Also play the game is also the PK games industry cake how big?

Source: Internet
Author: User
Keywords PK online game market Guitar Hero online games industry gaming player
Editor's note as a big video game, online games now in the country and the movie box office, television entertainment programs, audio-visual distribution of the three major traditional entertainment on an equal footing. PK Competitive game mentality, the achievements of the overseas peer envy of the Chinese online games big market. However, in and overseas game PK process, why hurt always us?  Less independent research and development, 55.5 million Chinese network to create wealth cake, a large chunk of the hand to others. "Video games will beat the film and television industry in the next 5 years, leading the entertainment industry," he said. "Barron's online edition of the American Financial journal," the online games industry standard-bearer Blizzard issued a prophecy.  In China, the "prophecy" has confirmed: Last year, China's online games publishing industry real sales revenue of 18.38 billion yuan, and for the telecommunications industry, IT industry, etc. to bring 47.84 billion yuan income, the scale of the movie box office, TV entertainment programs and audio-visual distribution of the three major traditional entertainment. Everywhere PK "game mentality" to promote the accelerated development of online games. However, in and overseas online game PK Process, the Chinese original is not necessarily can step by step for "win", strokes incur wins.  Players of the game mentality can achieve a big online cake, and online games companies want to feast, you need to hand "research and development" sharp knife. Everywhere game mentality, achievement net swims Big market September 1, Blizzard announced the launch of the music game "Guitar Hero 5", against the MTV Music television channel this Wednesday release of the new Game "The Beatles: Rock band." In the first half of the year, Blizzard played "Guitar Hero: World Tour" and "Call of Duty: World of War" in the top 5 best-selling games in the United States and Europe, with 2 seats.  It is reported that Blizzard will issue sports skateboarding game "harness" this year. From 11 ago launched the real time strategy game "StarCraft", to now involved in music, sports, a variety of leisure games, Blizzard expanded the concept of the game. In the 10, China's online games also from the "winger", "joint public" matching casual games, development for overseas agents, independent research and development of paid games.  "PK" This from the network game, the first to show a one-to-one contest of words, has moved from the virtual to reality, to bring great commercial value of the "game mentality." "The most fascinating thing about online games is that you know that the network is not a machine, not a program, but a person." "A player told reporters that PK almost everywhere, has already surpassed the initial bloody combat." She uses the example in the TV series to play the mentality of the net game: "Soldier Assault", Xu more than three and Lang the first meeting, is the drill recruit Xu more than three captured the ' old a ' lang. Lang not have no chance to strike back, he is just waiting for Xu three more complacent, and then staged a big reversal. It's just that he was wrong. Xu more than three monolithic, not a trace of pride. In the end he had to fight.  "PK is not only game technology, but also emotional control, the overall situation control, and even some players up to the survival philosophy of the psychological contest." Perhaps it is a variety of beyond the game itself PK mentality, created a 55.5 million of the size of our games players, as well asThe annual output value of 18 billion yuan. The U.S. population is 300 million, 100 million of whom are online gamers; China has more than 1 billion people and fewer than 100 million players. In the future, Chinese online games still have a lot of space.  If the next 5 years, China's online gaming industry to maintain the growth rate of about 20%, by 2012, the market will reach 68 billion yuan, will account for the global market size of half. Can not afford to lose the PK, industry dishonesty the slightest game in the industry almost all joke that China's online games market space will have a big development, the July staged a game outside the reality of PK, but to the Chinese online games industry on a vigilant lesson.  A game of "World of Warcraft," The agent of the PK lawsuit, but let a network company lost 90% of the previous year's income, according to the company's financial report calculated its loss: will be more than 320 million yuan. This year's ChinaJoy forum, because of the loss of "World of Warcraft" proxy, well-known broker Xiaowei nearly fell into tears. "It means losing 92% of a company's income over the past year.  According to the recent annual report of the company, the company's performance has fallen 36.7% year-on-year, the chain down 32.4%, net revenue is the lowest value in nearly two years, the game stop service up to 53 days, and then "open" when the "World of Warcraft" has changed the "two Masters." "We are playing games, don't end up being played by the game," he said. "Jinshan Company chairman of the board for Baijun remind players not to" too input "at the same time, also in the reflection agent foreign games, just help others do wedding clothes. 10 industrial development, Chinese online games gradually out of the "demonizing" of the public opinion, but still difficult to circumvent the industry "milestones" is the reality of overseas games. "Grand" to "legend" started, "Nine City" "Warcraft" a solo show, the player's virtual sustenance also created the Chinese Internet wealth myth. Industry insiders frankly, there is no agent operating mode, there is no Chinese online gaming industry today. Just, an indisputable fact in front of people: less independent research and development, in the annual sales income of 18 billion yuan online game cake, Chinese companies can only serve as a tray to take the role of tipping.  This fact makes the domestic online gaming industry somewhat frustrated. 2008, China's Network game Research and Development company has reached 131, research and development professionals nearly 25,000 people, independent research and development game 286. Independent research and development of the actual net sales income of 11.01 billion yuan, accounting for the total market share of 60%. The original net swims for 4 consecutive years occupies half of the domestic market. However, the domestic new game is less than 20% annual profit, that is to say, two hundred or three hundred of the national Games each year, only forty or fifty can make money. The low original strength still puzzles the development of the National games industry. The player's game mentality can enlarge the market cake, but the industry itself cannot have the slightest "game". Overseas game agent of the owners, overnight PK off the domestic agency of the 90% revenue. National Games, Chinese manufacturing, can withstand how many times such pk?
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