http://www.aliyun.com/zixun/aggregation/18698.html > Gaming experience in the mainstream
Online Games Brewing a huge pattern of change
After 10 years of development, online gaming has become one of the most important pillar industries of China's Internet. However, compared with the previous years of development, according to the game time fees replaced the past popular prop charges, back into the mainstream of large-scale online charging way, and leisure games, web games also began to rise rapidly, indicating that the network game is brewing a huge change.
2012 Online game size will reach 73.1 billion
At present, nearly 2/3 of Chinese netizens are online gamers, along with the growth of online game players, the market scale of online games is also expanding. While the traditional network game to maintain high-speed growth at the same time, the Web game in 2008 to 2009, the emergence of a large number of investors to attract attention.
Data show that 2008, the domestic network game market size of more than 20 billion yuan, accounting for the entire Chinese Internet 2008 years market scale of nearly 40% of the share. In the future will also be more than 20% annual growth rate, is expected to 2012, China's online gaming market will reach 73.1 billion.
Charging by game time is becoming mainstream
The development of the 10, also lets the network game has the very big change. Recently, the domestic third party independent data provider CNZZ according to the October 2009 domestic network game Top ten user data, the current network game's overall scale and the pattern has carried on the analysis.
According to the different charging mode of the network game, CNZZ divides the traditional network game into three kinds, namely the time charge type, the equipment charge type and the prop charge type. Since entering 2009, according to the game time charge replaces the previous popular prop charge, back to become the mainstream of large-scale online charging methods, of which in 4 of the time toll-type online games in two are only beginning this year to test the operation of the new game, such games to a certain extent to all players more equitable, more to ensure the quality of the game.
Gaming experience has become the key to retaining players
All along, the role playing games, although occupy the leading position of the online games market, but with the rapid changes in the form of role-playing game has slipped, the current game experience has become the key to retain the player.
The domestic network game market gradually shows a trend of diversification. CNZZ's data show that the role playing network game in October 2009 the top ten of the domestic network game reached 6, still maintain the market leader in the game, but compared with the previous years its importance has declined. Leisure online games rise rapidly, occupy the position of three seats, simple and easy online game attracts a large number of loyal players.