Game series on one of: Chinese game industry style sketch

Source: Internet
Author: User
Keywords Mobile phone network games China games industry 1975 game Publications geochemistry major multivariate statistical analysis
The game is a human from the primitive society existence of an activity, people in childhood also have the experience of playing games.  The game discussed here is the digital software as the carrier, in the computer and mobile phone terminals, for people to play video games. < > industry in the beginning of the new century, with the wide range of computer and internet popularization, video games in China from scratch, from small to large rapid rise. Early PC single game, with the peak of PC network games, the recent growth of mobile phone games.  Now, game as an industry, has become an indisputable fact. PC Network game scale is considerable, 2009 output value of 25.621 billion yuan, an increase of 39.4%. Player 65.87 million, an increase of 33.46%. Paid online game users 37.15 million, an increase of 22.1%.  It is worth noting that the net game pulls the telecom, IT, the traditional publishing industry value 2009 to 55.5 billion yuan. Mobile phone network game, 2009 real income of 640 million yuan, an increase of 25%. If you add a stand-alone version of the game and game machines and other output value, the industry estimated 2009 the entire game industry output value of at least 30 billion yuan. The game industry to the relevant industry pull should be more than 55 billion yuan.  The overall economic volume of the gaming industry is considerable. National game products have become the mainstream of China's market, firmly occupy more than 60% of the share. Independent research and development of the national Network game output value of 16.525 billion yuan, an increase of 50.1%, accounting for net game value of 64.5%. At the same time, domestic games began to go abroad, 2009 have 29 Enterprises 64 network games, export more than 40 countries and regions, sales revenue reached 109 million U.S. dollars, an increase of 53.9%. [Note 1] How do you view the development of the gaming industry today? The total revenue of 2009 online games is far more than the total of movie box office, TV entertainment program and audio and video distribution.  [Note 2] so the game is a not negligible entertainment industry, of course, the emerging technology-oriented entertainment industry. China's game in the high-speed development at the same time, also highlighted a number of issues that can not be ignored, mainly internet addiction and online games affect children's learning.  The social image of the online games is not good, the media has more negative reports, which is condemned by many aspects.  The reason why video games have developed so fast these years and why these problems arise is determined by the nature of the game. < two > industry nature in the 30 's, some Western scholars studied the game in depth. John Heyzingha, president of Leiden University in the Netherlands, in 1938, defines the game as an activity in a particular time and space, with an obvious order, followed by widely accepted rules, and a game that brings people joy, dancing and refreshing emotions.  However, the game has no material utilitarian, nor is it necessary. Shakespeare said that actors are the embodiment of all men. Heyzingha that the game is the enrichment of all life phenomena. His deepInto the analysis, the game is a child learning survival skills, the necessary conditions for juvenile socialization, adult entertainment projects, while the game is the yeast of human civilization, game is the inherent elements of culture, game is the cause of cultural development. How do these effects occur? Are done in the game's activities. People in the game to observe the rules and order, but also to learn the ability to accept the socialization of training, which is the role of the game. And the emergence of the joy and refreshing mood, is the game's entertainment role. The nature of the game is the unity of Enlightenment and amusement.  From this can also be cited, animation, games, movies, television and other digital entertainment products, are the unity of enlightenment and entertainment. With the advancement of Technology and the development of IT industry, modern electronic games have led to the emergence of this kind of technology entertainment products, become the important content of computer and mobile phone and internet, and develop into an industry in the environment of market economy.  Although the nature of the game has not changed, but the electronic game has a material utilitarian, but also become the era of leisure and entertainment needs. Game enterprises, through the development and production of products, for the community to create a huge wealth, but also to achieve the development of the game industry. Because any enterprise is the combination of human capital and monetary capital, "capital is profit-driven", game products are materialized human capital and currency. In this way, the game enterprise turned the game product into the commodity, the game was endowed with the utilitarian nature.  Game products, not only strengthen the play also highlighted the role of the game, expanding the social impact of the game. < three > Management Overview The Social impact of the game's enlightenment industry may be positive or negative.  Therefore should see also must pay attention to the game the Enlightenment function, therefore wants the game to manage, certainly is the moderate management. Some people do not agree to the management of the game, said that the game is a recreational activity, what can be managed. In fact, this is not to see the role of entertainment.  This civilizing effect is potentially imperceptible and does not know when and where it will manifest itself. Some people say that the Western world does not manage the game, why should we care so much. It's bad! The Western world also manages the game, the grading of the game is management.  In fact, the Western publishing system is the filing system, China's publishing system is the approval system, the two have significant differences, but in essence are management. The management of the game, whether from the theoretical level, or from the operational level of consideration, are inevitable. But games as a variety of technology to form creative products, in the real world of management, there will be a number of departments involved, has a certain degree of difficulty, and is a complex system engineering. From the overall perspective, management should conform to the development of the game industry law. Industrial environment, both relatively loose, but also simple norms.  It is gratifying that the government of our country is adopting the measures of "three-set plan" to improve and standardize the management of the game industry, and promote the development of the game industry in our country faster and better. See the rapid development of the game industry status quo, understand the game of education and entertainment of the duality of quality, suitableTo manage the game industry to create a good ecological environment for the development of the game industry, we will welcome the prosperity of China's gaming industry.  [Note 1] In addition to the industry estimates, all data quoted from the China Zhing Games, "2009 China Game Industry Report" [Note 2] quoted from the Ministry of Culture 2009 White Paper on game industry.  Author Introduction: Wang Hongyu, more than 30 years of work: computer and network applications, enterprise and industry management, in recent years committed to the creative industry cognitive research. BEIJING Jade Bird Group is currently the editor-in-chief of the Science and education Electronic publishing house, Beijing Institute of Innovation Research, Beijing Creative Industries research director. After retirement social part-time, China Software Industry Association Education software Branch vice chairman and Secretary-General, China Publishing Workers Association, vice Chairman of the Game Publications Committee, the National 863 Plan Game Technology Development Strategy Group member, China Electronic Commerce Association Expert committee member, China Market Association creative Industry Expert committee Vice Chairman  , Vice chairman of the Committee of Experts on Creative Industries of China Market Association, as well as visiting professors from Capital Normal University, Beijing University of Posts and telecommunications. 1951 out of Beijing North gongs and Drums Alley Primary School, 1951-57 study in Beijing Normal University attached to the secondary school, 1957-63 graduated from the earth Chemistry Major in Peking University. 1975 started computer applications, engaged in geochemical prospecting data processing and mathematical geology work, won several provincial and ministerial level Science and Technology Achievements Award. 1983-87 Metallurgical Southwest Metallurgical Geology Institute Director, was awarded the State Council Gold Work Conference award, the assessment was promoted to senior engineer.  1988, China University of Geosciences (Beijing), in addition to lectures, as the Director of Science and Education Development Department and school Production Management Office director, 1996 engaged in computer Internet training. He has taught the application of multivariate statistical analysis in geological work, the principles and methods of geostatistics, the principles of management and modern methods of administration. In the university to set up lectures, written by the "Contemporary Science and technology development and its impact on the economy and society", "China's computer network status and Prospects", "creative industry origin and response," such as more than 1 million of words handouts. As deputy editor-in-chief and the actual soliciting contributions, uncorrupted and validated the primary and secondary school "information Technology course" teaching materials, published in Tsinghua University Press 7, Science Press Publishing 8 copies. In recent years should be contributors, in the "Guangming", "China Education newspaper", "Software World", "software Engineer", "High-tech and industrialization" and other newspapers and periodicals, written in education software, network education, electronic publishing, digital entertainment, creative industries and other articles Baiyu. Dozens of participation in domestic and foreign academic conferences and invited speeches.
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