Chinese manufacturers lack game console market

Source: Internet
Author: User
Since Nintendo launched its first FC (Accessibility Computer) in 1983, the home gaming industry has been around the world for 27 years.  In the past 30 years, the industry has been from scratch, the 2008 U.S. home game industry has reached 21.3 billion U.S. dollars, and according to the entertainment industry research company DFC FDI published a new study shows that 2011, the global video game market revenue will reach 44 billion U.S. dollars. The formation of the consumer market, with its huge potential and business opportunities, has been rife with endless market battles and interest struggles among game-console producers. From the original "Red and white Machine" eminence, to create the Nintendo FC era, to later Sega MD, Nintendo SFC's 16-bit machine, and then to Sony PS, PS2 turned out, defeated the first two opponents, the construction of the Sony PS Empire, the major game machine manufacturers of the war between the conflict intensified.  At present, the global home game Machine Market has formed the Nintendo, Sony and Microsoft's "Three Kingdoms separation" era. Chinese companies in the absence of "hegemony" but in this protracted war, but never seen the figure of Chinese game machine manufacturers, has always been a low-key Chinese people seem to have given up the opportunity to do the limelight. However, the large-scale consumer market is real. According to IDC statistics, the 2007 China market, the total number of video game consoles and handheld machine has reached 2.06 million units.  Helpless, these 2.06 million hosts do not have a mainland licensed, all are from Hong Kong, South Korea, Japan and other parallel imports, that is, Nintendo, Sony, Microsoft three big game giants production, but has never been issued in mainland China products.  Why face the huge consumption potential of the game machine market, domestic manufacturers almost all disappeared? In fact, in the late 80 's, the "Red and white Machine" just landed in China, the domestic game manufacturers have had a glorious history. At that time, because the market demand is huge, the domestic market quickly appeared a large number of imitation FC game machine, created a "small overlord", "Yu Xing" and other well-known brands, only Guangdong Little Overlord learning Machine a year has 3 million units of sales.  It is said that there has been a manual workshop with seven or eight Workers day and night assembly of Red and white machine, by virtue of each Taiwan's profit of about 100 yuan, every week can profit 50,000 yuan of hot scenes. However, these consoles are actually pirated machines, because of the lack of awareness of the entire social intellectual property rights, the Chinese game machine market has been continuously chaotic state, until the future of the country a paper issued, so that this in the chaos of the market steps to a halt. In June 2000, the Ministry of Culture and other 7 departments issued a joint "on the implementation of electronic management site special Management advice", Sixth Express: "Since the date of publication of this opinion, for the domestic video game equipment and its 0, accessories production, sales stop." Any enterprise or individual may no longer engage in the production and sales activities of video game equipment and its 0, accessories for domestic.In addition to processing trade methods, strictly restrict the import of video game equipment and its 0 and accessories in other trade modes.  "This has certainly blocked the domestic game machine market all outlets, the manufacture is not good, the import is not good, the Chinese amusement game industry process has been stranded." The development of wading online games but the current Chinese home game machine market is parallel imports.  Including the three giants of the game machine products and more suspected infringement of intellectual property rights of pirated products, constitute the current domestic game machine market real survival status. The root cause of this phenomenon lies in the lack of genuine property rights awareness in the Chinese market to the manufacturers and the players as a whole. When the domestic home game machine manufacturers in the outstanding, such as hit "Small Overlord", but also imitate the Nintendo FC started, the lack of core technology.  By the middle of the 90, the domestic game makers turned to imitate Sony, until the current Wii, such as Wiwi, Wini, Miwi and other home game names are imitation of the paradise Wii. The development of handheld gaming machines is similar. In addition to 2005, Shanda has imitated the Sony PSP launched the Royal Wireless Handheld EZ Mini, and there are few other manufacturers involved in this field.  Although the Royal Palm Machine is independent research and development, but because of the lack of wireless network and stand-alone game support, was bombarded by netizens as "pompous", less than 1 years by the relevant departments to stop. Domestic game manufacturers are struggling with another fatal wound, is the serious lack of domestic gaming software. At that time there was no company to play the game at home. Even if it does, it's just a little game made with tools or code that doesn't reach the level of business.  Without the support of game software, the host hardware will naturally not have the ability and space of the competition for survival. With the rapid development of computer technology and the popularity of computers, online games have gradually arisen. In the 90 's, China produced its first online game, "The Knight Line" was born. Around 2001, the domestic game developers have launched more than 10 network games, such as the Network game world, Chi-Crown company "network Three", NetEase "West Tour Online" and so on, have shown a certain product development strength.  In the same year, the network game development and the single game market scale is similar. Looking at the overall situation, the future of China's domestic video game industry to develop, we must rely on the state of game investment, import policy regulation loosening, Nintendo, Sony and other game manufacturers to use the network platform for the development of the Chinese market and the domestic game manufacturers to increase in China's marketing investment and so on.
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