China game market Analysis Scale Super Korea SNS into new growth point
Source: Internet
Author: User
KeywordsChina games growth
Play more online (compile/small hee) What is the Chinese market like? Is it a market with 2 million gamers online at the same time, an emerging market that is madly importing Korean games, or a market that restricts the development of other countries to protect their own industries? Shen Shanglin, of Fudan University in China, gave an accurate answer in this regard, and at the 2010 Korea International Games Symposium (Kgc2010,korea Games Conference, Asia's largest game seminar), which opened on September 13, Shen Shanglin a lecture on misunderstanding and truth about the Chinese game market. Shen Shanglin about the size of the Chinese gaming market in China, up to 420 million people use the Internet, and about 70 million of them play online games. This is expected to rise to 600 million and 230 million, respectively, by 2014. It is noteworthy that not 600 million of the total number of nets, but 92 million of the increase in the population of online games. And because of the huge changes in China's Internet market and some impossibility, 600 million is just a forecast, and the actual situation may be even higher. Internet use population Although the above figures to wait until the 2014 really came to the conclusion, but an indisputable fact has been present in the world before, that is, as of 2008, the size of China's online gaming market has surpassed the network of leading powerful countries Korea, The total size of 2009 was more than 33% higher than the Korean market. Only one game can do 2 million players online simultaneously, you can imagine the Chinese market profits. And such a game is not only one, but a variety. In China, the average player's consumption of online games is about 1000 yuan per month, which is a large proportion of the average wage of 3800 RMB. Mainstream gaming and income but the lectures also point out that although the scale of the Chinese game market is expanding rapidly, but the content of the game, quality and reputation of the players, there is a lot of room for improvement, if these negative factors into the growth of the potential of online games, and to combine, then the Chinese online gaming industry will be more progress, Less negative news. China and South Korea online games revenue than Chinese developers research and development capacity is the reason for the rapid growth of the market known Chinese game developers around 15,000 people, but this does not mean that 15,000 games in the market to operate. Game, itself in China is very fierce competition, coupled with the import of the network game from Korea, the market is increasingly fierce competition. High school and college students are generally the most widely used game companies to gain profits. Under such circumstances, some large companies are beginning to play their role. Grand use of 500 billion Korean currency is committed to the development of 18 new games, Tencent is in Korea cast a 24.5 billion Korean currency for the game agent. Tencent's investment in Korea is not only so, mergers, acquisitions, equity investment is also a positive impact on the game market development reasons, such as Tencent Investment FaceboOK, the Grand acquisition of the Dragon Valley developers, perfect time and space acquisition c&c media and so on. In addition, the game company and the university's cooperation, also enables the fresher thought and the blood to integrate into the modern net swims. The cooperation between the company and the university 2010 years, the Korean government for the online gaming industry to put the budget about 18 billion won, the game and Culture Foundation to invest roughly 9 billion won, and Shanda in the game research and Development on the investment on the launch of 50 billion won, Tencent agent "ancient century" a game up to 24 billion won, 09-10 years Korea market total investment of 18 billion won, and the Chinese game company's big and long-term vision compared to the Korean government's investment in online games is really stretched. Korean government investment vs Chinese companies ' rules, policies and development direction on China's gaming industry China has some protection and regulation for its own games. National game copyright protection from the 2004 "Legend" into China has been a focus of attention to the field of online games. The opening policy of the Chinese government in 2004 made the South Korean online games start to log on to the Chinese market, and in 2005, China's policy of adding two-year income tax has continued until now. 2009, the network game management regulations began to implement, the 2010 virtual currency trading management law. China's main regulations on game management Such regulations promote the Chinese online gaming industry positive changes, but also to protect and nurture a number of strong, with independent research and development capabilities of domestic game developers. Problems in the Chinese market and the future in any case, the large-scale trend in the Chinese market is not to be changed, but the game market is still a lot of such problems, such as serious online plagiarism, similar events. Creativity should not simply come down to what the market is going to follow, but to make real new ideas. But the truth is that gameplay is not just one guarantee of success in the marketplace. A good example is the Battle of World of Warcraft's agency and version review. Compared with online games, China's stand-alone, TV game market relatively weak game currency and equipment trading, but also in the last 2-3 years to be clear as soon as possible one of the problems, in China there are too many malicious thieves and empty account of the phenomenon, long-term will lead to a vicious circle of the game market. Finally, social networking services are necessary, and this is the future of development and now worry about the place, as Facebook's visit was forced to block, and the annual network market has 40 million SNS growth users, the game developers should pay attention to the new growth point. (Edit/Ming)
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