--- SEARCH ---
WEATHER
CHINA
INTERNATIONAL
BUSINESS
CULTURE
GOVERNMENT
SCI-TECH
ENVIRONMENT
LIFE
PEOPLE
TRAVEL
THIS WEEK
Learning Chinese
Learn to Cook Chinese Dishes
Exchange Rates


Hot Links
China Development Gateway
Chinese Embassies

Chinese-made Online Games Take off

The first Chinese-made online game, "Legend of Knights Online" was played by 80,000 paying simultaneous players in the past week, as the local gaming industry started to challenge the aggressive Korean-dominated market.

 

"It proves the charm of homemade online games, which have begun to serve as a catalyst for the rebirth of the whole information industry," said Liu Shifa, with the Ministry of Culture.

 

Earlier this year, of the top 100 tycoons on the Forbes list, three from the IT industry confirmed that most of their wealth had been made through the online gaming industry.

 

Reports from US-based information technology market research house International Data Corporation (IDC) showed that online games are expected to bring two billion yuan (US$240 million) to Chinese game makers this year and a record eight billion (around US$960 million) in 2006.

 

As an engine industry, it has fueled related sectors in the business chain, such as hardware and telecom industries.

 

Internet cafes across the country are often packed with people playing online games till the early hours. Game makers, such as Beijing-based Kingsoft company, developer of "Legend of Knights Online", purchased several hundred Internet servers to cater to the surging tide.

 

"The popularity of online games indicates huge market potential for hardware including computers and Internet servers," said Lei Jun, CEO of Kingsoft.

 

A survey showed that as the flow of narrow band is only enough for checking email and exploring websites, nearly 10 million people have subscribed to broadband services for the purpose of playing online games.

 

According to IDC, the direct contribution of the online game industry to telecommunication sectors was worth 6.83 billion (US$823 million) in 2002.

 

The software industry, which has been a remarkable growth point worldwide for years, has not really prospered in China due to rampant pirating. Self-developed PC games have struggled for seven difficult years here.

 

But that was not the case with Internet gaming as players couldn't be part of a game until they logged on with the prepaid billing card.

 

Legend has it that a Shanghai-based software company Shengda made sales revenue of 400 million (US$48.2 million) in one year with a Korean-developed online game. Over 70 domestic enterprises have joined the online game industry.

 

Speaking of the success of "Legend of Knights Online," the company's domestically-based status, in Lei Jun's eyes, is a big winning strategy.

 

"Whoever stands closest to the customers will prevail," he said.

 

With frequent responses from customers, Kingsoft updated 30 versions of the game within two months of the market test period.

 

"Overseas companies could never be as responsive," said Lei Jun.

 

But the real success of "Legend of Knights Online" was due to its story line based on popular Chinese martial arts and Chinese-style love affairs. Nurtured in a 5,000-year history, Chinese players are more fascinated by the "Xia" or Chinese "knights" than” monsters and soldiers " often seen in overseas games.

 

Kingsoft plans to promote the game overseas when the time is right. "The Oscar winner 'Crouching Tiger, Hidden Dragon' was a worldwide hit, and we believe our game with a similar story will also capture players worldwide," said Lei Jun.

 

The Chinese government is planning to grant the online gaming industry the same status as the high tech and service sectors, in terms of preferential policies for tax breaks and other support.

 

In November, China listed online gaming in the country's "863 program", a national science and technology program, and established gaming software development at Chengdu's Sichuan University.

 

"China is committed to developing the core technology of the online games locally", said Li Wuqiang, from the Ministry of Science and Technology.

 

Long scorned and despised as "electronic heroin" in China, online games now teach people history and culture.

 

"The virtual world provides a platform to communicate with people that you would never meet in daily life and experience the fun of teamwork," said a player.

 

Chinese domestically made games account for only 10 percent of the whole industry, with Korean games making up 70 percent. "Chinese game makers still boast great potential," said Liu.

 

(Xinhua News Agency December 17, 2003)

 

Online Game Business to Reap 2 Billion Yuan in 2003
Online Gaming on Fast Track
NASDAQ-listed Sohu.com Upbeat on Online Gaming
NASDAQ-listed Sina Looks Beyond Profitability
Online Games A Cash Cow for Websites
Companies Hope to Score Big with Chinese Gamers
Print This Page
|
Email This Page
About Us SiteMap Feedback
Copyright © China Internet Information Center. All Rights Reserved
E-mail: webmaster@china.org.cn Tel: 86-10-68326688
主站蜘蛛池模板: 精品水蜜桃久久久久久久| 久久精品动漫一区二区三区| 精品无码国产自产在线观看水浒传 | 亚洲Av高清一区二区三区| 欧美黑人乱大交| 国产壮汉男同志69可播放| wwwav在线| 成年男女免费视频网站| 久久男人的天堂色偷偷| 最近高清中文国语在线观看 | 无码国产福利av私拍| 久久精品日韩Av无码| 欧美不卡视频一区发布| 亚洲成人高清在线| 欧美视频一区在线观看| 亚洲视频一区二区在线观看| 里漫社扶她全彩口工漫画| 国产日韩欧美中文字幕| igao视频在线| 希岛婚前侵犯中文字幕在线| 中文字幕免费播放| 校服白袜男生被捆绑微博新闻| 亚洲欧美人成网站在线观看看| 激情啪啪精品一区二区| 免费一级毛片在线播放不收费 | 青青操免费在线视频| 国产精品福利一区| 8天堂资源在线| 国内精品九九久久久精品| 久久丫精品久久丫| 欧美人成在线观看| 亚洲欧美成人网| 污视频网站观看| 后入内射欧美99二区视频 | 亚洲va欧美va| 天天综合天天干| 久久久久777777人人人视频| 日韩三级电影院| 亚洲国产aⅴ成人精品无吗| 欧美日韩一区二区三区自拍| 亚洲无码一区二区三区|