26-Feb-2010 - Warcraft online games from the storm in a decade to see China

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Recently, the Press and Publication Administration issued a wow gold notice to terminate the "World of Warcraft" (The Burning Crusade) for approval, back on the introduction of publication of "World of Warcraft" application. Notification requirements: NetEase companies to immediately stop the breach, correct the error, stop charging and the new account registration. Press and Publication Administration,cheap wow gold as the case will be made according to their corresponding administrative punishments, including suspension of their Internet access service. This version of the Department notice in June this year since the storm continued online games "World of Warcraft" from NINETOWNS Go Netease's so-called "to serve the case of Warcraft," has once again pushed to the cusp of public opinion. The industry is generally accepted that in 2000 launch of the "King of Kings" is the first true sense of the Chinese online games in 2000, is seen as the first year of China's online games. From the "King of Kings" So far, has been a full 10 years. This is a rapid development of 10 years. iResearch data show that China's online games industry in 2008 actual sales revenues of 184 billion yuan in 2009 to reach 27.5 billion yuan, rose 49.4%. According to Lazard predicts that the global online games revenues will be more than 11 billion U.S. dollars. At current exchange rates, in 2009 China's online games will account for 36% of the world, 1 / 3 strong. Therefore, iResearch said that China expected to surpass the U.S. as the world's largest online games market. In early 2001 a grand introduction of "Legend" online games in China in the first peak, so that China entered the Korean online games period. Later, NINETOWNS introduction of the "World of Warcraft," the situation hot, pushed into the Chinese online games on the another peak. From 2001 to around 2005, the Chinese online games market is dominated by a foreign game. Such a situation has fundamentally changed very quickly. 2007, China has independently developed online game sales revenues reached 6.88 billion yuan, accounting for online games market, 65.1% of total revenue, compared with 2006, 42.4 billion yuan and 62.3%; in 2008 to achieve the national online games market, the actual sales revenues of 11.01 billion yuan, in 2007 an increase of 60.0%, accounting for the actual market sales of online games 59.9% of total revenue. After 10 years of development, now that the Chinese online games have to go abroad. According to Ministry data, in 2008, China's exports to overseas markets has been more than 30 online games, entered the North America, Europe, Japan and Southeast Asia more than 20 countries and regions, the export value of 71.78 million U.S. dollars, an increase of 30.5%. There are data shows that Chinese online games in overseas exports, the regional share of the Southeast Asian region accounted for relatively large share is basically half; Europe and the United States regions accounted for nearly 1 / 3 of market share. Chinese online games overseas doing fine, so that China's software industry and cultural industries shame. This year's storm of Warcraft, and regardless of the cause and the outcome, will cause the domestic online games to further focus on independent innovation, and marketing, further expand the territory. China sent the world's online games have been stalwart in standing in the world of the Orient. Overview of the world online games, 3D online games profitable, and social online games have sprung up everywhere. Chinese online games have to 2D-based, 3D inadequate, social online games have just started. Meanwhile, China's online games is also popular and vulgar, obsessed with the tired, and movies, television dramas, the network literature, animation and other sisters link up linkage industries, has just started, the problem of inadequate human resources also very prominent, and promote the Chinese culture long way to go. The storm of Warcraft online games for 10 years coincided with the end of China, but also a new 10-year starting point. We look forward to the success of China's move toward greater success in online games from the new 10 years. http://www.blogportalen.no/blog/?u=honey http://livetime.ru/blog/heher/4001/ http://blog.oaisd.org/olina/2010/02/26/twists-and-turns-to-re-open-service/ http://www.netscype.net/hodder/note/512/ea-


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