What is the network game industry to do with the red wind

Source: Internet
Author: User
Keywords Fluttering red the network game industry what independent research and development game enterprise fluttering red the network game industry what independent research and development game enterprise fluttering red network game industry what independent research and development game enterprise fluttering red fluttering red fluttering red network game industry network game industry network game industry what what what Independent research and development independent research and development game enterprises game Enterprise game Enterprise float red network game industry what independent research and development game enterprise float red network game industry what independent research and development game enterprise float red network game industry what independent research and development float red game enterprise network game industry What Drift red independent research and development network game industry float red game enterprise network game industry what what independent research and development independent research and development game enterprise game Enterprise float red network game industry what independent research and development game enterprise
-Reporter 璩 Static Raishaofen Shenzhen reported that under the impact of the global financial crisis, many enterprises were forced to pay, and even layoffs, in order to reduce spending, barely winter.  And the development momentum of China's online games industry is still strong, the whole floating red, 2008 actual sales revenue reached 18.38 billion yuan, an increase of 76.6%. Key words: independent innovation, Vacuum zone "without independent research and development there is no product soul, if you can not find this piece of ' cheese ', the company is likely to do not go on."  "Shenzhen Zhong Qing Bao Network Technology Co., Ltd. marketing director Jason said that in recent years, many online gaming companies have realized from the agent of foreign games mainly to the transformation of independent innovation."  In the case of Jason's company, the company launched the first domestic patriotic online games, "anti-Japanese War" has begun to charge operation, successfully played a Chinese culture element card. "Anti-Japanese War" this game of the players are middle-aged, but their consumption capacity is also relatively high, this is the company's survival.  "Jason said, as a main thrust of the Warring States historical theme and patriotic education theme of the online game company, saw the market" vacuum belt "saw the source of profit, differentiated routes to the company 2008 to achieve net profit of 50 million yuan, an increase of 225%. "Dream West Tour" "Journey" "Tianlong Eight" "The Immortal" "Legendary World" ...  In the top ten most popular online games that the Netizen chooses, the independent research and development net swims occupies 6 seats, the Chinese net game original strength is developing steadily. Key words: Out of the country, international competition when people are still hot to talk about the Nineth city lost to NetEase, the loss of the world's top game "wow" agent, lost once brought to it hundreds of millions of of dollars in profits of the core products, people should see: Chinese original online game also accelerated the pace of going out,  A group of active overseas market Network game Overseas Corps has changed back to real gold and silver. Beijing Perfect Time and space company successfully exported 5 games to Japan and Europe and America, the annual income of nearly 30 million U.S. dollars, and set up a wholly owned subsidiary in the United States to engage in domestic online gaming operations; Shanghai Shanda Company to enter the Korean market through the acquisition and injection of funds; Tencent invests 7.5 million dollars to buy Indian m , Jinshan and other companies to develop the network game has occupied most of Vietnam's online gaming market, in the Middle East, the Chinese games group has also been successful operation, in the United States, the company joined the Disney Company, to jointly explore the global market.  Similar examples. Not only that, many network game enterprises have said, is to shape the brand-oriented, and actively explore the copyright trade, brand licensing, cultural exports and other online games industry chain of other profit models. In addition, the game model of the car, the game plot adaptation of the digital film, patent registration game characters weapons props ...  These game derivatives have become the "sweet cakes" of overseas markets. It is reported that in the physical industry exports generally tight situation, 2008 a year in China a total of 15 network game companies 33 independent research and development of online games into North America, Europe, Japan and South Korea, Southeast Asia, more than 40 countries,Annual sales income of more than 100 million yuan. Key words: Increase the potential not to reduce, the market is huge "in China, every year, more than 50 million users, if half of them can play a network game, this cake is too big," Shenzhen Tencent exhibitors to the reporter calculate a sum, if a game of 10,000 people online every month, per capita monthly average consumption of 200 yuan calculation,  One months will be able to pull 2 million yuan of consumption. No wonder business geek Shi Yuzhu said, has not found a more profitable industry than online games.  The record shows that the giant network's game "Journey" at the same time online the highest number of more than 2 million, other major online gaming companies record the same. Looking at the hot scenes of the country's largest online games and entertainment show, Hina Joy (China International digital interactive Entertainment product and technology application exhibition), held annually in Shanghai, today's online game publishing industry is no longer a "profit-making yell" business, and become the income scale far more than the traditional three entertainment content industry  ——— the movie box office, television entertainment programs and audio and video distribution revenue of the Forces nouvelles. Experts believe that the network game positioning in the popular entertainment, low-cost, rich content, conducive to alleviating people due to work and study stress or economic depression caused by psychological pressure. In addition, the main network game enterprises in China are listed companies or listed companies, cash flow adequacy, from the financial statements and server-side number, the main network game enterprises in the country's growth situation has not been reduced. Eric Consulting also believes that the next few years, the online games industry will continue to maintain a good momentum of development, 2012 years ago, the annual growth rate of the online games industry will be maintained in more than 20%, to 2012, the online games industry revenue will reach 68.6 billion yuan.
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