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Internet Investment Strategy during Economic Slowdown PDF

26 Pages·2008·0.28 MB·English
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Preview Internet Investment Strategy during Economic Slowdown

Chinese Internet Industry Internet Investment Strategy during Economic Slowdown Analyst: Zhu Wei Contents 1. Internet: attractive long term trend 2. Online Gaming: Most Defensive to Slowdown 3. Online Advertising: Gaining Market Share From Traditional Media 2 Industry : Growth As A Long-Term Trend Unchanged 3 Going Digital, a Long-Term Trend Nothing Can Reverse Internet has already Hour Consumption of leisure time on different media by age group, Global replaced TV as the 18 Information Communication 16 most important 14 media Globally. 55+ 36~54 12 18~35 Under 18 10 8 Chinese Internet 6 Population more 4 2 indulgent than global 0 peers. TV Radio Newspapers Magazines Cinema Digital Hour China Leisure Time on Internet 25 21.5 21.0 A time for ubiquitous Services Entertainment 20 Internet. 16.7 15.8 15 10 7.0 5 Age 0 <18 18~24 25~30 31~40 >40 Source: CICC Research 4 Going Digital, a Long-Term Trend Nothing Can Reverse A digital world closely Function Penetration Rate In China interwoven with real life. 13.0% China USA Stock trading In China, the 14.1% Information digitalization is just News 77.30% 43.0% beginning while the most Banking Search Engine 74.80% 20.9% used internet Communication applications are mainly 63.0% Instant Messaging 69.80% Travelling information and 3.9% E-Mail 55.40% Blog 19.10% entertainment related. 15.0% Entertainment Distribution 4.3% Online Music 68.50% Online Video 61.10% Future growth driven by 71.0% Shopping Online Gaming 47.00% Internet user population 25.5% Services growth and proliferation Online-Recruitment 15.20% of new applications. Education E-Learning 24.00% 24.0% Online-Shopping 25.50% 46.0% E-Business 4.30% Job hunting 15.2% Online Travelling 3.90% Internet Banking 20.90% -10% 10% 30% 50% 70% 90% Online Stock Trading 14.10% Source: CICC Research 5 Strong Foreseeable Internet Population Growth The largest Internet 300 Million people Internet population Growth rate 80% 75.4% 253 population in the 72.8% 70% 250 world at 253mn but Jun 02-Jun 07 CAGR=28.9% 210 60% 56.2% 19.1% Internet 200 53.3% 48.5% 162 50% penetration rate still 137 150 123 40% below the 21% world 111 31.7% 34.5% 103 average. 100 80 8727.9%94 23.4% 30% 59 68 18.2% 18.4% 18.1% 19.4% 46 20% 50 10% Poor Internet 0 0% Literacy is the Jun-02 Dec-02 Jun-03 Dec-03 Jun-04 Dec-04 Jun-05 Dec-05 Jun-06 Dec-06 Jun-07 Dec-07 Jun-08 biggest barrier to Poor Internet Literacy 48.90% improving internet penetration. No Spare time 25.50% No Internet Devices 20.80% Not interested 15.10% Too Young/Too Old for Internet 14.50% Access Costs too High 4.40% Major Barriers for Internet Penetration No Internet Access 2.50% Growth Parents Control 2.10% Access Speed Too low 0.10% 0.00% 10.00% 20.00% 30.00% 40.00% 50.00% 60.00% Source: CICC Research 6 Learning and Aging Raise Penetration Internet literacy can be 2005 2007 2010E 2012E 2016E sustainably improved in 90% China not only by learning but also by aging. 80% 70% Younger generations are e t 60% a quicker to learn, older r n generations slower. o ti 50% a r t e n 40% e P Younger generations with higher internet 30% penetration will grow 20% older to boost low penetration among older 10% age groups. 0% 0-17 18-24 25-30 31-35 36-40 41-50 51-60 61-100 Age group Source: CICC Research 7 Proliferation of New Applications The rise of Web 2.0. Many 2.0 applications have been widely accepted by Chinese internet users and huge traffic generated. More than 500mn mobile users represents a potential user base for mobile internet much greater than fix-lined Popularity of some Web2.0 Apps Others Internet. Telecom Blog 72% Windows Live 9.6% restructuring introduced WAP 49% 4.0% RSS 34% Baidu more competition Bookmark 22% 4.5% among telecom Tag 20% Sohu operators and may free Podcast 16% 7.8% mobile internet from SNS 14% Qzone Tradeback 14% captivity. 54.7% Wiki 14% Traditional Leaders such Moblog 12% Ajax 9% Sina as Sina or Tencent 19.4% UBBCODE 8% maintain leadership in Never heard of it 5% Chinese blog market new applications. 0% 10% 20% 30% 40% 50% 60% 70% 80% Source: CICC Research 8 Online Gaming: Most Defensive to Slowdown 9 Strong Growth Outlook Very defensive to economic slowdown since it is extremely cheap 100 mn Total MMOG Game players Growth rate 30% 90 entertainment. One 80 70 month cost = 3 big Macs 70 59 25% = 1 movie ticket. 60 48 22.9% 50 41 2007, the total number of 40 20% 30 MMOG game players 20 18.6% reached 48mn, 17.1% 10 representing 17.1% YoY 0 15% growth. It is expected 2006 2007 2008E 2009E that total game players 20 RMB bn Total revenue Growth rate 100% 17.0 will grow 23% to 59mn in 2008 and 18.6% to 15 80% 13.0 70mn in 2009. 9.4 10 60% Online gaming is still the 57.0% biggest sub-sector in the 6.0 internet industry and in 5 39.1% 40% 30.8% 2007, total revenue reached Rmb9.4bn and 0 20% will grow 39% in 2008 to 2006 2007 2008E 2009E Rmb 13bn and 30.8% to Rmb17bn in 2009. Source: CICC Research 10

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mobile internet from captivity. Traditional Leaders such as Sina or Tencent maintain leadership in Internet Users Advertiser E-marketplace: Alibaba SME
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