1/31/2010

Online games industry, 25.6 billion in revenue last year

Chinese online games industry in 10 years, growth in output of more than 100 times, but behind the explosive growth of the brand development, content management and control, operational management mode worrying, advocate a healthy green online games not just a slogan.

Press and Publication Administration to countersign the Sun Shoushan recently in China Game Industry Annual Conference speech, disclosed that in 2009 the actual sales of China's online game revenue 25.62 billion yuan, 39.4% more than last year for the telecommunications, IT, traditional publishing and other related industrial belt value to 55.0 billion. 2-300000000 yuan from the original scale of the development to the present more than 250 billion industry, China's online games industry in 10 years, an increase of 100 times, China will become a gaming powerhouse.

However, online games online games from the powerful big countries still have a long distance. Explosive growth of the online gaming industry and the existence of a range of issues highlighted China's current management systems in the online games lag. If you want to maintain long-term development of online games industry momentum, our existing management model of online games will be crucial breakthrough in battle.

Contrarian growth of online gaming industry

Now that the "lipstick effect" in China's online games industry, Jin Xian, once again confirms the cultural and entertainment industry, counter-cyclical. In the context of the international financial crisis, China's online games industry has become a haven for the financial crisis and achieved remarkable results. 2009 online game revenue reached 25.62 billion yuan actual sales compared to 2008 growth of 39.4%, much higher than the end of last year most of the market research firm predicts 25% -35% growth rate, the fifth consecutive year to maintain strong growth momentum and to bring the relevant industrial output value 55.0 billion.

According to reports, web games and casual games last year, growth was particularly evident in real income reached 1.2 billion yuan and 5.99 billion yuan. Of particular concern is the original national online games started to play a leading role. Data show that in 2009 China's national self-developed online games the actual sales revenue of 16.525 billion yuan more than in 2008 increased by 50.1%, accounting for online gaming market last year, 64.5% of actual sales revenue.

In this regard, well-known economic commentator SONG soldiers commented that "from the current online games the speed of development and the future sustainability of the situation, China's future online games in 5 to 10 years are still in the fast-growing trend among. From the This point of view, the prospects for China's online game development potential is still very large. "

Power does not mean that online games online games power: Content Development and Management Model worrying

However, many industry insiders believe that, from a global market perspective, China did not become a powerful gaming ideas and products. Behind the prosperity in a thriving, the problem still exists.

First, China's online games independent R & D capability to be improved. From the data point of view, original online games in China the actual sales volume has reached more than 160 million, accounting for 64.5% of the total, but with a high degree of brand recognition and internationally competitive products are still worth mentioning, let alone such as "Warcraft the world ", as in the industry with far-reaching influence of online games. Web game has slowed markedly in 2009, even though the year was all the rage, so as to push China's online gaming market will Tencent arena boss location "QQ farms", the initial network is happy to imitate the "Happy Farm" mode, but from the source on the a happy network is copied Facebook and abroad a number of semi-finished game. If there is no more rich content, with the stolen food warm gradually dispersed, the player's loss will be inevitable.

Second, the lack of creativity allows the development of many of the local game content are more rough, often with violence and sex to attract eyeballs. If a large number of online games with triad theme, the most prominent underworld beating, killing, looting and other anti-social behavior, rendering scenes of bloody violence and to promote the so-called gang culture, and beautify the triad life, vulnerable to the adverse physical and psychological effects on young people to play down the rule of law awareness, distorted moral values and worldviews.
At present, China is still a lack of relevant laws and regulatory system, the government management system to be improved, business operation mode is also exploring into China's online games are far powerful way. If you want to get online games industry, sustainable development, online games need to overcome the management model.

Healthy green online games will be the road of sustainable development

Sun Shou Shan at the annual meeting was also pointed out that to promote and advocate green online games to lead the industrial development direction. Information Agency in China this year to promote the implementation of green online game publishing project, and strive to use about five years time, the Chinese online game online games publishing industry-led push to green the new stage of development. Green online games will be a healthy road of sustainable development.

In addition to charging mode exploration of the nature of the green online games or content. Green online games will remove pornography, gambling, violence and other content, a positive, positive, healthy content, to promote The Sound of Music, digging promote the traditional culture, will be the perfect combination of art and entertainment, so that the course of the game players get a useful spiritual experience.

Meanwhile, the approval strict supervision of the management system in place can guide the sound development of online gaming industry, but also essential to build strong online games one of the factors. In September 2009, China's Ministry of Culture for the first time defined the online games industry, department, Press and Publication Administration is responsible for online games for "pre-approval." For the online games industry in the emerging issues, Press and Publication Administration, said at the annual meeting, to further strengthen the supervision network games, online games for non-compliance products will be banned and made eight regulatory measures to further refine the approval threshold to a good online game access.
Therefore, the current classification system for online games and the introduction of the improvement is even more urgent. Question has become obsessed with youth online games online games are widely regarded as a scourge of the main reasons for online games classification system for all walks of life after a long but so far has been "difficult birth." It is learned from the Beijing University and the Central China Normal University jointly conducted online games grading standards has been completed. However, the development and introduction of grading standards need to be cautious, which greatly challenges the fairness and comprehensiveness.
How to define the level of the game? How to verify players age? Who controls the standards of discourse right? How to truly reflect the rule-making in the player's opinion? These problems if left alone, I am afraid that the standards drawn up in turn be reduced to a little effect of agonizing, one such former "online game fatigue system" destiny, desire beautiful, very tired to implement.