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Strategies & Market Trends : Greater China Stocks -- Ignore unavailable to you. Want to Upgrade?


To: steve harris who wrote (7243)10/28/2010 7:01:23 PM
From: steve harris  Read Replies (1) | Respond to of 8334
 
GRRF (+65% today, I am long GRRF)

si.advfn.com^GRRF

China GrenTech Wins China Broadcasting Corporation Bid for the China Mobile Multimedia Broadcasting Network
China Grentech Limited (MM) (NASDAQ:GRRF)

Today : Thursday 28 October 2010

China GrenTech Corporation Limited (Nasdaq: GRRF) ("GrenTech" or the "Company), a leading China-based provider of radio frequency ("RF") and wireless coverage products and services, today announced that the Company has won bids from China Broadcasting Corporation to supply equipment and integration services for the China Mobile Multimedia Broadcasting (CMMB) project.

GrenTech achieved a remarkable performance in this bidding process to become the only vendor to win all 7 bid sections among 34 bidding companies. The tender includes indoor and outdoor low-power transmitter, indoor antenna, passive components, among others.

"We are pleased to announce our successful participation at the China Broadcasting Corporation bidding process," said Mr. Yingjie Gao, GrenTech's Chairman and Chief Executive Officer. "Our success in this bid reaffirms our position as one of the leading providers of radio frequency technology and wireless coverage products and services in China with an exciting pipeline of new products to come."

China Mobile Multimedia Broadcasting (CMMB) is a mobile television and multimedia standard developed and specified in China by the State Administration of Radio, Film, and Television. GrenTech's successful participation in the bid process for this multimedia broadcasting coverage project demonstrates that the Company is well positioned to benefit from the CMMB network construction.

About China GrenTech

GrenTech is a leading developer of radio frequency ("RF") technology in China and a leading provider of wireless coverage products and services in China. The Company uses RF technology to design and manufacture wireless coverage products, which enable telecommunication operators to expand the reach of their wireless communication networks to indoor and outdoor areas, such as buildings, highways, railways, tunnels and remote regions. GrenTech's wireless coverage services include design, installation and project warranty services. The Company also tailors the design and configuration of its wireless coverage products to the specific requirements of its customers.

Based on its in-house RF technology platform, the Company also develops and produces base station RF parts and components sold to base station manufacturers. GrenTech is a qualified supplier of RF parts and components to major global and domestic base station manufacturers. For more information, please visit www.GrenTech.com.cn.

Safe Harbor Statement

Statements contained in this press release that are not historical facts are forward-looking statements, as that term is defined in the Private Securities Litigation Reform Act of 1995. Forward-looking statements, including financial projections and forecasts, involve risks and uncertainties that could cause the Company's actual results to differ materially from its current expectations. Factors that could cause the Company's results to differ materially from those set forth in these forward-looking statements include: the Company's reliance on business relationships with the Chinese telecommunications operators and base station equipment manufacturers; the risk that the Company will continue to experience downward pressure on the pricing of its products and services due to the telecommunications operators' bidding policies or other factors; the risk that the telecommunications operators in China will not expand or maintain their spending on 2G, 3G, WLAN or other network projects or that the Company will not be successful in future bids for tenders held by the operators; uncertainty as to the future demand for base station RF products by domestic or international base station equipment manufacturers, including the risk that demand in China or elsewhere for base stations may not grow as the Company's management anticipates due to shortages of international components or other factors beyond the Company's control; risks associated with large accounts receivable, long collection periods and accounts receivable cycles and the Company's ability to maintain or improve its recently decreasing collection periods; fierce competition in the wireless communication industry; growth of, and risks inherent in, the wireless communication industry in China, including uncertainties regarding the timing and nature of any future restructuring of the telecommunications operators in China; uncertainty as to future profitability and the Company's ability to obtain adequate financing for its planned capital expenditure requirements; uncertainty as to its ability to continuously develop and manufacture new RF technologies and keep up with changes in RF technologies or to develop new markets for wireless coverage products and services such as industrial users; risks associated with possible defects and errors in its wireless coverage products or base station RF products; uncertainty as to the Company's ability to protect and enforce its intellectual property rights; and uncertainty as to the Company's ability to attract and retain qualified executives and personnel, particularly in its research and development department; risks associated with the Company's ability to successful deliver equipment for the China Multimedia Mobile Broadcasting network; risks associated with possible defects and errors in equipments supplied to the China Multimedia Mobile Broadcasting network. Other factors that may causes the Company's actual results to differ from those set forth in the forward-looking statements contained in this press release and that may affect its prospects in general are described in the Company's filings with the Securities and Exchange Commission, including its Registration Statement on Form F-1 related to its initial public offering and its annual reports on Form 20-F. The Company undertakes no obligation to update or revise forward-looking statements to reflect subsequent events or changed assumptions or circumstances.

Company Contact:



Cat Zhang, Investor Relations Manager


China GrenTech Corp Ltd.


Tel: +86-755-2650-3007


E-mail: investor@powercn.com



Investor Relations Contact:



Ed Job, Account Manager


CCG Investor Relations


Tel: +86-1381-699-7314 (Shanghai)


E-mail: ed.job@ccgir.com



Kristin Knies, Senior Market Intelligence Executive


Tel: +1-646-833-3401 (New York)


E-mail: kristin.knies@ccgir.com


SOURCE China Grentech Corporation Limited



To: steve harris who wrote (7243)10/30/2010 4:35:30 AM
From: GUSTAVE JAEGER1 Recommendation  Respond to of 8334
 
GRRF reminds me of Zenitel (formerly SAIT Electronics):

zenitel.com

Anyway, I'm long on KONG... and strongly bullish on Chinese MMORPGs. I expect KongZhong to report its Q3 data on Wednesday, Nov 10 --fingers crossed.

Gus

China: Gaga for Gaming

-- Posted Friday, 29 October 2010 Source: GoldSeek.com

By Doug Hornig, Editor, Casey’s Extraordinary Technology

Developing nations are playing technological leapfrog.

In the developed world, when we think of technology, the roots of much of what we do today were born decades, or even a century, ago. While the evolution has been fast paced, the progression from there through today is a straight line from the technologies that preceded them. A television program is still a television program. A phone call is still a phone call. The devices might look different and certainly do more, but the lineage is obvious.

But what happens when your starting point isn’t the invention of the phone or the first personal desktop computer? What happens when you start from today?

In many parts of the world, most of the people still have never had a telephone conversation. Phones are coming, inevitably, as cheap technology leads to more widespread access and as global prosperity increases. But in these places, utilities don’t bother to string wire from poles to every single home on a block. It simply isn’t cost effective given today’s technology. Instead, they’re putting up wireless towers. The first and only phones their citizens will ever have are cells. Essentially, they’ve just vaulted over all the intervening technology, and their idea of what a phone call is doesn’t involve party lines, rotary dialing, or switchboard operators.

The computer is a similar story. For many people in the developing world, an iPod or a smartphone will be the first computer they ever have. Mobility is baked in; the interface is a touch screen instead of a mouse. They will forever be unencumbered by the antiquated notion of “sitting down at the computer.”

The same holds true with entertainment. We’re familiar with the progression from staged plays and Wild West Shows to movies, radio, TV, and the Internet. It’s logical to us. But hundreds of millions of people in the world are skipping the intermediate stages and jumping straight into the Net. With both feet. Especially in China.

It’s not that the Chinese don’t have movies and TV. It’s just that they won’t be going from Ozzie and Harriet to Hill Street Blues to Lost. They have discovered more interesting forms of entertainment. Specifically, online gaming. And more specifically, MMORPGs.

For the rising generation of Chinese citizens – and we’re talking one heck of a lot of people – entertainment has been interactive from the get-go.

MMORPG stands for massively multiplayer online role playing game. It’s a mouthful to say, but the idea is simple. Game developers create a virtual world, making it as complex, as exciting, and as beautiful as they can. Players log into this world – much like a chat room from the days of AOL, only massively more complex, with 3D monsters and knights – through their laptop and play the game. Typically, it’s a game without a specific endpoint; the joy is in the play. And, most important, it’s a game that’s designed to be shared. The players wandering around in the faux world interact with each other. Joint quests are undertaken, friends and enemies are made, alliances form and dissolve.

In addition, because these games are Internet-structured in real time, they have another monster advantage over traditional games: they constantly change. Developers have no constraints on adding new content, new features, new characters, and new storylines, ensuring that the games can stay fresh for years.

So engrossing is the result that the word addiction is bandied about with some frequency.

The big kahuna of MMORPGs is the U.S.-based World of Warcraft, the most successful such game of all time. WoW, as it’s commonly referred to, boasts 11 million users. And it’s been around since November of 2004… how’s that for longevity? Not only is it still attracting new players, it’s retaining most of the ones it already has.

Despite the fact that WoW is very Western in orientation, half (5.5 million) of the players are in Asia. That dwarfs participation among North Americans (2.5 million) and Europeans (2 million), and it’s a sure sign of where future growth lies.

Expenditure figures back that up. Chinese gamers spent a whopping $5 billion in 2009 on MMORPGs, while Americans only spent $3.8 billion. France, Germany, and the U.K. combined for less than 3/4 of a billion dollars.

And consider the mind-boggling rate at which the country’s citizens are hooking up. At the end of June 2009, there were 338 million Internet users in China. Just a year later, that number had rocketed to 420 million, a 25% increase, with 87% of them enjoying broadband connections. In other words, China has 17% more broadband users than the U.S. has people!

However, although China is booming economically and the Internet is obviously exploding, its citizens still lag the West in earning power. That’s had a couple of consequences.

For one thing, it means that the country is largely skipping over the console-based video games pioneered by the U.S. and Japan. Most homes can’t afford a Playstation, not to mention the pricey discs that go with it. The Internet, by contrast, is a bargain.

For another, it has forced Chinese companies to the forefront of free-to-play game development.

Most American games employ a subscription-based business model. WoW players, for example, fork over fifteen bucks a month for access to that virtual world. Not much for a teen over here, but more of an investment in China. So most Chinese games are free-to-play. Meaning that you can play all you like for nothing, while the company makes its money by selling relatively inexpensive enhancements (so-called microtransactions). Advertising is also emerging as a supplementary revenue generator.

Because free-to-play means there are no hard subscriber numbers, it’s difficult to determine how many gamers there are in China, and guesses vary widely. One 2009 survey pegged the number at 68 million, which is undoubtedly low today. On the other hand, Chinese website cnzz.com recently estimated that 2/3 of all Internet users play some form of online game at some time. That’d be 280 million, which is probably too high.

Wherever the truth lies, one thing is certain looking ahead: for hundreds of millions of people, MMORPGs are going to be the preferred form of home entertainment. And the trend is by no means confined to China alone. Chinese gaming companies are already extending their reach into other developing nations as yet untapped, such as Vietnam and Thailand.

This is one heck of a growth market, offering outstanding prospects for investor profit.

----
At Casey’s Extraordinary Technology, we are so confident of the potential of this sector that we’ve already tucked three gaming companies into our portfolio that are tapping into the massive Chinese market. Join us for a risk-free 3-month trial subscription with 100% money-back guarantee and profit from their rising popularity.

news.goldseek.com