Break through the trap: National online games can carry 300,000 banner

Source: Internet
Author: User
Keywords Online games big banner Nokia-nuron
Tags .net development domestic game domestic online games game game manufacturers game market games
Domestic online games have been slowing in 3 years, according to the 2010 China online game Market Annual report, 2010 China's Internet and mobile gaming market total size of 34.9 billion yuan, its market growth rate has been reduced from 2008 61.7% to 26.2%.  At the same time, China's online gaming users grew only 11.9% from the end of 2009, the lowest increase in nearly 5 years. Since 2000 the first real sense of the online game officially launched, online games in China has shown unprecedented vitality. However, when the online game entered its second decade of development, after a burst of growth, the pace of its progress began to slow down into the consolidation phase.  As a result of the online games market, the market is decreasing, and the number of on-line games is facing a severe test, continue to seek a breakthrough. A few days ago, some analysts believe that for today's online games, the number of 300,000 on-line has become a game can become a masterpiece logo.  2011 is a year of national Games rich, and this year, a number of new game manufacturers push the force of which will retain players, national online games can be a sniper overseas agent works, so that the 300,000 online banner to carry it? According to incomplete statistics, 2010 years ago 11 months domestic total of 248 online games, but finally achieved success (100,000 + online) but less than 10.  The reason is that, in addition to a series of tightening policies, product homogeneity quantification problem caused no innovation, the game high-end technology can not get a substantial breakthrough and so many problems are causing the player to the domestic game gradually lose confidence. Some people in the industry are still worried about the current situation of the online games industry, including product homogeneity, lack of innovation and so on, although it is a cliché topic, but now it still needs to be explored. "Independent research and development of a network game needs years of time, but also face a considerable market risk, which is too chasing short-term benefits of the domestic game business, it is far better than imitation copy, or even directly acting other people's games come fast and stable." "Analysts Xu simply think," and foreign than, the domestic game company slightly impetuous, all hope fast forward fast out, quick to make money, which is very detrimental to its independent innovation ability to improve. "Not only the innovation problem, the development of ethnic online games not only to bear the great pressure of foreign games, but also face the challenges of various domestic manufacturers." In fact, although the market share of ethnic games has reached more than 60%, a large number, but operating a handful of profit.  Therefore, a online number of more than 300,000 of the net, for the 2011 game manufacturers, has a pivotal role. If the number of domestic online games and its benefits and foreign manufacturers compared, may not be fully in an equal level. From this point of view, the national games still need to break through, in addition to the 300,000 online to carry the banner of the number of people to dig out the essence of China's traditional culture, deductive become can compete with foreign games, a large number of high-quality online games, the overall occupation of our game industry mainstream market is also critical (Edit salsa)
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