Chinese capital invades Korea game industry Korean media issued a direct call for emergency

Source: Internet
Author: User
Keywords Issued
Tags company compiled content development direct enterprises game game companies
(compiled/psyche1004) according to South Korean media reports, due to the introduction of China's online games and China's capital in the Korean market has increased, South Korea's "net game sovereign" status has been lit a red light, and the increasingly active Chinese game industry and the Korean game industry has formed a sharp contrast,  Even the media reported that "South Korea games industry emergency." South Korea's cultural Revitalization Institute said that many of China's powerful game companies have invested in the Korean game industry, the annexation of many high-quality enterprises. such as Shanda Network in 2004 acquired Actoz company, the acquisition of "Dragon Valley" development company Eyedentity Games.  Tencent also invested about 18.4 billion won (about 110 million yuan) in 7 Korean gaming companies through the Capstone venture.  According to Korean media reports, Shanda and Tencent were the earliest through the agent "Legend", "Eternal Tower" and "through the FireWire" and other Korean-produced online game development to the current scale, and now they are using from the South Korean online accumulation of capital "invasion" of the Korean market. Apart from the invasion of foreign capital, Korea's gaming industry is also suffering from a decline in local production and infiltration of foreign games under the double pressure. South Korean government lawmakers said that according to the Ministry of Cultural and Sports tourism information provided by 2007 South Korea's new online production of the online game of 2037, 2009, fell to 1621. By the end of June this year, only 574 Korean-made new online games online.  In line with this, the Chinese online games in South Korea 2008 years only for 5, 2009 rose to 18, and as of the first half of 2010, there have been 19 Chinese online games in Korea. South Korean media believe that the domestic gaming industry is not only because of the external pressure, South Korea's domestic policy also to a certain extent, the development of the game industry has constraints, and even affect the output of the game itself.  For example, the grading limit of the game hierarchy, which stipulates the age of adult gamers, involved in female content, will also be labeled as unsuitable for children, which to some extent affect the game's overseas output. In addition, South Korea's domestic level of assessment standards and international standards exist, which led to a number of foreign hot game content can not be directly applied to the Korean local game.  Performance in the online game, it is PVP when the loss and compensation for the way backward, coupled with age restrictions brought about by the content of changes, eventually brought South Korea online games are the same as the results. In addition, the user registration system is also an urgent problem to solve, foreign players to apply for Korean game account also need to provide a copy of passports and identity cards, complex procedures to allow South Korea online games for the poor, this also makes the agent can not determine whether a Korean game is welcomed by foreign players.  "StarCraft" and other foreign games convenient user system for Korean-made game set a good example. South Korea has already had lawmakers urging the government to perfect the unreasonable system as soon as possible, and to formulate a policy consistent with international standards, once the Chinese companies to seize the Korean game market, the government issued more policies will not help. (Edit/Ming)
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