Recently, the State Council formally issued a circular: To adjust the Shanghai FTA in the relevant administrative regulations and State Council documents stipulated in the administrative approval or access to special management measures directory. It clearly stipulates that foreign enterprises are allowed to engage in the production and sale of game and entertainment equipment, through the cultural authority of the content of the review of game entertainment equipment can be marketed to the domestic market, which means that China's 13 years of game-machine ban officially lifted.
Since 2000, China's ban on the production and sale of game consoles has led to widening the gap with developed countries in this area. Global game market output will reach $93 billion trillion in 2013 years, more than $79 billion trillion in 2012, according to a study published by Gartner, the IT consultancy, on the global gaming market.
The Gartner report shows that in the global market, PC-side online games and mobile games only occupy a small share of the market, 93 billion of the game revenue is mainly from game consoles.
We will take a look at the Chinese game market data, the recent game has released 2013 years of data, "2013 China Game Industry Report" shows that the 2013 Chinese game market number of users up to 490 million people, sales revenue of 83.17 billion yuan. The client game is still the main market, accounting for 64.5% of the total market, web game sales revenue of 12.77 billion yuan, mobile games, social games and stand-alone games income is 11.24 billion yuan, 5.41 billion yuan and 89 million yuan. And the income of the game machine is 0 (of course, in fact, although the game is prohibited in China sales, but there are still enterprises to play the edge of sales, the official turnover is not announced every year, but more than 3 billion certainly have)!
By contrast, we have come to an embarrassing conclusion: nearly 500 million of Chinese users create a game of 83 billion yuan a year (equivalent to 13.7 billion dollars), only 15% of the global market, behind the embarrassing figures because the Chinese market bans game-selling. Foreign Nintendo Wii and Xbox and other game consoles gongchenglvede the rise of huge profits, we can only dumbfounded watching.
Internet in China after 18 years of development, although the extension of dozens of areas, but the real money only three industries, respectively: games, E-commerce, network Marketing.
We look at Tencent, Sohu, NetEase and other giants of the source of income, found that the game is the largest source of income, that is, the development of the game industry is directly related to the development of Chinese Internet or not. The logic behind this is: the speed of the development of the game machine, directly related to the pace of development of the game industry.
According to more than 50% of the game market sales by the game machine this plate to complete, we can calculate the account: China because of the game machine ban, 2013 caused the direct loss of more than 83 billion, coupled with music, film, theme park and other derivatives losses, the annual loss of immeasurable.
January 6, 2014, the State Council lifted the ban on the game, this day enough to be loaded into the Chinese Internet history, this regulation, so that the Chinese game market really ushered in the spring, while the game is a very important cultural construction of a carrier, the lifting of the ban on the improvement of our cultural market defects also has great help To upgrade our cultural industry will bring far-reaching impact. (The author of this paper is the dean of Dingdao Shiweibo: Dingdao)