Thursday, March 4, 2010

global defense spending (US #1, China #2, Russia #3...)


U.S. Defense Spending vs. Global Defense Spending

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by Travis Sharp [contact information]

February 26, 2009
The United States is far and away the global leader in defense spending. In 2007, the most recent year for which complete data is available, the United States approved $660 billion in defense budget authority (FY09 dollars). This figure includes funding for DOD’s base budget, DOE-administered nuclear weapons activities, and supplemental appropriations for Iraq and Afghanistan.
  • With its budget of $660 billion, the United States spent more on defense in 2007 than the next 14 highest spending countries in the world combined.
  • The United States accounted for 43% of the world’s total defense spending in 2007.
  • In 2007, the United States spent 4.6 times more on defense than China, 7.7 times more than Russia, 85.2 times more than Iran, and 100 times more than North Korea.
From 2005 to 2007, annual U.S. defense spending increased by $95 billion after adjusting for inflation. While this increase was greater in dollar terms than the annual defense budget of every country in the world except China, in percentage terms it only totaled 17% because the U.S. budget was relatively massive. The United States may spend far more on defense than any other country in the world, but it does not have the fastest growing defense budget in the world. That distinction belongs to Kazakhstan, which saw its defense budget increase by 84% from 2005 to 2007 after adjusting for inflation. (Table 6 below)
Press reports indicate that while some countries plan to rein in their defense spending in 2009 due to the sagging global economy, others will continue to increase their annual defense expenditures. Russian officials said in February 2009 that Moscow plans to submit an official 2009 budget of approximately $33 billion, a 15% cut from 2008. However, Russia still plans to spend $111 billion between 2009 and 2011 to purchase new weapons and modernize its armed forces. China has not yet announced its 2009 defense budget plans, but its official 2008 budget grew by 17.6% from the previous year. (Russia and China’s official figures significantly understate spending, as explained in the note on methodology below). India announced its intention to increase its defense budget in 2009 by 34% over the previous year’s level.

Table 5. Defense Spending by Countries of Interest, 2007
(in billions of constant FY09 U.S. dollars; U.S. figure includes war & nuclear funding)





Country2007 SpendingGlobal Rank
United States660.01
China144.52
Russia85.33
United Kingdom65.84
France63.15
Germany43.86
Japan42.77
Italy39.38
Saudi Arabia36.99
South Korea27.610
Israel12.117
Taiwan10.020
Iran7.723
North Korea6.628
Pakistan4.733
Venezuela2.949

Table/Chart Notes: U.S. figure includes funding for wars and nuclear weapons. North Korea figure is estimate from U.S. State Department. Data from Congressional Research Service, Office of Management and Budget, International Institute for Strategic Studies, State Department

Table 6. Countries with Fastest Growing Defense Spending Between 2005 and 2007
(real growth adjusted for inflation; U.S. figure includes war & nuclear funding)





CountryReal Growth, 2005-2007Global Rank
Kazakhstan84%1
Angola80%2
Ukraine57%3
Jordan57%4
Slovakia55%5
Thailand51%6
Austria50%7
Brazil46%8
Romania45%9
Indonesia42%10
Russia33%13
China27%19
United States17%28
France8%44
United Kingdom5%50
Germany4%51

Table Notes: U.S. figure includes funding for wars and nuclear weapons. Data from Congressional Research Service, Office of Management and Budget, International Institute for Strategic Studies.

A NOTE ON METHODOLOGY

Estimating other countries’ military spending is no easy task. Besides the complications involved in comparing different currencies, there is no such thing as an agreed-upon international definition for “defense expenditure.” Many countries count spending differently. Transparency is also an issue because some countries may not want the international community to know exactly how much they spend on defense.
The analysis above uses data from The Military Balance 2009, the authoritative reference almanac produced annually by the International Institute for Strategic Studies. A few words are needed on the defense spending estimates for China and Russia. Both of these countries regularly underreport their annual military budgets. The Military Balance 2009 typically uses market exchange rates to convert countries’ defense spending figures into U.S. dollars. In the case of China and Russia, however, the market exchange rates fail to fully reflect the purchasing power of the yuan and the ruble, respectively. To compensate for this, The Military Balance 2009 uses a methodology known as Purchasing Power Parity (PPP) to calculate a more balanced figure. With the exception of the 2007 figure for China, all of the figures for China and Russia in the analysis above use PPP figures, which are significantly higher than both officially reported and market exchange rate figures. The 2007 figure for China uses the high-end estimate provided by DOD in its annual report on China’s military power because a PPP figure is not included in The Military Balance 2009.
The bottom line is that this analysis uses the highest possible defense spending estimates for China and Russia. This is a departure from the methodology utilized in previous versions of this analysis.

Travis Sharp 202-546-0795 ext. 2105 tsharp@armscontrolcenter.org

Travis Sharp is the Military Policy Analyst at the Center for Arms Control and Non-Proliferation. He has published articles on defense policy in scholarly journals, internet magazines, and local newspapers, and has appeared on or been quoted in media venues such as the New York Times, Washington Post, Boston Globe, CNN, and Al Jazeera.

Tuesday, March 2, 2010

well this is one way to decrease worker productivity in China...


China's Videogame Makers Battle Bureaucrats, Pirates

As Ranks of Online Players in China Surge, Companies and Investors Try to Overcome Big Hurdles

[CGAMES1]Activision Blizzard
Forgotten (Undead Warlock) and his pet (succubus) standing in the bank.
HONG KONG—Videogame companies and investors are rushing to tap the promise of China's game market, but many of them are discovering that a slow-moving bureaucracy and rampant piracy remain significant hurdles.
"World of Warcraft," the online role-playing game that is by far China's most popular, is one example. Regulators continue to hold back the latest edition of the game, hobbling what had been expected to be a major driver of growth for the game's maker, Activision Blizzard Inc., and its local partner, NetEase.com Inc.
Companies, meanwhile, must fend off bootleg versions of their games. Diana Li, former chief executive of Shanda Interactive Entertainment Ltd.'s game unit, said hackers and other forms of piracy reduced the industry's profitability by roughly $1.5 billion last year.
Activision Blizzard
Character select interface: Insanity (Undead Rogue)
Unlike console games in the U.S. and elsewhere, China's game market is dominated by online role-playing titles such as "World of Warcraft" that hundreds of thousands of people can access via their personal computers or Internet cafes.
Some of the games are free, particularly those made by Chinese developers, but players buy virtual accessories, such as weapons, or pay to play enhanced versions of the games.
The market is attracting increased government attention and software pirates because of its rapid growth. China is expected to see its ranks of online gamers reach 230 million over the next two years, more than three times the current estimated level of 69 million, according to the China Internet Network Information Center, a government agency, in a December study.
That's expected to add to already heady market growth. Revenue from the Chinese game market rose 39% last year to 25 billion yuan, or about $3.7 billion, according to the Ministry of Culture.
Activision Blizzard
Character select interface: Forgotten (Undead Warlock) & pet (succubus)
Investors are jumping at the opportunity.Shanda Games Ltd., the Shanda Interactive unit that makes multiplayer online games with roughly nine million users, raised more than $1 billion in an initial public offering on the Nasdaq Stock Market last year while smaller rival Changyou.com Ltd. raised $120 million in its own Nasdaq offering.
"World of Warcraft" says about half of its 11.5 million subscribers are in China, including players like 30-year-old Tao Zhou. In college, "I was so crazy about the game then that I climbed over the wall to play the game since the electricity supply was cut off after 11 p.m. at the school dormitory," said Mr. Zhou, a middle school teacher in the city of Chongqing who spends about 60 yuan (about $9) a month on the game.
Along with growth has come intensifying regulation from multiple government agencies. Last year Beijing authorities banned foreign investment in domestic online games, as well as gangster- and Mafia-themed games. Government officials have declined to comment on the push.
Activision Blizzard
A screen shot from Activision Blizzard's 'World of Warcraft' showing Forgotten(Undead Warlock) equipping Tempest of Chaos and his best friend Revenge (Undead Warrior) carrying Cataclysm's Edge.
"World of Warcraft" has been caught in the middle. In June, Activision Blizzard said it would drop local partner The9 Ltd. and work instead with NetEase. The move caused a three-month shutdown as NetEase sought permission from regulators. It received clearance in September from the Ministry of Culture, which regulates public performances and Internet cafes.
But after the launch, NetEase was told by another agency—the General Administration of Press and Publication, known as GAPP, which regulates print publications and last year declared it also regulates Internet content—that it had launched the game illegally.
In the face of regulatory uncertainty, NetEase has delayed the rollout of the latest version of the game, called "Wrath of the Lich King," which allows players to explore a frozen land. Players in the U.S. and other countries have been playing the new version since late 2008. (Activision referred questions to NetEase, which declined to comment.)
Last week, NetEase reported flat fourth-quarter results in part because of the delayed rollout.William Ding, chief executive of NetEase, said in a conference call last week that the company is working hard to submit "Wrath of the Lich King" for government review as soon as possible.
[CGAMES.cht]
In addition to the whims of regulators, piracy is also a major problem. China's game companies say they are constantly battling operators of what are called private servers—computers to which game players can connect and play with or against each other without paying fees.
Beijing-based data analysis firm cnzz.com estimates there were 400,000 to 500,000 private servers in China by the end of last year, used by about 1.5 million Chinese players.
Expenses related to piracy have been a persistent problem for Chinese game provider NetDragon WebSoft Inc., which blamed them in part for a profit warning a year ago as it fought off private servers running its Eudemons Online fantasy role-playing game. The company, based in Fuzhou, in Fujian province, says it has worked with local police to close thousands of private servers nationwide and formed a special team to monitor private server activities 24 hours a day.
Xing Shanhu, vice president of Beijing-based videogame start-up Kylin Games, said the closely held company spends 10% of its revenue on secure online services to keep pirates from lifting its game code to run on private servers.
The extra security also helps avoid plug-ins, or software players can use to upgrade their online characters. That takes money from game operators because players typically have to pay or play a long time to get such upgrades. "Problems such as server piracy and illegal plug-ins are almost inevitable," said Mr. Xing, adding that the company does weekly sweeps to remove plug-ins and other additions.
Aaron Sun, 26-year-old employee of a foreign trade company in Shanghai, has played multiplayer online games for eight years. The games required a lot of time before players could upgrade their characters.
"After the initial excitement, I began seeking faster ways to upgrade," said Mr. Sun, who added, "most of my friends do it."
Write to Juliet Ye at juliet.ye@wsj.com