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Mild-mannered millionaire: Chen Tianqiao REUTERS
To those of us weaned on one-speed, two-dimensional
video games such as Pacman, Chuckie Egg or Pong, it's all a bit disorienting -
it feels like the time I tried to explain the Internet to my grandmother. Only
now I am the one with two plastic hips and a subscription to Knitting World.
The source of my befuddlement is the screen in front of me, where a gaggle of
warlocks, wizards and warriors are busy knocking seven bells out of a savage,
toothy-looking ogre. The ogre is in trouble - as would Goliath be if beset by a
horde of lethal, heavily armed Davids. It lunges at one of the hero-types and
gets an arrow in the neck for its trouble before retreating, stumbling, and
being blasted to smithereens by a lightning bolt. Poor chap was only doing his
job.
This is Legend of Mir II, a Korean videogame sweeping mainland China. More than
a million Chinese from Beijing to Kashgar log on every day at home, work and in
Internet cafes to play, in many cases for several hours at a time. It has also
made Chen Tianqiao, a mild-mannered Shanghainese with a pleasant, lilting tone
and a tendency to talk in lists, a rich man. An extremely rich man.
Chen, 31, is founder and chief executive of Shanda Interactive, China's biggest
online gaming company, which licenses Mir from Korean firm Actoz Soft. Chen
topped the recent Euromoney China list of wealthiest mainland
information technology entrepreneurs - his US$1.05 billion (HK$8.19 billion)
nest egg making him the country's second richest man and an icon for millions
of young mainlanders.
Shanda has also proved a favourite among investors. They love the fact that it
is profitable, and has used much of the capital raised from its Nasdaq initial
public offering in May to buy up competitors and strengthen its market-leading
position.
They also love its business model. Product piracy in China is a huge problem;
Shanda's ludicrously simple solution was to get game players to buy a pre-paid
card, costing up to 35 yuan (HK$32.94), before logging on. The card itself is
hard to duplicate, encouraging its closest mainland gaming competitors,
The9.com and Netease, to copy its business model.
Online gaming is becoming big business in the mainland and it is forecast to
become the world's biggest Internet-based gaming market within three years,
according to Dallas-based analysts Diffusion Group.
Consultants IDG see online gaming revenues in the mainland hitting 6.7 billion
yuan in 2007, from 2.17 billion this year. The China Centre of Information
Industry expects online gaming numbers to grow to 48 million players in 2005 up
from 19 million last year.
So it comes as a surprise to find first that Shanda's boss is so nice, and
second, that his humble demeanour, a slightly stooping gait and a rugby shirt
conceal a burning desire to build not just a big online gaming firm but a
global media empire.
``We want to be the leading interactive entertainment company in the world,''
says Chen. ``Right now, compared to Disney or Universal we have no competitive
advantages based on traditional technologies. In movies, for example, we cannot
compete with Universal. But in 10, 20 years, there will be several global
interactive entertainment companies, and I want the biggest to be Shanda.''
His ambitions don't stop there. Chen says he wants to stream content - whatever
that may be several years hence - via personal computers, mobile phones and TV
sets. He also wants to establish, once the thorny issue of piracy is solved in
China, his own film studio and music label - all online and interactive, of
course.
Fortunately he is also smart and humble enough to know that a market-leading
position can be reversed by a wrong decision or a clever, dynamic market rival,
particularly in China's cut-throat business world.
``Maybe in a year or two someone will solve the problem of music or movie piracy
- maybe Microsoft or a small start-up. If they can do this, maybe we lose our
advantage.
``I don't worry about the nearest competition. People always ask me who our
closest rivals are but I don't care about this. I care about who will come out
of nowhere to compete with us - after all, we came out of nowhere to
out-compete our bigger rivals.
``We are a young firm, we don't know what the future holds and we don't have the
experience of running a huge company,'' Chen says, adding that any firm's worst
enemy is usually itself. ``The first obstacle will always be us. The question
is, can we grasp the right opportunities?''
Stiff competition may arrive quicker than anticipated. The barriers to entry in
China's online gaming sector are low - hence the need for size. Since Shanda's
Nasdaq listing it has bought up online game developers Haofang and Bianfeng,
mobile game maker Digital-Red and literature portal Qidian, and the buying
spree won't stop there.
``We will continue to make acquisitions as and when necessary,'' he says.
Overseas gaming firms, meanwhile, are also eagerly eyeing China, having in some
cases outgrown their domestic markets. Most Japanese and Korean firms,
including Actoz Soft and Webzen, have so far preferred to allow mainland firms
to license their games, fearful of overextending themselves in a country
infamous for disappointing outside investors.
But foreign firms will come, Chen acknowledges, and they will want to offer
their own games direct to customers - hence Shanda's need to create its own
games.
The company is ramping up its staffing numbers to around 2,000 from 1,100 at
present, many of whom will be employed to create China's next generation of
homegrown videogames.
United States and European firms are looking to break into China's vast gaming
industry. Major player California-based Electronic Arts, despite having been
burned once before in China, is set to build a videogame studio in the
mainland, using it as a cornerstone for expansion into Asia.
Electronic Arts (EA) president John Niermann said recently that the company
aimed to hit a billion dollars in revenue in Asia by 2010, with China a ``big
part'' of that growth.
EA previously released its own role-play game, Ultima Online, in China but
closed its doors within a year when the game drew in fewer than a thousand
participants. By contrast, Mir has around 1.2 million users during peak hours
between 8pm and midnight.
Chen has a word of advice for overseas rivals - keep it simple. ``A lot of
foreign games are based on role-playing like Dungeons & Dragons and also on
clever wordplay. Chinese don't like the style of Dungeons & Dragons, and
they don't like having to explore complicated words. The Chinese live highly
pressurised lives, and so they prefer simple games.''
Financial and regulatory support may also come from Chinese authorities
increasingly keen to support the budding industry. Beijing recently said it
would spend up to two billion yuan to support homegrown games in a bid to grab
market share from Japanese and Korean firms. Central authorities are also
beginning to see the value in supporting entertainment firms that can act as
overseas ambassadors for the country.
``[The authorities] see how popular European and US music and movies are and
they realise that it is important to support the industry, rather than kill it.
After all, if the authorities wanted to kill this industry it would be very
easy for them to do so,'' he says.
Chen is rightly proud of both his company's success and its ability to develop a
new business model capable of solving, for now, the problem of online game
piracy.
``We have created this company ourselves, rather than copying the model from a
US firm. The movie industry has huge piracy issues and was worth, officially,
just 900 million yuan last year, while Shanda made revenues of 650 million
yuan,'' he says.
He also seems thoroughly at home at Shanda's new headquarters in a nondescript
Shanghai business estate surrounded by oil refineries, posh housing and a
scattering of high-tech firms.
Chen chats freely with fellow employees and grills them over a lunch of fish,
vegetables and rice about any number of issues - new products, customer
services, even the state of the flower borders outside the office complex.
Mainland CEOs have a reputation for being distant, coldly patriarchal figures
capable of providing direction but little warmth. Chen stresses the need for
workers to have fun - indeed, most employees seem genuinely happy to be in the
office. Most of the workers, from call-centre operators to video programmers
saunter around smiling. Even the security guards are smiling. Weird.
The personal touch extends to the office layout. Whereas most state-run firms
tend to bedeck entrance halls with layers of heavy marble, Shanda's approach is
more minimal - carpet runs throughout, with simple doors and a sense that the
offices are ``lived in''.
``We want everyone to enjoy working here [and] to enjoy playing our games,''
says Chen. ``In China, studying has always been more important then enjoying
yourself, but everyone wants to enjoy themselves - it's just the nature of
human beings.''
With success has come increasing pressure on Chen and his company, not just as
the leader of a booming market sector but as a voice for a new generation of
young entrepreneurs whose customers are the young men and women Beijing needs
to keep both happy and docile.
``With every new industry, there is always somebody watching you,'' he says. ``I
feel responsibility and pressures. In China, first the business is created,
then the environment. But we are the pioneers, and we have had to deal with
many problems.''
I wonder if Chen fully realises the power and influence he could one day wield.
After all, Shanda does not make electrical switches or TV sets; it makes,
licenses and sells ideas, images, sounds, effects, impressions, illusions and
personalities.
Shanda's games allow millions of Chinese to live vicariously for a few hours
each day: changing from worker and consumer into a cunning wizard or a fearsome
hero with unlimited powers over friend and foe. It also allows players to join
forces with others to become a team - a feeling often absent in the isolating
modern world of education or business.
The company may also, Chen hopes, one day become a media empire with roots in
China and divisions that touch every corner of the world. This puts him in a
fairly rare position of being able to influence the image of Chinese culture at
home and abroad.
With China seemingly capable of anything these days, Chen could one day make
films or champion the mainland's first global rock star, or become China's
first media mogul, following in the footsteps of William Randolph Hearst or
Rupert Murdoch - albeit for now without disseminating news.
He seems aware of the pitfalls to ambition also and the need to remain humble -
after all, he is one of just three billionaires in a country populated by over
a billion people, most still with barely US$3 to rub together.
He wants the world to know that he is playing his part, noting that the company
is ranked No 6 in China's taxpaying tables and he is the youngest person in
China's list of the top 100 donors to charities.
Chen steers the conversation back to Disney, a film studio built on innovative
content and an ability to change and adapt to the times. Walt Disney saw how
times were changing in the first half of the last century and acted correctly,
moving quickly from its first simple black-and-white cartoons in 1923 to
full-length movies and television.
Shanda, a company with five employees four years ago has, like Disney, grown
from humble roots.
What Chen needs now is his own Mickey Mouse in the form of original content, and
a hefty slice of luck to boot.
elliot.wilson@globalchina.com
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