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The Research Of China’s On Line Game Enterprise Virtual Goods Revenue Recognition Problem

Posted on:2018-04-02Degree:MasterType:Thesis
Country:ChinaCandidate:D H WangFull Text:PDF
GTID:2359330515967513Subject:Accounting
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With the development of computer hardware and software technology and Internet technology,online game companies also grow rapidly in our country.As early as 2008 the income of China’s online game publishing industry scale is far more than the traditional three entertainment industries,film and television entertainment programs and audio and video products.Online game companies by buying online length charge pattern to the era of free online games(virtual prop charge mode),still keep high speed development of its profitability is far ahead at the same time,the reason is the network game virtual items such as virtual goods for sale income occupies half of online game enterprise income.However,in China’s a-share listed online game companies and overseas listing in Hong Kong,the United States,such as online game companies to sell virtual property income accounting methods is different,even in the a-share listed online game enterprises in our country at the same time they are to sell virtual items such as virtual goods accounting difference is bigger also.Online game companies diversified background on virtual goods revenue recognition based on differences between accounting standards,so there are different in terms of accounting practice,reduces the network game enterprise accounting information comparability.At present,the network game enterprise virtual items to sell in the virtual goods revenue recognition accounting mode can be divided into two broad categories.Based on this,this article selects A representative,the first online games in China’s a-share listed companies-shenzhen middle treasure interactive network co.,LTD.,confirmation of its virtual goods for sale income problem specific analysis.In order to delve into China’s online game virtual goods revenue recognized by the enterprise,the main problems and challenges,for our country network game enterprise revenue recognition practices provide learning method and train of thought.This paper mainly adopts the method of case analysis and comparative analysis,to our country network game enterprise’s revenue recognition problems,analyzing typical problems in and draw conclusions.This article through to the middle and the treasure of the company’s revenue recognition online game companies listed overseas revenue recognition method,pointed out by middle treasure our online game enterprises in virtual money to buy props affirm income method is not reasonable,instead,use after players buy props used periodically amortized during affirm income approach is more appropriate;Second,in the middle company represented by the promotion of online game enterprises in our country,the analysis of multiple elements arrangement,points out that does not consider the different characteristics of the promotion for all kinds of present virtual currency/commodity items don’t do any processing,is directly related to cash in really matters happened to affirm income approach is not reasonable.Its accounting treatment should also be in accordance with the requirements of the accrual basis,in accordance with the economic substance of the contract,to determine the price,or according to the historical data to determine reasonable estimation method for the distribution,and according to the economic substance included in the relevant expenses.Finally,for confirmation deposit income,although the specified account of virtual currency cannot be converted into renminbi,but represented by shenzhen middle treasure of China’s online game companies should consider when confirming the income,due date and other relevant provisions of the virtual currency.
Keywords/Search Tags:China’s online game companies, Virtual goods, Game props, Revenue recognition, ShenZhen Zqgame Co.,Ltd
PDF Full Text Request
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