Chen: Network games become the main leisure and entertainment mode of Chinese netizens

Source: Internet
Author: User
Keywords Chen netizens became leisure Entertainment expressed
Chen, deputy director of China Software Evaluation Center, said in Shanghai 15th that more than half of our netizens have played online games, reaching more than 100 million people.  All kinds of online games have become the main leisure and entertainment mode of Internet users.  "2008 Shanghai International Digital Media Technology and Industry Development Forum", held in Shanghai from 14th to 15th, Chen in the forum.  China Software Evaluation Center is commissioned by the Ministry of Culture and other departments to provide technical support for online game content review, recommend suitable for minors online game products. Chen said that by the end of 2007, more than 50% of China's internet users have played online games, a year-on-year increase of 23 million people. Online games have become the main leisure and entertainment mode of Internet users. There were 210 million netizens in China in 2007, that is to say, more than 100 million people in China played online games.  Among the increased number of online game users, most are casual gaming users, as well as two or three-line city users. 2007 China's online game size reached 11.35 billion yuan, an increase of 74.6%. Chen said that the pattern of China's online gaming industry has undergone major changes and that free game mode has been greatly successful.  Free mode games focus on social structure, economic structure, cultural system and moral values, beyond the simple game entertainment function, has a strong vitality. Leisure online games are also starting to rise, Chen said. 2007, the market size of leisure network game reached 2.74 billion yuan, accounting for 24.1% of the market share.  Leisure network games by women, adolescents and other users preferences, market share will be further increased. Chen said that China's online gaming industry still has some outstanding problems need to be further resolved. First of all, some online games have disguised pornography, violence and illegal transactions, and secondly, online games for minors, the prevention of addiction needs to continue to strengthen; third, a large number of works of creative imitation of foreign games, the level of original games still need to improve; The legalization of virtual currency transaction needs to be solved urgently.
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