본문 바로가기
KERD
논문KCI 등재

중국 인터넷게임산업의 발전과정과 그 정책적 특징 연구

A Study on the Development Process of the Chinese Internet Game Industry and the Characteristics of Its Policy

0

조회

0

다운로드

2

인용

0

참고문헌

키워드

주제분류기타인문학

초록

Among the newly emerged industries in the 1990s, the Internet culture industry developed very rapidly, gaining significant attention. In particular, the industry has evolved into one of the global entertainment industries in a very short time. In 2003, the value of the global online game industry reached over 7 billion dollars, accounting for 24.7% of the total entertainment market. Most of all, the US online game industry has recorded 2.5 billion dollars, taking up about 33% of the global market. In fact, the actual revenue of the Chinese game market in 2017 recorded 203.61 billion Chinese Yuan, a 23% increase from the same time last year, and the growth rate rose approximately 5.3% compared to 2016; the number of game users reached 583 million, which was an explosive increase by 3.1% from the same time period in the previous year. Despite such growth, the Internet game market in China also went through a period of adjustment. The game market has already been broken down into client games, web games, SNS games, mobile games, console games and TV games. Meanwhile, the Internet game industry in China is showing a downward trend in client games, and mobile games are leading its Internet game industry along with the development of smartphones.

Abstract

Among the newly emerged industries in the 1990s, the Internet culture industry developed very rapidly, gaining significant attention. In particular, the industry has evolved into one of the global entertainment industries in a very short time. In 2003, the value of the global online game industry reached over 7 billion dollars, accounting for 24.7% of the total entertainment market. Most of all, the US online game industry has recorded 2.5 billion dollars, taking up about 33% of the global market. In fact, the actual revenue of the Chinese game market in 2017 recorded 203.61 billion Chinese Yuan, a 23% increase from the same time last year, and the growth rate rose approximately 5.3% compared to 2016; the number of game users reached 583 million, which was an explosive increase by 3.1% from the same time period in the previous year. Despite such growth, the Internet game market in China also went through a period of adjustment. The game market has already been broken down into client games, web games, SNS games, mobile games, console games and TV games. Meanwhile, the Internet game industry in China is showing a downward trend in client games, and mobile games are leading its Internet game industry along with the development of smartphones.

참고문헌 (9)

  1. 李思屈, "中國文化産業政策硏究" (2012), 浙江大學出版社
  2. 郝文靜, "中國網絡游戱産業發展探析", 浙江統計, (5) (2006)
  3. 楊明智, "網絡游戱産業成功因素分析", 大衆科技, (4) (2006)
  4. 熊文紅, "發展我國網絡游戱産業的戰略選擇", 新疆師範大學學報(哲學社會科學版), 27(4) (2006)
  5. 胡超, "我國網絡游戱産業及其盈利新模式初探", 科技情報開發與經濟, 17(35) (2007)
  6. 劉拓知, "中国网络游戏产业发展研究", 中國證券期貨, (4) (2010)
  7. 陳琳, "我國網絡游戱産業發展的問題及對策研究", 大衆文藝(理論研究), (1) (2009)
  8. 龍莉, "中國互聯網文化産業政策硏究" (2016), 四川大學出版社
  9. 中國游戱産業報告, "中國出版工作者協會游戱工作委員會(CCPA)", ~

관련 논문AI추천

이 간행물의 다른 논문 (12건)