During this year's "11" Golden Week, many game industry people and hardcore players were gathered in the Shanghai New International Exhibition Center, because the 2nd China International Digital Entertainment Products and Technology Application Exhibition (Chinajoy) was held here. Opening from October 4th, it is successful until October 7th, more than 130 manufacturers from all over the world, and there is a battle that has no smoke-free product strength display (see "consumer electronics world" The 25th "Game World" exhibition album page). According to authoritative statistics, in 2004, the number of mobile phone users in China has jumped to the world; the number of online users is second only to the United States, fucking second; the total number of online game users is temporarily ranked third with a rapid growth momentum. Optimistic is considered that if the current market growth rate is maintained, in 2007, China will become the world's largest game market. Game, from the sculptor small skills of the Daba Tang to the public, the new information industry is new, is it to make a hero, or a hero changed?
I remembered that I went to the United States to go to the United States in October 2000 to send a financial survey of the company, I feel that we have enough money to achieve game dreams. I am looking for EA, I hope to introduce UO ("Genesis"). Unfortunately, EA refused our request. They said the first consideration of the US market, the second is the European market and the Japanese market, and the third will consider South Korea, China Taiwan, Singapore and Southeast Asian market. As for mainland China, there is no opportunity. I want to contact Sony, I hope to act in EQ ("Endless Task"), they don't see me at all. - NetEase founder and chief architect Ding Lei in the Western eyes, the share of China's game market cannot be calculated based on the number of players, because pirated is rampantly grabbed more than 90% of genuine manufacturers. As early as 1996, American Art Electric and French Bi Bi set up branches in Beijing and Shanghai, respectively, with professional game agent represented by OEM and Xintiandi, also established, high-quality European and American games and China. Local game fair competition. However, they quickly found that their competitors are not as far as the development level is far less than their own domestic peers, but the long-sleeved Shan Dynasty and the vast majority of pirated software manufacturers. According to the sales report of federal software, China's genuine computer game market in China in 1998 was below 80 million yuan, with domestic games only account for 6% of the total number of listings. In the same year, the US electronic computer game industry has achieved $ 6.3 billion, exceeding the movie entertainment industry's box office revenue. At this time, Nintendo's net profit of Nintendo is about 803 million US dollars, economic benefits and Toyota Motors and drive. In order to combat piracy, in February 1998, the leading company launched the "Water Margin: Juyi] at a low price of 48 yuan. In June of the year, the Beijing Zhuan Down sells "Feng Yun" with a "jumping price" of 19 yuan. The high development cost of high-rise and actual price is stark contrast, and the lost small company has exited the game publishing industry, and the wealthy foreign company barely maintains the dilemma of "losing the money". The old game development enterprises in Taiwan have quietly transformed. Committed to emerging online game development. In terms of public opinion orientation, "game is electronic opal", "playwarming" and other traditional views to some extent, and the government's conservative attitude towards the gaming industry. If there is a student announced that the game is an ideal profession, it will definitely be taken by parents and teachers, multi-party blockage.
It is a senior vice president of our global network publishing senior. He has come to China, and will stay here, you can see how much we pay attention to this market. We will also establish a studio that develops games for the Chinese in Shanghai, focusing on developing large online games. In addition, the mobile game market has also received our attention. I hope there will be more opportunities to cooperate with China, not only developing such games locally, and can share outcomes and global players through EA global distribution agencies. Jon Niermann, president of Asia Pacific Asia Pacific, as today's China's richest, grand chairman Chen Tianqiao said that online games and mobile games found a profit model for China's national conditions, becoming Chinese and foreign game manufacturers to solve pirated issues, development Help fairyan for paying users. In 2002, my country's online game users were 8.4 million, electronic and online game publishing market actual sales revenue of 1.14 billion yuan. In 2003, the number of users soared to 1.3.8 million, this income only jumped to RMB 1.42 billion, an increase of 12.5% over the previous year. However, it is worth noting that the income of this online game publishing market increased from 910 million yuan in 2002 to RMB 1.32 billion in 2003, a year-on-year increase of 45.8%. About the analysis data show that by 2005 China online game users will reach more than 33 million, of which more than 16 million paid users, online game publishing scale can be climbed to RMB 5.5 billion. Only a grand company has now claimed that all of its game products have exceeded 2 million people, achieving a rich profit of $ 17 million in 1 quarter. The huge market, the influence of not ignore, but also let the government have changed the negative attitude of the past to the game industry, let the self-destructive attitude, will support the game enterprises and the development of the game economy to make a schedule. On ChinaJOY, the press distribution deputy deputy deputy director said that the state will invest 1 billion to 2 billion yuan in online game research and development, build "China National Network Game Publishing Project", and plan to develop 100 kinds in 5 years Excellent large-scale national online game publication. In addition, the General Administration will also establish four national online games and animation industry development bases, and cultivate national game core companies to transport professional talents for the rapid development of the game industry. E-sports players, professional players, game editing become a hipster choice for young generations into society, and the talent gap produced after the market is drastically expanding, and a layer of lubricant is applied to the increasingly sharp employment supply and demand contradiction. In the past, foreign manufacturers who did not optimize the Chinese market also put off the arrogant shelf, extending to Chinese players and Chinese local companies to represent friendly olive branches. Companies such as EA, Yubi, SoE, Square-Enix have expressed interest in expanding the development of China's computer game market; BBMF, Nokia, Gameloft and other companies reveal the main force of 3G applications - mobile games in China's market development prospects concern. In fact, the popularity of the network not only brings the prosperity of online games, but also indirectly saved the union game, TV games and other interactive entertainment branches in China. "Interactive Martial Arts" is a bold attempt to be made in a single game network this year. The stand-alone game enhances the player network communication through online verification, and further reduces marketing costs, and expands the target user base while combating piracy. The warmst flow of online games makes the domestic game environment, which has spawned a group of high-quality related practitioners, and will also inject a strong intensive agent for a single game boutique route.
Knowing that Ming Di, who is proud of the game, the company has to go out of mainland China. When the Asian market is developed, local industrial status requires us to be assessed. At present, there should be a more eye-catching in Southeast Asia, the Thai market, Thai computer penetration rate is very high, next Malaysia, Singapore belongs to our Chinese language. However, in Malaysia, the game issued by Singapore can't completely use the Chinese version, it must be changed to Malay, because the local adolescents are not high in Chinese accepted. And the Malaysian network bandwidth is very narrow, it is easy to disconnect from one to night, to maintain how many people can recover the cost? Can't take care of it first. I hope that we will slowly build a channel in the Chinese mainland, and put our products to the Asian market, and finally consider entering Europe and America. - Chic Crown President Wang Junbo on ChinaJoy, two news has attracted the close attention of reporters. First, the Korean nine brothers and Beijing game snails have held a strategic alliance signing ceremony. China's original online game "Navigation Century" is pushed to a fiercely competitive Korean market; the second is to introduce the "swordsman love network version" developed by Jinshan to China Taiwan, good market response, in just 10 days, the number of online people exceeded 25,000. These two things are undoubtedly a good start, reflecting the long progress of China's original game career from a side, and also indicates the future development direction of domestic games. In the past few years, the pioneers who have joined the game industry have gradually formed an experienced "non-formal army". Many higher colleges are now brewing or have already opened a game professional course, and Beijing has even awarded the joint venture and gaming of the qualification certificate. It seems that in the near future, we can look forward to a batch of game elites based on the national cultural soil, with higher comprehensive quality capabilities as fresh blood. NetEase founder Ding Lei said on ChinaJOY, very disgusting between peers. He believes that talents have to cultivate internal instead of the four digits. Only the total amount of talent increases to avoid the spread of this phenomenon. "Market" Yuanhang South Korea has enhanced domestic game developers to strengthen confidence, go out of the country, spread outstanding works to more countries and regions, and become some powerful, non-financial small companies "curve saving countries". The nation is also the world, as long as it is really grasped the Chinese culture charm, you can get the identity of other national players. Whether it is 2D, 3D, the most important thing is to give consumers happy and dreams. As a media that has the majority of audiences, the game industry can take on the information communication function of traditional media, and develop a fee-based profit model other than registered users. Everyone may wish to see, all kinds of advertisements and transaction information no longer appear on TV, broadcast, flat media, but floating in our familiar popular game ... this may not be the gospel of ordinary players, but will definitely become advertising industry Scorpio. In a sense, the game industry is fully integrated with other industries, and has a deep development, seeking more business cooperation models, will eventually promote the benign development of the entire national economy.
Today, the network has changed the fate of Chinese games; tomorrow, can China change the fate of China's economy?