Online games acting a growing and huge industry

Source: Internet
Author: User
Keywords Online games players industry

In the online game to help others to practice the level of professional or people.

By substituting a game, a third party helps the player improve the ability or attributes of its online characters.

Games in the game currency, equipment suppliers engaged in economic activities are also summed up as a acting of online games.

Recently, a http://www.aliyun.com/zixun/aggregation/8503.html > study at the University of Manchester, UK, shows that in developing countries, about 500,000 people earn money by selling virtual items to players, which is called " Online games to make money "industry is booming. The Chinese market accounts for 80% of the industry, and employs about 400,000, earning an average of 145 dollars a month. The industry is still in the ascendant, despite the efforts of gaming companies to crack down on virtual goods trading.

Online games to make money: Cash tools

Steven Davis (Steven Davis) is the chief executive of secure play for online games, and he believes that online games are accompanied by the advent of online games, and the rapid development with the popularity of online games. He also pointed out that the virtual transaction of online games really solves the real demand. He said, "rich people do not have time to play, people who have time to play have no money, so both kinds of people must find a solution." ”

In the online world, virtual money and goods are traded mainly through hundreds of online markets and online stores. Online money-making site scale, a small number of sites employing fewer people, many sites have employed hundreds of people to work.

Davis believes that the income gap for full-time players has begun to emerge, for example, in Vietnam, low-income players play for Chinese players, while Chinese players play for Western players. Davis also points out that criminal gangs are involved in the lucrative business of online gaming. They use stolen credit cards to deal with the game account, playing in the guise of selling virtual money or goods from the players to cheat money. In addition, they are in various types of chat rooms in the water, playing online money ads. Davis believes it is still difficult to find and prosecute these criminal gangs. Finally, Davis added, online gaming companies have tried to limit the volume of virtual money and goods, but it is reported that there are few substantive effects.

The emergence of large industries

Richard Heeks, a professor at the University of Manchester, who wrote the study, Richard Hex that in many developing countries, online gaming has become an important economic industry. He wrote, "I first realised that online gaming was the start of my own game, but I thought it was just a cottage-style economic model." In a sense, the judgment is correct. But now it is no longer a few sporadic ' family workshops ', but in thousands. ”

The reality is that the virtual currency of many online games is scarce, so many amateur players buy virtual money from sellers, including full-time players, in exchange for better equipment, weapons, etc. In addition, some dedicated players also provide "play upgrade" services, that is, paid for the rapid upgrade of amateur players.

Hercules that the net money industry scale of the specific data is still difficult to get. However, he implied that in 2008, the industry employs about 400,000 people, earning an average of $145 per person and a global market of about $500 million trillion. But Hercules also points out that the size of the industry is likely to be one-fold as it is difficult to assess.

Most of the activities of online games and online games to make money, sellers save set of virtual coins, items such as sale, buyers buy virtual coins, or share account, and all of this is the net game company banned. If a player is found to be involved in the above activities, then his game account may be closed, and no longer play the online games.

Hercules said in the report, the size of the online money-making industry can be compared with India's outsourcing industry. "India's outsourcing industry employs about 400,000 people for 2004 years, and it is now likely to be close to 900,000, with two sectors working on the number of employees without taking into account the profit factor," he said. ”。 At the same time, he believes that as people spend more and more time working and leisure on the internet, a model known as "virtual offshoring" is becoming more and more prevalent, and online gaming is a prototype of this service model.

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