Domestic articles
. entertainment, computer games market in Europe spending billions of dollars. Taiwan gaming market in 2001 turnover of 5.0 billion Taiwan dollars, is expected to grow more than double by 2001. the mainland market capacity of the game is also very impressive, if 50% of our home computers to play games, while the average consumption per family per year of 100 yuan game software to conservative estimates, it will produce 5 billion market .2002 are expected to total software market in China reached 37.9 billion yuan more than in 2000 increased 30%. According to China's largest software sales organization Lianbang sales figures, games, software, 1 October 2001 compared to 2000 sales growth of 83.04% over the same period, the growth in sales and sales all kinds of software residing in the first. In fact, only one Federal Software Corporation, the software first ten months of 2001, sales reached 103 million. Sina June 2002 organized a computer game , the online total to nearly 4,000 orders, a large number of users at the same time ordering that a few temporary Sina ordering server crashes, showing the extraordinary charm of a good game.
game software in China is a net importer, domestic game industry has not spent the ice period. domestic players is often talked about foreign products, in addition to piracy extrusion, the most poorly on the quality of domestic game is also an important cause of .90 in the early to join the game software industry in China Chang Chun, general manager of target software that inadequate investment and the late start is caused by low level of domestic game software, the objective reasons. the game software industry in China started from the 90's, due to shortage of funds, backward technology, most are in the local development group In 1996 the state began to fend for themselves the situation has improved, and game products in 1997 foreign inroads into the domestic market, domestic players in 1998 for industry has entered a sustained downturn, dismal domestic market to group after group of companies struggling to support even the game out of the game industry.
China's accession to WTO, the domestic software products to international markets no longer be artificially constrained, the same enter the domestic market to foreign software and more smooth .2000 May 17, the state adjusted its tax policy for the software industry, software companies to give more tax concessions, the software added tax from 17% to 6%, some products more zero-added tax, and game software as low as 3%. domestic game industry appears to face serious environmental gradually thawing.
game system innovation mm
education gradually entered the information age in people after Network World! makes life into a real game. In traditional Chinese society, culture, education and knowledge is sacred, solemn, Jun Qin division of heaven and earth. This traditional system, so that people in the process of education to be a bondage. If such a sacred thing who put the game together, will be considered a desecration of a saint. so the old age is absolutely prohibited in the classroom game. And now, network technology and digital technology to culture, education and knowledge have become the entertainment into the game and put them down from the altar, please, so that they become public, civilians, cute, easy to accept things.
The concept of the game has become especially important now. China's education and even past the education system now has a very big problem, that is, education and games are completely separate. Knowledge can only survive in a walled in by a very rigid form of communication and Read to get. The numbers game for all people access to knowledge is a liberation of the senses. In recent years, a condition known as become a new growth of cultural industries, people and even invented a new word to describe this trend: mode of transmission of knowledge. Considering the difficulty of the current primary and secondary school textbooks, depth, whereas the scientific spirit, human spirit which truly reflect the people's quality of training is far behind other countries in Europe, China should actively develop this stage in particular, information, education and cultural products.
but the reality is that we just started the software industry, and game production industry is only in its infancy.
alarm whom Ming
industry is also too far away, full-time in the domestic game companies, the team one of the few, the real business of the standard operation is not more than twenty. software products should naturally belong to this column. In contrast to most of the game production company of the current situation, there are many of them full of non-commercial factors. In fact, as part of the investment and development group of the blindness and lack of experience of many modern industrial, business, management awareness and has not been applied in the current game industry, resulting in a lack of rules of the game and the section to follow the market. Meanwhile, the state has not planned for the game industry for the scientific management and deployment At present, all in the game industry, the economic behavior of enterprises is still in a spontaneous stage. this prerequisite also for the whole game market, the lack of orderly management and regulations, lack of appropriate legal and administrative systems.
addition to the current is concerned, China's national conditions is still in development stage, the target of most of the game is the city residents. And we all know, if most people still worry about the time for the food and clothing, the importance of entertainment products will be greatly reduced. current domestic consumption flows mainly in a variety of necessities and personal savings, and for entertainment purposes can not compare. any kind of product, the most widely used only in accordance with demand, in order to have the most extensive market, and any kind of industry, only to truly create a productive time in order to have the most powerful vitality. But now, the entertainment needs of our country is not the most important and most extensive needs. When the people's main focus now is to address employment, education for their children, pension and other practical issues, entertainment, social exclusion is bound to have been.
hustle and bustle of the community and attitudes.
game production: bite the bullet on the
as an important part of the industry chain, China's domestic game software production suffers from both internal and external aspects of the attack. the one hand, the impact of foreign products to meet the other aspects of piracy and the domestic market but also women struggled. At present, the game market is still filled with the works need to rely on foreign countries, but that does not mean that the local game will have no chance of winning. the biggest weakness of the external work can not replace people on the local culture looking forward to China's cultural market is now in transition, people interested in traditional culture heating up again, and Europe in the theme of the update on the game compared to previous years in a relatively stagnant, other than the need to mainstream culture to alien culture filling, which is the background of some of the ancient oriental game one of the reasons to be popular in Europe. Eidos Company was agent theme in ancient Chinese culture, saw business opportunities. Although the development of localization for the game is not the decisive factor, but at least it can be used as a development opportunity. In response to the market rate, the local game will enjoy the corresponding advantage.
to Eidos company agent Studio Some companies do not adhere to the time the team longer than we. After several years of accumulation, our R & D team already has a number of its own technology, such as three-dimensional engine, in this regard we are confident in Asia except in Japan, Few other companies can match mm to at least have not seen yet. is the confidence, and even can be said to have confidence in the extreme. because we believe in the basic living needs are met, he's the next step must be to find the fun in life, unless the entire economy throwback to a very low level, otherwise This is an irreversible trend in mm but the back is impossible. If the local market, domestic game will not have any hope of instability within the so-called l-free, no addition is not strong r, piracy problems for the overseas market is a last resort under the act, as the government's increased efforts to crack down on piracy, our game should be based on the company or the local market and enhance their core competitiveness. one of four divisions. The main theme of the game to local development studios, including China-related games with a clear tendency, especially the an effective way for Microsoft, to develop products. can not predict that the biggest winner in the government procurement of software companies in China, the role played by the game software, but it is certain that these local game development business out there are strong competitors (Japan and South Korea offensive games in Europe and America), the are hidden (the rampant piracy market) double attack, only dependent on the software industry exists, and then bite the bullet and went to the top, whether it is for those who believe the team is still young.
online games mm to eat CPPCC members had to say
Xu Wenbo said: According to CNNIC survey, 33.7 million at the end of Internet users in China, 418 million online game users. to pay 25 dollars per person per month, the online game market consumer will be able to reach 1 to 2 million. He said, online games Although still in its infancy, but has demonstrated to be a huge potential for new industries. And he said this before in the external environment of online games is a .2001 light, the world's output of the network broke the 60 game billion. and conservative estimate, there are nearly 40 million domestic users pay to play online games directly. Xu Wenbo said, online games should support the other reason is cultural influence. Now, Japan, Korea and other countries of the online games vigorously to the expansion of our market, if not timely development of Chinese culture for the content of online games with independent intellectual property rights, then we will lose not only the economic interests of the game market, and even our own Chinese culture will also be a huge impact. In a word: China's online game money scene impressive, but the situation is not optimistic.
course, the idea of people not just members of a Xu, nor is it confined only to the game on the network. those women struggled market entertainment business will be better next game may bring huge business opportunities in the industry. After all, human nature is like playing the original sin can not be cleaned.
Many people believe that the foreign game companies actually do not care about the Chinese game market, because here the land is too barren, income of the ) in February last year, the report has highlighted China's piracy rate was 95%, caused by the U.S. entertainment software industry, 13.8 billion dollars in damage, IDSA president Doug. Lowenstein said: 40% or from overseas to get more income. Unfortunately, many overseas markets, rampant piracy that can not be legitimate software sales, which curbed the U.S. game software industry. the next few years, driven by the entertainment software industry growth rate of global will be accelerated, a new generation of game consoles and computer technology will sweep the world, so the anti-piracy fight must adhere to. let the game has great potential consumer market in China.
Similarly, the close proximity to the occupation of Korea is also the name of the Mainland market, the idea of the game 16 .4 Korea Industry Promotion Agency (KIPA) in Beijing in cooperation with Sina organized the active participation. Anyone who can see to know that this is a collective marketing Koreans doing it!
online games the last two years the situation is excellent. The first category is mainly devoted to chess online game site, one is designed to provide subscription online game site (of course these two can also be integrated in a website where). In the case of the network economy in the doldrums, these Games began to profit by profit site, but also created a successful business model , found a way to allow users to dig the pocket, as well as various portal sites to follow suit, the existence of the site develop as a savior. So a lot of capital began to flow into online games, even games of the agents who are actively doing the transformation. In 2000, when the domestic online game types are few and none of an online game operator success. but is called rule out the suspicion of speculation here.
charges online gaming environment was the biggest winner so Lianzhong .2001 April, Lianzhong online gaming world to a one out the world's first three games site. Lianzhong president Bao Yueqiao born players are also considered, the network has its own clear understanding of the game, , over two months, one will buy it, because piracy has been out of fashion today. online game basically does not have this problem, as long as the games well, the user is willing to play, and finally have to pay, we all spotted the opportunity. Now domestic situation is a vicious circle, as a business, the ultimate goal should be for profit, and if he does this product, and finally reach this goal, the second year that he would not do this thing, if I had a good, large user groups, if we are willing to use the software, spend a little money to play the game, then the second year the company will invest more energy to do a better product. Now such an environment, the software industry or the development of game software industry is very negative. on the network game, and now really have a chance, do online games if you do not buy, do not let you play, you want to Pirates of the Pirates also could not. sweetness, that would be involved in investing in the development of such online games? Bao Yueqiao determined to give a negative. shrewd Bao Yueqiao very clear online chess games and online games essentially different, both in the game's vitality, development and operation of both methods there is a considerable difference. Lianzhong now put his focus toward the e-sports, some of the traditional sports events moved online. electronic games and the Internet business model revenue model is different from more conventional sporting events, such as sponsorship, advertising, souvenirs, tickets, publications, and much lower operating costs relative .4 22, China's first Cyber Games also seem to herald the opening game of the competition, the network gradually shift in business philosophy, business model innovation, and these innovations are likely to change the existing market structure of online games.
Indeed, the online game to a certain extent, to deal with the impact of piracy, but also way more stable fee is so little opportunity for many businesses to join into the network game had such a psychological: the first had enough to say. not every business can get involved in online games so sober face, so sufficient sense of crisis . At present, the game industry also belong to immature period, out of those who do not regulate the operation of enterprises at the same time, they would probably have to risk being eliminated. We do not know when will the troops on foreign competitors entered, one year, two years or five years? By that time, our local games industry will be how to address it? in the Internet bubble burst, large amounts of capital back from the Internet, and online games also have a dream of breaking the day? every living the businesses will come to your own answers.
ready to come out of China E-sports industry
mm at the global, competitive video games as a means of entertainment, was born 10 years only a few hours, but already, with its unique charm conquered the thousands of fans. In fact, the electronic game electronic games for the predecessor of today's society has become an influential industry and a major cultural phenomenon can not be ignored. After nearly three decades of the evolution of electronic has gone beyond a simple game play, entertainment level, up to a man and machines, between people confront on intelligence, for example, IBM made the early years of Pa Luofu. with broad-based mass movement, like chess classes, video games already have a quality as a competitive activity. As useful attempt to promote e-sports has thus become the application, prosperity, opportunity for electronic entertainment industries.
as an extension of the game industry, e-sports is in the stage of vigorous development. In the United States, Japan, South Korea and China Taiwan and other places, online games and electronic games industry, the prosperity of these countries and regions, the overall application level of network and Internet literacy among the highest in the world played a significant role. At present, world-class e-Games has a higher level, such as the Samsung held The WCG World Cyber Games, now has become competitive in the field of electronic signature professional event, every year tens of thousands of e-sports enthusiasts for the world to participate in the event and kept in the digital world with all kinds of sports practice match the nature of the game, so as to strive to South Korea the opportunity to participate in the competition. with close neighbors, China E-sports games because the exchange is too narrow, the organizers limited the commercial activities of individual enterprises, the scale and level can not compete with other countries, making China E-sports industry is still in its infancy. At this stage, China's electronic games in their hands in a lot of self-cultivation with a high level of e-sports, WCG last year's tournament held in Korea, the Chinese team had to take in one fell swoop The following three gold, one silver and one bronze, won the gold medal total number of second place results. This result is caused by the domestic media, numerous games, and related companies operating Internet cafes the attention of IT vendors, and so in 2002 as a culmination of years of e-sports. Now, almost any medium-sized cities in the country, have organized local business organizations to participate in electronic sports games, because they see a business's most dynamic and purchasing power 18m35 young age group consisting of consumer groups, in everyone in this group are concerned about an emerging e-sports competition programs mm. In this concern, the worth of the related derivative products and consulting services to embark on a complete industrial system of a road.
China is the world the largest population groups with the largest e-sports enthusiasts, mass basis the best country, in the new broadband users in the game, 100% of all subscribers, a significant improvement in the network environment and the rapid adoption of video game culture, China E-sports industry will provide tremendous business value with potential for world wide development.
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