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Economic Analysis Of The Online Game Industry

Posted on:2008-01-19Degree:DoctorType:Dissertation
Country:ChinaCandidate:S H XiFull Text:PDF
GTID:1119360212998682Subject:Political economy
Abstract/Summary:PDF Full Text Request
This thesis carries on the research of the evolution path of the industry of the network operating system functionality game and regards that as the theory basis to study further with reflecting the related theories about the network economy, information industry and creativity industry. After that, the definition and classification of network game is elaborated and a sketch of the development process of the industry of the net game in domestic and international and the development situation of Korea, the United States and Japan is given.From the beginning of the century, the true first network game in China is developed. With the market booming, funds accumulating, competitors entering and the number of the costumers increasing multiply, the industry chain urged by the game operator, game outlet company and telecommunication operator and the customer (game player) is rapidly formed at present. Nowadays, there are four business patterns in Chinese net game industry those are self-owned, agent operating, telecommunication carrying and comprehensive market-oriented service mode. The multiple profit model of the income of charging card, virtual property, adversity, member and carrier is formed.The game player can fulfill his demanding of self-realize beyond the demanding degree of true life in the interaction platform that the network game supplying, which can gathering a great deal of players to display himself excluding some unprofitable factors to the game. Therefore, the game player always has an impulse of desperation consumption for acquiring the satisfy feeling. This is the basic reason of the consumers"non- reasonableness consume"on net. In the meantime some game operators could stimulate the consumption behavior of this kind of"non- reasonableness"of players indirectly for pursuing high profit. The game player would come out to reasonableness gradually from reasonableness when he comes from the virtual world to the real one.The virtual property's trading has already become a "gray" industry chain currently in fact, although its illegitimacy in law. The author thinks the virtual property has the property attribute, and should belong to the player. Meanwhile the third trade square virtual provides a convenient passage for the trading of conjecture and reality and promotes the reasonable install of the virtual resources of so has the realistic meaning. Therefore, the government should build up and perfect the law institute for the virtual property's trading but not ban itWith the developing of the network industry continuously, the culture will become the important factor which decides the competition success or failure of the network game and a new industry chain will be created with the boundary of virtual space and realistic world gradual mist and the network game industry and traditional industry integrating.Although the net game industry is not recognized, it has been playing the important role in the national economy. The net game has a big negative effect because of its characteristics and the operator's shortsighted behavior of purchasing short-term profits. The government should supervise and lead it by Standardizing Market with the law and the institute and leading the market with the healthy ideas. at the meantime, the independent innovation of the net game industry should be encouraged the Chinese traditional virtues culture carried forward to guarantee the net game market of our country develop healthy and steadily.
Keywords/Search Tags:network game, virtual property, business pattern, profit model
PDF Full Text Request
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