The economic effect of games triggered CCTV's attention to economic recovery

Source: Internet
Author: User
Keywords Online games World of Warcraft Game essence economic recovery teaching quality management
The economic effect triggered CCTV's concern "compared with other games introduced from foreign countries in the past, Chinese local game company's independent brand is making great strides forward, the game adapted from classical Chinese classics is being favored by the contemporary players of all ages." August 7, CCTV "Justified World" column reported the development of China's gaming industry and future industry prospects news.  Reported by NetEase company launched the "Dream West Tour" Example: on August 2 on the same day, the game hit 2.56 million people at the same time online hot scene.  At the same time, according to the China Press and publication administration released figures show: 2008 China's domestic online game revenue has reached 18.38 billion without RMB, which by our independent research and development of the game to 286, the actual collection reached 11 billion yuan, accounting for nearly 60% of the online games market. According to the report, the latest statistics show that the 09-year first quarter and two quarters, China's online games income of 5.5 billion and 6.9 billion yuan respectively.  The chain growth of 8.3% and 12.1%, has become a financial crisis under a beautiful scenery. Independent research and development to establish the core advantage "if this growth is maintained, online gaming is likely to become the first business of our internet revenue this year." "Relevant industry experts said that the current global 11.2 billion-dollar online gaming market, China occupies 27% of the market share, followed by the United States, ranked second in the world."  And last year in the domestic online games market 333 kinds of products, China's independent research and development of the product is a ratio of up to 57%. "Undeniably, China's online gaming market in recent years has attracted the attention of EA, Blizzard and other foreign game giants." Management of foreign game companies with technology and visibility and other aspects of the advantages, but the industry is still optimistic about China's online gaming enterprises in the future competition performance. "Huizhong Education games experts believe that with more than the domestic portal site to participate in the network game market competition, now, Shanda, Tencent, NetEase and other domestic enterprises have a stable team and perfect product line, has gradually established the core advantages." "China's research and development of online games and the market is gradually replacing Japan and South Korea, the United States and other game output power in China's ' hegemony ' status!" "Overseas income into a new profit point" in fact, many European and American Games in China did not succeed, World of Warcraft is only a special case. As the authoritative research Institute of Digital Entertainment in China, the experts from many countries have concluded that "the game is essentially a cultural heritage." Chinese games have a certain advantage in culture. "The majority of users in China are highly receptive to the subject matter of Chinese martial arts classes," the experts noted. Compared with foreign online enterprises, China's local gaming companies have enough time to understand users and develop products to meet market demand.  Not only that, in the charm of Chinese culture, China's online gaming enterprises to regain the initiative in the domestic market, the online games industry ' China Creation ' is becoming the new favorite of overseas markets. It is reported that: In 2008, China exported to overseas market network game has more than 30, into North America, Europe, Japan, Southeast Asia, more than 20 countries and regions, export value of up to 71.78 millionThe dollar rose 30.5% per cent year-on-year. Experts think, "overseas income has become the domestic net swims the new profit growth point of the enterprise." "Talent War to help economic recovery" in fact, online games, technology is not the only factor to determine success or failure, the game's creativity and the ability to play is the fundamental market.  "It is aware of this, domestic online games giants in the continuous acceleration of the pace of expansion at home and abroad, but also in the field of local creative talent expanding." As early as the beginning of the 2009 New Year, the major game name Enterprises launched a large-scale research and development talent scramble, and intensified.  According to the public education revealed that into the August in just one week, only Jinan campus, there are 30 students at the same time employment contract, the position covers the game planning, 3D game art, mobile game program development, network game development, 3D game modeling and many other directions. Bianhouyu at present, the Chinese net swims the enterprise already to enter North America, Europe, Japan and so on more than 20 countries and regions game market.  In the background of international financial crisis, the economic benefit of online game export is more revealing. Compared with the foreign online games industry, rich in content, various forms of Chinese culture, as well as a large number of high-quality, low-cost professionals, the Chinese online games has become the advantage of rapid development. As a strong backing for the development of China's online games and the Allies, Huizhong Education group in the emerging Sunrise industry talent shortage, talent training, lack of successful experience and model, relying on accurate market positioning, high-quality curriculum system, The strict standard teaching quality management and the perfect Employment recommendation Service provide the professional reference and the standard for the Chinese digital entertainment vocational education profession. Its training of more than 30,000 students have been throughout the country more than 70% of the game animation enterprises, to become the backbone of the development of Chinese creative culture industry.
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