’m invited by the organizers, I was wondering, uhm… what Macau is to do […]]]>

Be frank, I was not so sure why iGaming Asia Congress, the region’s leading event for the interactive gaming community is held in Macau every year. In my understanding of (online) gaming, it’s all about MMORPG, social games etc. So when I’m invited by the organizers, I was wondering, uhm… what Macau is to do with the online gaming industry and what’s the purpose of my giving a speech about mobile web?

Talked to a few attendees right after my speech, Capitalising on the next generation of smart/connected devices, I started understanding the local online industry. The attendees are mostly from local, Hong Kong, Philippine etc, and I feel like at least half of them are working on the same industry: online interactive games, i.e. online gambling and casual games. They are quite interested to know,

  • how to access the social networks to reach more players? (surprisingly, a few of them mentioned Kaixin001 to me and know nothing about RenRen…)
  • how virtual good and virtual money works in Chinese online industry; whether it is supported by government?
  • whether it’s worthy of spending resource to launch a mobile version (either a mobile site or an application) and how.

I might be too rush to draw this conclusion, but the first impression I have right now is that Macau has a huge potential market for online gaming. Mainland Chinese companies, even international companies, such as social networks, gaming-related service, social (casual) game developers and mobile applications developers should look into it for interesting partnership and outsourcing projects.

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Passion Can’t be Copied https://technode.com/2011/02/23/passion-cant-be-copied/ https://technode.com/2011/02/23/passion-cant-be-copied/#respond Tue, 22 Feb 2011 16:58:36 +0000 http://en.technode.com/?p=2998 After attending quite a few conferences about tech start-ups in Beijing already, the topic of Chinese copying nearly always comes up and the Innovation Works Social Gaming talk on Monday was no exception. This topic is usually over-done but I heard one comment that struck me. The question about ‘How can boot strapped game developers […]]]>

After attending quite a few conferences about tech start-ups in Beijing already, the topic of Chinese copying nearly always comes up and the Innovation Works Social Gaming talk on Monday was no exception. This topic is usually over-done but I heard one comment that struck me. The question about ‘How can boot strapped game developers earn money when competing against big companies with massive development budgets (as much as US$100m)?’ was directed at AJ Redmer, CEO of USA Inc., a huge game development company specializing in MMOG (Massively Multiplayer Online Games) such as the Legend of Mir series. AJ responded “IP”, meaning intellectual property. The Chinese audience almost went silent and chuckled as if to say “Are you kidding? There is no such thing as IP in China! Everything gets copied.” Most probably thought AJ was an American who didn’t know anything about China.

AJ went on to say that although people can copy things but they can’t copy your passion for something. He gave an example of a game his company developed which was copied exactly but never did as well as the original. I pondered upon this idea and to some degree, agree. For, all the Apple’s, Microsoft’s, Nike’s, Adidas’, Google’s, Twitter’s, Starbuck’s etc. that have been copied, the shanzhai versions never really do as well, at least on a world scale.  But then again, do the Chinese copies ever need to do as well as the originals on a world scale? The Chinese market is already big and attractive for them to dominate and make significant money.

I think the point being made, aimed at passionate Chinese developers who fear others copying them and taking all the glory and some of the money, was not to give up. Even if someone is going to copy you exactly; do they have the same passion, drive and determination to see it succeed? Probably not. If it is your idea, creation and ultimately your baby you would do anything to protect it and see it flourish. If you believe in your product and know your target customers, they should respect your talent and want your quality product over the cheap imitation. This sounds a bit too idealistic, especially in China, but I hope passionate entrepreneurs and start-ups are not deterred by the likelihood of being copied.

Follow your passion.

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Rumour: No more pirate MP3 – Baidu going to resolve dispute with music companies https://technode.com/2011/02/18/rumour-no-more-pirate-mp3-baidu-going-to-resolve-dispute-with-music-companies/ https://technode.com/2011/02/18/rumour-no-more-pirate-mp3-baidu-going-to-resolve-dispute-with-music-companies/#respond Fri, 18 Feb 2011 06:15:29 +0000 http://en.technode.com/?p=2959 I heard a rumour yesterday, while chatting with a few friends. Baidu is going to resolve its disputes with three of the biggest music companies in the world (Sony BMG, Universal Music Group and Warner Music Group). There will be no more illegal downloads of MP3 from its site. It is going to pay for […]]]>

I heard a rumour yesterday, while chatting with a few friends. Baidu is going to resolve its disputes with three of the biggest music companies in the world (Sony BMG, Universal Music Group and Warner Music Group). There will be no more illegal downloads of MP3 from its site. It is going to pay for licensing fee for the music, by sharing ad revenue with the music companies.

Baidu has been free-riding on the music companies’ intellectual properties to build its popularity among young internet users in China. In its early days, (2003-04) about 50% of Baidu’s traffic was from offering MP3, most of which with no proper copyright.

My guess is: those days are gone. Now Baidu no longer need to do so. It is the leading search engine with has over 70% of China’s market. A recent check with Alexa showed that MP3 accounted for only about 3.3% of Baidu’s traffic today.

(200Baidu use

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Fun, Fun, Fun! Says PopCap developer Roy Liu https://technode.com/2011/02/11/fun-fun-fun-says-popcap-developer-roy-liu/ https://technode.com/2011/02/11/fun-fun-fun-says-popcap-developer-roy-liu/#comments Fri, 11 Feb 2011 08:34:35 +0000 http://en.technode.com/?p=2920 Plants vs. Zombies is a highly successful tower defense game from the highly acclaimed casual game developer, PopCap. If you haven’t heard of it before, the aim of the game is to kill attacking creepy zombies walking across your lawn with an array of amazing plants. Some of the plants are pea shooters that spit […]]]>

Plants vs. Zombies is a highly successful tower defense game from the highly acclaimed casual game developer, PopCap. If you haven’t heard of it before, the aim of the game is to kill attacking creepy zombies walking across your lawn with an array of amazing plants. Some of the plants are pea shooters that spit green balls at the undead, hot tamales that burn everything in their path, and Venus zombie traps. By planting various seeds in strategic locations around your lawn you may be able to hold off the onslaught and keep them from entering your house and eating your brain.

There is a web, PC, iPad, iPhone, Xbox, PS3 and recently released Nintendo DS version. PvZ was also awarded the 13th position of GameSpy’s Top 25 PC Games of the 2000s.The Seattle-based casual games developer also behind the wildly popular “Bejeweled”, which has sold more than 50 million copies since it launched in 2001 and is aiming to go public in the second half of 2011.

It must be every geeks dream to develop and play games all day! So what is it really like to work at one of the most successful game development companies in the world? I found out by interviewing Roy Liu, one of the two developers of PvZ. Roy is originally from Shanghai but now based in PopCap’s Dublin office.

How did you get into game development?

I’ve been in love with game development since college. Apart from fighting with roommates on StarCraft all night, I attended several game develop contests. When I finished my master in mobile computing and networking, I joined PopCap Dublin as the first 12 studio members and I have been working there ever since.

What do you do as a game developer?

I eat pizza, drink soda, sleep, and most importantly, I play video games … HAHA. Well, I actually do a bit more than that :-). Currently, I’m one of the two developers of Plants vs. Zombies on iPhone and iPad. With the rest of the team, we constantly discuss new, fresh and fun ideas; update each other on game development progress and challenges. We work closely as a team and regularly sync with designer and project managers, we would ask artists for help and of course we would make sure to blame QA! Only joking J. It’s a good experience for me to work in a small team, so as to keep the concept and ideas straight, as well as a simple friendly team-working atmosphere.

What is the process of the game development cycle?

In PopCap, we have a tradition of taking time to work into details. Making the game most fun is the core of PopCap’s unbeatable advantage. So everyone in the team, in the office, or even my mom could offer suggestions on how to make it fun, and if our designer thinks as well it could be a good point, then we start another development iteration, followed by server rounds of QA testing. It’s not really the deadline but the fun that we, as a team, are fighting for.

Why do you think PvZ is so popular?

As I mentioned earlier, making the game great games is the essence of PopCap’s spirit. As for Plants vs. Zombies, the zombie characters are a bit creepy but mostly very cute and lovely, including crazy Dave. In addition, it really requires some strategic thinking with just a simple click away. By introducing new plants and achievements, the game attracts players’ attention with expectation and self-satisfaction, and finally lures them into the endless fun (laugh).

After developing it, did you get addicted to it?

Of course. Actually, there could be so much possibility to extent the game given the current game content. From time to time, we are addict to popping up at designers or manager’s, trying to sell our new ideas.

Were you annoyed or flattered by Kingdowin’s release of Vegetables vs. Zombies?

I haven’t played the game myself. But if someone is imitating or even extending the game, that means the original game itself is very popular.

What are the main reasons for PopCap’s success over other game developers?

Fun, fun, and fun. PopCap never ships a project as a product but as a game. It’s all about being fun. We take our time to make great games and that is our main concern.

Do you think gaming is becoming more and more mobile and less console based?

It depends on the game, of course. For casual games, personally I think mobile casual games could have advantages over console in certain perspectives. Given the trend of focus economy, I believe in the time that people are willing to spend on these devices considering they are maybe the only things people are going be carrying around 24/7. Furthermore, devices like iDevices or Android phones ensures the hardware power of good effects and performance, which brings the console-alike experience into your pocket. Of course, it doesn’t follow that all the games are suitable for mobile.  For certain games, consoles are the ultimate solution.

What are the main differences and similarities between gaming in China and America/Europe?

Well, I’ve only been working in the mobile game industry. So regarding mobile games, I think both Chinese and America/Europe game players love to play fun games like Plants vs. Zombies and Bejeweled. I personally believe there are a lot of talented Chinese mobile game developers; maybe it’s just a matter of time before they get used to or find a proper model while western mobile games are in its robust stage with a lot of games and new ideas mushrooming here and there.  As far as social gaming, China has great social networks which is a strength. PopCap actually partnered with social networking giant RenRen last summer.

What advice do you have for game developers in China to create world-wide successful games?

I would say don’t focus simply on releasing quick but take your time to make good and fun games. As long as it’s a creative, innovative and funny game, people would love it. Last but not the least, play more PopCap games… HAHA.

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Tencent invested US$350 million into US game company, Riot https://technode.com/2011/02/10/tencent-invested-us350-million-into-us-game-company-riot/ https://technode.com/2011/02/10/tencent-invested-us350-million-into-us-game-company-riot/#comments Thu, 10 Feb 2011 02:44:34 +0000 http://en.technode.com/?p=2917 On 4 Feb, Tencent has acquired a majority stake in Riot Games, a private US based online game developer. The deal consideration will be close to US$350 million, the largest of its oversea investment so far.

Before this acquisition, Tencent was already an investor in Riot Games during previous round of funding. Other prior investors include Benchmark Capital and Firstmark Capital. The three of them invested US$8 milliion for minority stakes in Riot Games in 2009.

Founded in 2006, Riot Games is based in Los Angeles and its key product is called ‘League of Legends’ (LOL), an MMO battle-arena game. Tencent licenced LOL since 2008 and originally planned to launch LOL last year. In order to improve localisation, Tencent plans to launch LoL in China on open beta test this year.

Riot Games ‘s LoL was launched in Oct 2009 and currently have over 1 million active players logging more than 1 billion playtime minutes each month. Riot Game founding team is also the development team of DotA of Warcraft, the most popular map of Warcraft. DotA is the only RPG map of Warcraft in World Cyber Games (WCG).

Given new funding from Tencent, Riot Games will hire aggressively in 2011 to enhance LoL, expand into new markets and develop new games.

“We forecast Tencent should have US$2.8 bn net cash on hand at end 2011, and thus should have enough resources to support the acquisition,” said Wallace Cheung, analyst of Credit Suisse.

“The deal size is similar to other US social/mobile games acquisition in 2010. In general, we expect the deal should be mildly positive to Tencent, as it implies is expanding its reach beyond China market,” he added.

In local media, Tencent vice president Ren Yuxin said that Tencent has invested in more than 10 game development team, including both domestic and international. But, this is one of the largest overseas investment for Tencent. In May 2010, Tencent spent US$300 million to invest into 10% stakes in DST (the stakes were diluted afterwards).

Anyway, in the near future, financial impact of the deal is still small.
“We expect LoL will be commercialised in 3Q11 and contribute RMB67 mn revenue in 2011, only 0.3% of Tencent overall revenue forecast,” said Wallace.

But besides China market, Tencent would be able to improve distribution of Riot Games products in other developing countries, as they have investment in Russian language countries, Vietnam and Thailand. “Certainly, we are not surprised that Tencent and Riot Games would further develop new titles suitable for China market in the future,” said Wallace.

As any acquisition deal, the key challenge of the deal is how to manage the stability of Riot Games management team after acquisition, as management team would potentially lose incentives after acquisition and will leave the firm after contract expiry.

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China is also the largest mobile internet market in the world https://technode.com/2011/02/09/china-is-also-the-largest-mobile-internet-market-in-the-world/ https://technode.com/2011/02/09/china-is-also-the-largest-mobile-internet-market-in-the-world/#respond Wed, 09 Feb 2011 13:03:15 +0000 http://en.technode.com/?p=2912 Last month, government back researcher, China Internet Information Network Center CNNIC, published its report for 2010. (Here it is:  http://research.cnnic.cn/html/1295343214d2557.html)

I read it and noticed something interesting:

1) Given China is the largest internet market in the world, this is only a matter of time.  But anyway, if you care about statistics, by the end of last year, China has also become the largest mobile internet market in the world.  CNNIC said it has 303 m mobile internet users.  Over half of of Chinese internet users, 66%, surf the net with their mobile devices.  9.4% uses only their mobile phones to go online.

2) No. 1 sector in high growth is e-commerce.  User of online shopping grew 48% last year.  Much faster than the overall growth in internet population – 19%.   Online payment and online banking also grew 45% and 48% – this obviously is to support online shopping.

3) Social network continued to grow fast.  User growth rate of Social Network site and blogs is 33%.  Even instant messaging grew 29%.

4) Sectors growing slowly are: music, games and video – their users  grew 13%, 15% and 18% respectively.   These are slower than the overall growth in online population – 19%.

5) Microblog penetration reached 13.8%.  Maybe finally, Sina can start monetize its Weibo this year.  They’ve talked about it for a long time.

6) Group buying penetration was only 4.1%, despite all the hypes.  Now every leading players have raised considerable capital and Groupon has come to China, it will be a battle field this year.

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Netease's CEO William Ding started a Pig Farm https://technode.com/2011/02/03/neteases-ceo-william-ding-started-a-pig-farm/ https://technode.com/2011/02/03/neteases-ceo-william-ding-started-a-pig-farm/#comments Thu, 03 Feb 2011 12:49:30 +0000 http://en.technode.com/?p=2859 I was chatting with a founder of an internet startup recently. And the person mentioned, Netease’s CEO William Ding started a pig farm. What?! The king of online game becomes a pig farmer – you are not kidding me ?? But, here is an article in the local media about it: http://tech.sina.com.cn/chuangye/r/2011-01-27/18085140228.shtml. The project started […]]]>

I was chatting with a founder of an internet startup recently. And the person mentioned, Netease’s CEO William Ding started a pig farm. What?! The king of online game becomes a pig farmer – you are not kidding me ??

But, here is an article in the local media about it: http://tech.sina.com.cn/chuangye/r/2011-01-27/18085140228.shtml. The project started 2-3 years ago and by June this year, Willam Ding brand of pork should be ready for market.

“Why not?” said my friend, “Many people care about the quality of their food nowadays. Selling pork can be a lucrative business, if the quality is good. Also, pork is staple of our diet. This can be making more than online game.” (I doubted it. But … kept my silent.)

Giving the prosperity we’ve seen in cities like Beijing and Shanghai, many of us (foreigners) have forgotten China is in fact a developing country. A lot of its industries are underdeveloped, including farming. It is carried out by millions and billions of small farmers, each working on their fields individually. It is not to say quality-control is not in their dictionary. But, there have been many and many cases of problematic food incidents in China. For example, the contaminated milk powder will cause tens of thousand of children in China to fell ill in 2008 (http://news.bbc.co.uk/2/hi/asia-pacific/7628622.stm)

Others less well-known but equally horrified cases include using hair to make soya source, using last year moon cake filling to make this year ones, and so on and so for. Many of my friends, who are in the so-called “high-end” category, also worry about their foods and believe a line of good-quality food can have a market. In fact, a VC friend of mine is thinking of selling beef stew online. (Again, I doubted it. But … kept my silent when he told me.)

For the last few years, we have seen many VC investors branched out from technology and internet sector to tradictional industries.  For example, GGVC, which has invested in Alibaba and Tudou, put their bet in Chamate (www.chamate.cn), a restaurant chain. Some internet entrepreneurs also tried their hands in tradictional industries. The most famous example is the founders of Ctrip. After their success with online booking of hotels and airlines, they actually tried running hotel chains themselves. The first is Home Inns, and then Hanting. Both are listed in the Nasdaq.

“Many of internet business are run by colleague graduates, if not PhD. Most of the managers in the tradictional industries are less educated,” said my startup friend, “Also, running an internet business, you rely on operation data and information. You used to make decision from user behavior. Very few companies in the tradictional industries in China run their companies with modern management practices in mind. Most of the decisions are made based on experience or guesswork – some can be good, and some can bad.”

Overall, he thinks there is an advantage for internet entrepreneurs to do tradictional business. “Running an Internet business in China, you are used to cut-throat competition.  Unless the industry is government controlled, I believe internet entrepreneurs can have a good chance of success.”

I wonder what will be his next startup…

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Highly anticipate game Duke of Mount Deer will start nation-wide marketing campaign in March https://technode.com/2011/02/01/highly-anticipate-game-duke-of-mount-deer-will-start-nation-wide-marketing-campaign-in-march/ https://technode.com/2011/02/01/highly-anticipate-game-duke-of-mount-deer-will-start-nation-wide-marketing-campaign-in-march/#respond Tue, 01 Feb 2011 15:57:00 +0000 http://en.technode.com/?p=2845 Duke of Mount Deer (DMD), one of the most anticipated online games in China, will start a nation-wide marketing campaign in March. With the marketing campaign, its developer, Changyou, said the full version of DMD will, for the first time, be available to players to try out. Good news for the fans (to-be). Since Changyou […]]]>

Duke of Mount Deer (DMD), one of the most anticipated online games in China, will start a nation-wide marketing campaign in March. With the marketing campaign, its developer, Changyou, said the full version of DMD will, for the first time, be available to players to try out. Good news for the fans (to-be).

Since Changyou launched its major hit Tian Long Ba Bu (TLBB) three years ago, the company has been working on DMD. Both games are based on martial art or Wuxia fictions of Jin Yong, (whose real name is Louis Cha). Jin’s fifteen works written between 1955 and 1972 earned him a reputation as one of the finest Wuxia writers ever. He is currently the best-selling Chinese author alive; over 100 million copies of his works have been sold worldwide, not including unknown number of bootleg copies.

DMD’s launched has been delayed again and again. This time Changyou seems to finally get it ready. Changyou was span out from Sohu after its first game, TLBB, became a blockbuster. TLBB’s success also allow it to go for an IPO in Nasdaq.

Analyst Wallace Cheung of Credit Suisse expected Changyou will launch DMD in late 2Q11 or in 3Q11 (open beta test). “We have delayed the DMD monetisation quarter from 2Q11 to 3Q11 and assume DMD will generate US$16 mn revenue in 2011,” he wrote in a note. With the new game launched, Wallace expected Changyou’s revenue will grow 20% next year and its profit grow about 10%.

In the fourth quarter, Changyou made US$91.7 million in revenue, up 30% from a year earlier. Net income reached a record US$47.8 million, up 23% from the same period last year.

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Blizzard’s Troubles in China https://technode.com/2010/12/03/blizzards-troubles-in-china/ https://technode.com/2010/12/03/blizzards-troubles-in-china/#comments Fri, 03 Dec 2010 15:39:03 +0000 http://www.mobinode.com/?p=2124 Blizzard Entertainment, the maker of World of Warcraft, ran into a series of unfortunate things in China in the last few years.

It decided to change its Chinese operator from The9 to Netease 2 years ago.  Although it had the support of  the Ministry of Culture, it got another government authority, GAPP, mad.   GAPP banned World of Warcraft from charging its users for quite some time.  And then, WOW’s expansion pack, Wrath of the Lich King, was delayed again and again. The whole incident was finally out of the picture, when GAPP granted the necessary licenses this summer.

But recently, another incident has hit Blizzard. Local media said Blizzard’s China office leaked sensitive information about the company’s operation.  Its product promotion plan, global user number, marketing plan, etc. was posted on the internet.  (Here is the article about it: http://tech.sina.com.cn/i/2010-12-03/01414937053.shtml)  The company’s China head had left his position. And, Blizzard put a former Nokia executive in charge.

First of all, I wonder whether it is true.  Just like a lot of things you read over the internet, not everything is right.  And the local media which wrote the article said it could not find the alleged Blizzard information on the net.

But, if it is, Blizzard will not be alone.  Industry espionage is serious in China. I have a friend who works in one of the leading internet company in China.  He said a person approached him for a very well-paid job offer.  They had a few rounds of conversations, and during the process, my friend felt the person’s main objective was to get inside information about my friend’s company. In fact, one way to tell about your competitor’s situation is from job interviews, said a venture capitalist.

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Netease In Big Trouble, GAPP Says NO for the Operation of WoW in China https://technode.com/2009/11/02/gapp-says-no-to-netease-for-the-operation-of-wow-in-china/ https://technode.com/2009/11/02/gapp-says-no-to-netease-for-the-operation-of-wow-in-china/#comments Mon, 02 Nov 2009 14:10:56 +0000 http://www.mobinode.com/?p=1522 Netease officially launched its Game channel today and wants it to be the No.1 portal focus on gaming industry. But obviously, they picked up a very wrong date. General Adminitration of Press and Publication (GAPP) of the People’s Republic of China just issued an official press release saying the review of “World of Warcraft” (The […]]]>

Netease officially launched its Game channel today and wants it to be the No.1 portal focus on gaming industry. But obviously, they picked up a very wrong date. General Adminitration of Press and Publication (GAPP) of the People’s Republic of China just issued an official press release saying the review of “World of Warcraft” (The Burning Crusade) was halted and the application from Netease for the operation of WoW in China had been returned.

GAPP explained: it clearly told Netease that Charging and New account registration was not allowed during the private test, but Netease ignored it and allowed the public registration from 19th, Sept, which as GAPP described, “Illegal Behavior”. Netease will be published and GAPP also warns Netease that Netease’s Internet service could be suspended too.

Netease is in very big trouble if WoW is ‘banned’ in China. So who can be the help?

[update: an official from Ministry of Culture of China already said the suspending of WoW by GAPP is NOT appropriate..]

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Baidu’s Strategy to Cover the Whole Spectrum https://technode.com/2009/04/22/baidu-strategy-to-cover-the-whole-spectrum/ https://technode.com/2009/04/22/baidu-strategy-to-cover-the-whole-spectrum/#comments Wed, 22 Apr 2009 04:12:00 +0000 http://www.mobinode.com/?p=1216 A few weeks a go Baidu launched a new simplified portal service targeted at the Chinese elderly: 123.Baidu.com. It’s basically an old school link-list like Yahoo! started out back in the days. The site reminds me of another link-list, Hao123, a popular site that was acquired by Baidu back in 2004. 123.Baidu.com and Yahoo! back […]]]>


A few weeks a go Baidu launched a new simplified portal service targeted at the Chinese elderly: 123.Baidu.com. It’s basically an old school link-list like Yahoo! started out back in the days. The site reminds me of another link-list, Hao123, a popular site that was acquired by Baidu back in 2004.

123.Baidu.com and Yahoo! back in 1996
123.Baidu.com and Yahoo! back in 1996

Link-lists that are considered rather old-school in the U.S. or Europe are quite popular in China for several reasons. As many netizens – especially those above 40 – are not acquainted with Pinyin, let alone with the Pinyin input system on a computer, they prefer to only use their mouse and click rather than use a keyboard. Moreover even for the Pinyin literate netizens clicking is still the easiest way to navigate on the web as blind typing is not possible with Pinyin input systems where characters have to be chosen from a list. 

Targeted Content

There are a few differences between 123.Baidu.com and Hao123. To begin with the font size is bigger and in an effort to make the site even more readable and clear there are no distracting ads. The main difference though is the content, 123.Baidu.com provides many interesting links to web services aimed at the elderly:

  • Oldkids.cn: A vertical aimed at older people. Relevant shopping and social services. Also offers brain training games and entertainment related services.
  • Oldman.39.net: Covers many wellbeing tips and health issues related to aging.
  • Aigou.com: A website/SNS aimed at dog owners (lovers), offering information, entertainment and social services to share experiences.
  • CCTV Xiyanghong: Chinese drama series videos and information.

The most interesting link is the ‘Input methods downloads’ link, which refers to several kinds of input services:

  • Sogou’s and more entertainment related Pinyin input software.
  • Thunisoft’s more professional and clean Pinyin input software.
  • An input service by jpwb.com that is based on strokes (no Pinyin!).
Sogou Pinyin Input
Sogou Pinyin Input

Older Netizens

Although the user base in China is very young (67.1% is below 30), with the scale of the Chinese market one must not forget the elderly as they represent an increasingly large and highly potential group to target.

The 23rd CNNIC  Survey Report states (p.19):

“The proportion of netizens aged 40 and above in 2008 was slightly higher than that of 2007. In recent years, the proportion of netizens of advanced ages has kept rising and the growth rate has surpassed that of overall netizens, which shows the optimizing tendency of the demographic structure of Chinese netizens in terms of age.”

It seems that besides targeting younger netizens by investing in MMORPGs (Baidu recently signed a partnership with Kylin, the developer of MMORPG ‘Genghis Khan’) and setting up a gaming platform back in 2008, Baidu is now also targeting and educating older (or Pinyin illiterate) netizens. Through a service as 123.Baidu.com it is trying to introduce the elderly to relevant services and educate them about input methods more advanced than just clicking.

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Visiting Giant Interactive and Shanda https://technode.com/2008/05/04/visiting-giant-interactive-and-shanda/ https://technode.com/2008/05/04/visiting-giant-interactive-and-shanda/#comments Sun, 04 May 2008 12:34:09 +0000 http://www.technode.com/?p=351 It has been a while since I wrote my first post on this blog about international expansion of Chinese Internet companies. I wrote the post during a train ride from Guangzhou to Shanghai. As I am now traveling to Beijing in an olympic themed train, I will summarize some of the findings I did in […]]]>

It has been a while since I wrote my first post on this blog about international expansion of Chinese Internet companies. I wrote the post during a train ride from Guangzhou to Shanghai. As I am now traveling to Beijing in an olympic themed train, I will summarize some of the findings I did in Shanghai.

Besides speaking to numerous experts and visiting companies such as the Dutch casual gaming company Spill Group Asia and the leading Chinese social networking site 51.com, my stay in Shanghai could not be complete without visiting two of the most prominent Chinese online gaming companies; Giant Interactive (GI) and Shanda. This is a brief overview of the topics discussed at GI and Shanda.

MMORPG’s in China

Online games are reasonably popular in China’s metropolitan cities, but it is in the 2nd, 3rd, and 4th-tier cities where online games are extremely popular and the amount of players is booming. Just walk into an Internet café in a medium or smaller city and you will see that nearly everybody is playing games. As a result online game developers are focussing on these particular areas. The total amount of players comes down to around 48 million; which is a lot especially when you consider that only 17% of the Chinese inhabitants have Internet access.

The main reason for the popularity of MMORPG’s in the less developed medium and smaller cities: there is no real alternative for entertainment available; as Marc van der Chijs nicely expressed it “when the sun goes the pavement is taken away; there is nothing to do”. GI, Shanda, and a other online gaming companies are pro-actively taking advantage of this situation and are reaching millions of Chinese youngsters that gather at Internet cafés to play games such as ZT Online and Fantasy Westward Journey.

In Shanghai I had set up meetings with GI’s Investor Relations Manager, Rich Chiang and Shanda’s Investor Relations Manager Vivien Chen to talk about current and future international operations. It turned out that the two meetings were actually quite similar and besides some domestic strategic differences GI and Shanda share the same points of view concerning international expansion.

Stick to the market you know: expanding to other developing countries

In developed countries games are all about 3D graphics and the latest technological developments. In China this is different: the hardware of the bulk of the gamers is less advanced. As a result the R&D of game developers in China is more focussed on the learning curve and aimed at beginning gamers. Most popular MMORPG’s in China are 2D or 2.5D, and according to Rich an advanced 3D game like Quake 4 would be too advanced for most Chinese.

Vietnam, Malaysia, India, and Thailand are examples of countries where GI and Shanda are looking into or have already set up cooperations with local partners. These countries all share the same characteristic: they are up and coming so the gaming markets of these countries are quite similar to China’s market. As Vivien from Shanda puts it: “we think that the Indian market is in the same stage as China’s 3 years ago.” So because GI and Shanda have experience in China’s developing Internet market, they are confident to succeed in other developing countries with comparable market environments.

A first step?

Both Shanda and GI are in the stage of licensing and looking for local partners to collaborate with in different developing markets. Shanda for instance has just announced a partnership with Zapak, India´s leading full-service gaming company. They granted Zapak the right for operation of Shanda’s self-developed online racing game Crazy Kart which has previously been licenced to Hong Kong, Thailand, and Vietnam. According to Vivien, a goal of the partnerships is to learn about the Indian market and what games are popular there.

Interestingly both GI and Shanda are also operating and expanding their operations in South Korea. According to Rich the Korean MMORPG market has a lot of potential not only because it is growing fast and very popular, but also because the lifecycle of games in Korea are relatively long. He explained that gamers in Korea care less about the graphics compared to western gamers. For example the 2D game Starcraft has been around for 10 years and is still extremely popular in Korea!

Why not expanding to U.S. or Europe

There are plenty of differences between the the developed Western and developing Chinese gaming market that make it unlikely for Chinese MMORPG companies to start any significant operations in the U.S., Japan or Europe soon. For instance the technology in China is still less developed. When you consider the amount of R&D that is done on 3D grapics and more high end games the West is ahead. There is no way China could compete technologically in these markets. Furthermore Chinese gaming companies have no experience in the console market which is very different than the Chinese free-to-play market. According to Vivien there are two main reasons why there is no console market in China: firstly consoles are too expensive for most Chinese and secondly piracy makes it very hard to be profitable.

Another reason why it is unlikely that Chinese MMORPG companies will expand to developed countries has to do with the important role of the Internet cafés. In China the mass of the Internet users can not afford their own computer with Internet at home and therefore most people go to Internet cafés. Besides cooperating with the government these cafés are closely working together with online game marketeers. These marketeers are emphasizing people to play their games for free, sell game credits, and even organize gaming events. GA has over 500 offices spread out all over China to promote its games in Internet cafés. This marketing strategy is based on the whole Internet café culture which hardly exists in Western countries.

After these interesting interviews I am looking forward to my meetings in Beijing and finding out how other online game companies such as Netease and Perfect World see their international future.

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Web 2.0 and Rock’n Roll Converged https://technode.com/2006/12/06/web-20-and-rockn-roll-converged/ https://technode.com/2006/12/06/web-20-and-rockn-roll-converged/#comments Wed, 06 Dec 2006 11:10:23 +0000 http://www.technode.com/?p=103 It’s been long, long time I’ve addicted to Chinese Rock’n Roll (I call myself the first generation of Chinese Rock’n Roll Fans), but my life has been directed to another way, Web 2.0, and it is going far far away from the R’N’R. Even though I still dream it (I even organized a band called […]]]>

It’s been long, long time I’ve addicted to Chinese Rock’n Roll (I call myself the first generation of Chinese Rock’n Roll Fans), but my life has been directed to another way, Web 2.0, and it is going far far away from the R’N’R. Even though I still dream it (I even organized a band called The Red and gave a very amateur debut early this year.), I never thought the Web 2.0, my potential career and the rock music can be converged somehow.

Through Netanel Jacobsson, I found a name which made me exciting till now. It is Kaiser Kuo, China Bureau Chief for Red Herring, and his another title, the co-founder of China’s first heavy metal band – Tang Dynasty (唐朝) which is my HERO!! Netanel is going to introduce me to him, which give me another big reason to go to Beijing, a city I really wanted to stay 10 years ago simply bacause of its atmosphere of Rock‘n Roll.

Not just because I am big fan of Tang Dynasty, actually it is Kaiser, a rock star and a chief of Red Herring. It means a lot to me. Whatever you are doing right now, whatever you are dreaming of before, if you love it, then work hard for it, one day you will achieve it with no regret.

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