When the financial crisis hit in 2009, many industries were deeply affected. However, the development momentum of my country's online game industry is still strong. According to data released by the General Administration of Press and Publication in early March 2009, the actual sales revenue of my country's online game publishing industry in 2008 reached 18.38 billion yuan, an increase of 76.6% over 2007, and brought direct income of 478.4 billion yuan to the telecommunications industry, IT industry, etc. 100 million yuan, has become the "leading brother" in the Internet industry to drive economic development. According to the latest survey released by iResearch, China's online game market share is expected to surpass that of the United States in 2009 and become the world's largest.
In fact, the so-called online games refer to games that are based on the Internet and can be participated by multiple people at the same time. The interaction between people achieves the purpose of communication, entertainment and leisure. Due to certain special characteristics of online games, minors are prone to addiction. Therefore, the road to online games in China has always been tortuous, and the country and society also have some resistance to online games.
Look at the news about "World of Warcraft" during this period, which is constantly emerging every day, and the exposure of NetEase and Blizzard is also increasing. The online game "World of Warcraft" has been accompanied by 5 million domestic Warcraft players for 4 years. The World of Warcraft server decided to officially cease operations after changing hands. Seeing news such as " World of Warcraft officially shut down on June 7, players bid farewell online sadly " mentioned that many World of Warcraft players said that just one minute after June 7, all servers were offline, and the game screen was frozen at the end. Within a second, they pressed the screenshot button in unison, keeping this moment as a souvenir. With the departure of "World of Warcraft", many Warcraft players cannot accept this reality psychologically, and are saddened by such a departure.
Why do online games have such an effect? Why do online games attract so many netizens? Why can online games thrive so much despite the resistance of the country and society?
Online games can not only help modern people relax physically and mentally under the pressure of society. The development of online games is also a collection of human creativity. Think about the current online games in China, which are all knives, guns, swords, halberds, brackets and eaves. When you open an online game, you will have a Chinese style. National cultural elements have become the “ trump card ” of domestic online games. Martial arts themes are common in online games, and patriotic education themes have recently become the "new favorite" of online games. It is such Chinese customs, pictures and music that have attracted the attention of many netizens. At the same time, games with historical and patriotic themes have attracted the attention of netizens. In the virtual world, they feel the profoundness of China's five thousand years of culture and are attracted by it. Of course, online games cannot escape routines such as game upgrades, game gangs, etc., which allow players to virtually socialize online in virtual games, increasing players' time and energy in the game.
At present, the revenue of Chinese online game companies mainly comes from domestic game players. Games have no borders. Many domestic online game companies have begun to enter overseas markets after their domestic businesses have matured.
It is understood that Shanghai Shanda Company has entered the Korean market through acquisitions and capital injections; Tencent invested US$7.5 million to acquire Indian company MIH; Kingsoft Online Games swept 80% of the market share in Vietnam... In 2008, there were 33 independently developed games by 15 online game companies in China. Online games have entered more than 40 countries including North America, Europe, Japan, South Korea, and Southeast Asia, with annual sales revenue exceeding 100 million yuan. Webmaster Network (admin5.com) Wen Yang believes that today’s online games should no longer rely solely on violence and beautiful women to attract players, but should become more orthodox. Only such online games can go further on the international Internet. old. What belongs to the nation belongs to the world. In the world without national borders on the Internet, Chinese culture is also advancing together with online games.