Industry Analysis: The development history and present situation analysis of network game industry
Source: Internet
Author: User
KeywordsCurrent situation Analysis
As an important part of network industry, network games has become more and more popular among investors after ten years ' development. This paper reviews the development of online gaming industry for ten years, and analyzes its development status in detail to provide investors with information and reference. First, the development of online games industry in China--take ChinaJoy for example 2003 games before the domestic game market has been quiet in the dream of a single machine, the Korean online games products quickly occupied the domestic online games market, so that many of the original move F Force awakening. To Jinshan, target, pixel, horn (perfect predecessor) and other enterprises quickly into the ranks of domestic online game development. 2003 for the domestic online games market seems to be a year of counter-offensive, the goal of "heroes", Jinshan "Swordsman Love" and other products for domestic games set an example. At the time of the Internet environment, there is no game at home, we are all crowded in EA, Tokyo video games and other foreign markets to admire foreign companies show off. By the year 2003, the press and publication department successfully held the first ChinaJoy games in Beijing, although the production value was very small, exhibiting more than 10 manufacturers, but this undoubtedly witnessed the domestic game industry has formed a scale. To 2005 years, more and more single developers see the domestic market is very considerable, rapid transformation to do online games products. It was then the perfect launch of the "Perfect World" at the same time 150,000 online performance to become industry star Enterprise, and the target software also launched the "Heroes 2" to 130,000 at the same time online results to witness the domestic games market brilliant prospects. At this time of the ChinaJoy event has been carried out to the 3rd session, the participation of enterprises from the initial increase of more than 10 to dozens of. Through the exhibition, we highlight the new industry of Internet games, and exchange the successful experience. 2007, Korean kimchi-style online games products are gradually rejected by domestic users, the domestic original strength gradually and the Korean market shares. Even the European and American game companies are very optimistic about China's market prospects, in addition to blizzard, poured into several world standards of the masterpiece. At this time the ChinaJoy event not only attracted the domestic hundreds of enterprises exhibitors also attracted Europe, the Americas, Japan, South Korea, Southeast Asian countries, China and Taiwan, Hong Kong and other countries and regions related to the concern of enterprises. Booth has reached more than 30,000 square meters, more than 1000 participants. From here to see the domestic games market brilliant, but also witnessed the domestic game industry has affected the international attention. In 2008, with the increasing concern of successive ChinaJoy events, the relevant government departments in order to strengthen the management of China's domestic electronic entertainment products industry, actively standardize the electronic and network publications market, promote the healthy and orderly development of China's electronic entertainment products market to provide publicity platform, At the same time, China International Digital Interactive Entertainment Industry Summit Forum, China Digital Interactive Entertainment Industry Investment Development Forum, China Mobile Entertainment Development Forum, Chinese Leisure Games Development Forum, ChinaJoy game cartoon role play JiaYears, "Zhangjiang Cup"-chinajoy electronic competition, Miss ChinaJoy Youth Style competition and many other conferences and large-scale events. In the promotion of Chinese and foreign outstanding electronic entertainment products trade, academic exchanges, so that domestic enterprises produced with Chinese characteristics of outstanding electronic entertainment products in the country and even the international scope to promote, in the international establishment of domestic gaming industry in the international market position. 2009, the net swims through ten years, ChinaJoy witnessed 10 years of brilliance. Back to the previous China International Digital Interactive Entertainment exhibition, not only fully demonstrate the international forefront of digital interactive entertainment products and technology, but also gathered a global industry professionals, more than 200 enterprises have described the current situation of China's digital interactive entertainment industry and the future development trend. June 9, 2010, with the China International Digital Interactive Entertainment Exhibition (ChinaJoy), the China Games Business Congress (CGBC), the third China Game Developers Congress (CGDC) and the first China Game Outsourcing Conference (CGOC) A joint press conference was held at the Shanghai International Conference Center. Gathered from the industry's competent agencies, Chinese and foreign enterprises, major media reporters, including nearly 200 media attention. The eighth session of the ChinaJoy to "with the Expo peers, create a better life" as the theme, through the "Happy City, Happy life," the humanistic concept, interpretation of the "city, Make life better" theme of the Expo. This chinajoy will be held on July 29-August 1 in Shanghai, it is understood that this year exhibition area of more than 40,000 square meters, exhibitors reached more than 200, of which new enterprises more than 30%, the audience is expected to reach 150,000 people, of which about 20,000 of the professional audience. CGBC conference to add "CGBC overseas Development and Cooperation forum", "CGBC Media Marketing Forum", "CGBC Serious game forum", so that its scale to 8 large forums to reach the highest value of the previous forum. Second, the analysis of the current situation of the online gaming industry "video games will beat the film and television industry in the next 5 years, leading the entertainment industry." "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. The game mentality achievement net swims Big market September 1, 09, Blizzard announced the launch music game "Guitar Hero 5", against the MTV Music television channel this Wednesday release new game "The Beatles: Rock ' n ' roll. In the first half of the year, the 5 best-selling games in the United States and Europe accounted for 2 of Blizzard's "Guitar Hero: World Tour" and "Call of Duty: World of War". From 12 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 55.5 million of the size of our games players, as well as the annual output 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. Industry dishonesty the slightest game in the industry almost all joke China online games market space will have a big development, July 09 staged a game outside of the reality PK, but to China's online gaming 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 othersMake a wedding dress. 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. Network game industry, how to compete, how to innovate, realize the maximization of income, will be the investment of the operators, managers to explore the goal. And this process of exploration, will bring the prosperity of China's online games industry! (Edit Zhang Xing)
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