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Study On The Trade Of Virtual Items In China

Posted on:2008-03-18Degree:MasterType:Thesis
Country:ChinaCandidate:W L XuFull Text:PDF
GTID:2189360215996034Subject:National Economics
Abstract/Summary:PDF Full Text Request
As the development of the global market of on-line game, the trade of virtual items has become the focus of global economy. Now, in China, industry of the on-line game is the most important part of cyber-economy and entertainment industry. As the result, "the secondary market" of on-line game --- the trade of virtual items also has got great progress.But with the development, the trade of virtual items also brings same social and economic problem, such as: on-line cheat, the bad trend of the general mood of society. That is the reason why many people don't like it. There is a violent controversy about if the trade of virtual items should be forbidden. At the same time, more and more the transaction mode present to people. That is the attempt of insider of entertainment industry to try to change the bad image to the trade of virtual items.In this article, it will analyze the trade of virtual items in the round using economic theory. Firstly, I will study the trade of virtual items at four points--- that is the background of the industry, the developing process, characteristic of the virtual-items market and the problems that Chinese marker facing with. And then, I will compare the market of America with Korea's, especially the transaction mode of their biggest company. At last, I will express my idea towards setting up the appropriate transaction mode in China.It's my hope that, through this article, people can change their bad impress on virtual items and the article will be helpful to the development of Chinese trade of virtual items.
Keywords/Search Tags:cyber-economy, virtual items, market, transaction mode
PDF Full Text Request
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