A new report released by a market research institution in the United States shows that by the end of 2002, the global computer game industry will form a huge market of $ 100 billion. The growth potential of emerging online games will greatly exceed the traditional game market. In 1999, the global online game turnover was about 82 million US dollars. By 2004, it was expected to reach $ 4.9 billion, and in 2006 reached $ 5.6 billion. The proportion of netizens who chose to surf the game entertainment has exceeded 30%, and some developed countries even exceed 60%. At that time, the number of people playing games around the world will increase from about 50 million to 114 million. With the increasing popularity of the Internet, especially wireless interconnection and broadband access, the latest technologies such as high -speed mobile interconnection, virtual reality, and real -time three -dimensional images will be applied to the field of game fields by , which drives the explosive development of online games. In Japan and South Korea, video games have successively surpassed the traditional manufacturing industry represented by automobile manufacturing and become one of the leading industries of the national economy. In the United States, the game industry has surpassed the Hollywood film industry with a century -old history and became the leader of the entire electronic entertainment industry. According to market forecasts, from 2001 to 2005, American online game revenue will increase at a rate of 50%per year, from $ 230 million to $ 1.8 billion. By 2006, the US online game revenue will exceed $ 2.5 billion. At present, the world -class online game manufacturer's annual operating income is about $ 100 million. China's online game growth is growing rapidly. When the online game rose in 1999, there were only 90 million Taiwan dollars market size. In 2002, it will grow to NT $ 2.65 billion. In 2004, it will reach 4 billion Taiwan dollars.
The era game era = golden age?
In relevant market survey data also shows that the number of Chinese online game users is growing at a rate of more than 100%, and the annual growth rate of the online game market is close to 200%. Until 2006, the industry will use the industry to use it with a use of 2006. The speed of 92.6%increased a market size of 8.3 billion yuan. Last year, the total scale of the national online game market was 910 million yuan. In the next three years, my country's online game industry will grow at an average annual rate of about 115%. A top game company in South Korea pointed out: "China's game market has great potential. After two or three years, there may be an online game market that has a larger online game market than the three markets in Taiwan, Japan and South Korea." To a large extent, the "Gold Rush" was seduced by the "Legend" story of a little stone. In 2002, Shanghai Shanda Network Company was a game that is a second -rate level in South Korea with the agent "Legend", knocking on the "Alibaba Gate" of the Chinese online game market, and successfully possessed 67 million registered users. 400 million yuan. Another story that strongly stimulates the nerves of online companies is NetEase. Among the three large portal websites, NetEase, which has cast giant gambling in online games, has begun to harvest "gold" from it. Essence Ding Lei even said that online games are "the least invested in the world" products, and "every day you can have tens of thousands of income."
The online game must have a play, which is not doubtful. The conclusion is based on the fact that the following "four". The first is to drive. Online games, as an online entertainment method, although the birth time is not long, it shows its unique charm and attracts many online enthusiasts. According to the latest survey results of the China Internet Information Center, 24.6%of netizens' main purpose is leisure and entertainment. The huge demand has spawned the rapid development of the Chinese online game market. According to relevant statistics, the scale of China's online game industry is soaring at a rate of nearly 200%per year, and online game users have exceeded 8 million. In 2002, the sales value of China's online games exceeded 1 billion yuan, an increase of 213.8%over the previous year. Some people predict that the annual sales value of Ming online game market will exceed 2 billion yuan. Second, there is an enterprise -driven. There is a seductive "money" scene in the online game market, which drives Chinese and foreign IT companies to rush to it. As a result, some websites want to re -revive the former heroes in the low tide of the Internet. Netease, Sina, and Sohu have all entered the field of online game fields to promote the development of the Chinese online game market. Lianzhong World and Shanghai Shanda are the pioneers of online games in China. Chinese software manufacturers are also optimistic about the online game industry. For example, Jinshan recently announced that it will invest another 20 million yuan in independent research and development and operation of the online game industry. In addition, China Telecom's support for online games makes large online games possible. China Telecom cooperates with game manufacturers, agents, and websites in a variety of ways to set up solid bridges for online games and gamers. The third is successful encouragement. The successful operation of online games in other countries has given many investors in China with confidence. In particular, under the encouragement of the successful operation of Korean and the United States, Chinese manufacturers have more courage and confidence in entering online games. Of course, the success of Chinese manufacturers' exploration of online games is the key to constantly heating online games. Online games and online text messages and online advertising have become the three major magicms of Chinese website profitability. Good performance aroused the passion of the majority of manufacturers and websites to enter online games. The fourth is the foundation start. The rapid development of broadband provides "highways" for online games, while the rise of special game servers provides a huge "gas station" for online games. Online games need to provide rapid response to users in time, and its servers must also meet this feature. The game server provided by a series of manufacturers such as IBM and Hewder not only meets the high reliability needs of game operators, but also provides 7 × 24 hours of service support, thus laying a good foundation for the development of online games.
BUB to open up the new Internet era
So what is "bub"? "BUB" is a new online game model that uses games as a carrier to carry media functions to give players and all partners. This operation mode allows participants in each link of the online game to truly enjoy the benefits. This operation mode is that the game company played an online service platform partner, while using its own promotion advantage to strive for more members to play on their own website, and participate in online operations through the form of franchise. At the same time Players' traffic statistics and sales cards are obtained by selling points. After the partner and the game company reached an agreement, pay a certain amount of cooperation franchise fee. Then the game company provides the game's customer platform. The game company can also modify some reasonable modifications such as the interface of the game according to the requirements of the partner. At the same time, the game company will also provide the game itself and its supporting items: gifts, point cards, etc. Gaming company provides. The game company can use the advantages of partners to obtain more profits, and then use this part of the profit to better modify and improve the game, as well as the company's operations. Players have the opportunity to get the items provided by the game company, which is also a feedback of interests.
If this "Treasure Soldiers" developed by Huaoluo, Jinshan Huaruo, there will be generous prizes and gold coins in the battle random, and these are gifts with real value, as small as a piece of Procter
A new report released by a market research institution in the United States shows that by the end of 2002, the global computer game industry will form a huge market of $ 100 billion. The growth potential of emerging online games will greatly exceed the traditional game market. In 1999, the global online game turnover was about 82 million US dollars. By 2004, it was expected to reach $ 4.9 billion, and in 2006 reached $ 5.6 billion. The proportion of netizens who chose to surf the game entertainment has exceeded 30%, and some developed countries even exceed 60%. At that time, the number of people playing games around the world will increase from about 50 million to 114 million. With the increasing popularity of the Internet, especially wireless interconnection and broadband access, the latest technologies such as high -speed mobile interconnection, virtual reality, and real -time three -dimensional images will be applied to the field of game fields by
, which drives the explosive development of online games. In Japan and South Korea, video games have successively surpassed the traditional manufacturing industry represented by automobile manufacturing and become one of the leading industries of the national economy. In the United States, the game industry has surpassed the Hollywood film industry with a century -old history and became the leader of the entire electronic entertainment industry. According to market forecasts, from 2001 to 2005, American online game revenue will increase at a rate of 50%per year, from $ 230 million to $ 1.8 billion. By 2006, the US online game revenue will exceed $ 2.5 billion. At present, the world -class online game manufacturer's annual operating income is about $ 100 million. China's online game growth is growing rapidly. When the online game rose in 1999, there were only 90 million Taiwan dollars market size. In 2002, it will grow to NT $ 2.65 billion. In 2004, it will reach 4 billion Taiwan dollars.
The era game era = golden age?
In relevant market survey data also shows that the number of Chinese online game users is growing at a rate of more than 100%, and the annual growth rate of the online game market is close to 200%. Until 2006, the industry will use the industry to use it with a use of 2006. The speed of 92.6%increased a market size of 8.3 billion yuan. Last year, the total scale of the national online game market was 910 million yuan. In the next three years, my country's online game industry will grow at an average annual rate of about 115%. A top game company in South Korea pointed out: "China's game market has great potential. After two or three years, there may be an online game market that has a larger online game market than the three markets in Taiwan, Japan and South Korea." To a large extent, the "Gold Rush" was seduced by the "Legend" story of a little stone. In 2002, Shanghai Shanda Network Company was a game that is a second -rate level in South Korea with the agent "Legend", knocking on the "Alibaba Gate" of the Chinese online game market, and successfully possessed 67 million registered users. 400 million yuan. Another story that strongly stimulates the nerves of online companies is NetEase. Among the three large portal websites, NetEase, which has cast giant gambling in online games, has begun to harvest "gold" from it. Essence Ding Lei even said that online games are "the least invested in the world" products, and "every day you can have tens of thousands of income."
The online game must have a play, which is not doubtful. The conclusion is based on the fact that the following "four". The first is to drive. Online games, as an online entertainment method, although the birth time is not long, it shows its unique charm and attracts many online enthusiasts. According to the latest survey results of the China Internet Information Center, 24.6%of netizens' main purpose is leisure and entertainment. The huge demand has spawned the rapid development of the Chinese online game market. According to relevant statistics, the scale of China's online game industry is soaring at a rate of nearly 200%per year, and online game users have exceeded 8 million. In 2002, the sales value of China's online games exceeded 1 billion yuan, an increase of 213.8%over the previous year. Some people predict that the annual sales value of Ming online game market will exceed 2 billion yuan. Second, there is an enterprise -driven. There is a seductive "money" scene in the online game market, which drives Chinese and foreign IT companies to rush to it. As a result, some websites want to re -revive the former heroes in the low tide of the Internet. Netease, Sina, and Sohu have all entered the field of online game fields to promote the development of the Chinese online game market. Lianzhong World and Shanghai Shanda are the pioneers of online games in China. Chinese software manufacturers are also optimistic about the online game industry. For example, Jinshan recently announced that it will invest another 20 million yuan in independent research and development and operation of the online game industry. In addition, China Telecom's support for online games makes large online games possible. China Telecom cooperates with game manufacturers, agents, and websites in a variety of ways to set up solid bridges for online games and gamers. The third is successful encouragement. The successful operation of online games in other countries has given many investors in China with confidence. In particular, under the encouragement of the successful operation of Korean and the United States, Chinese manufacturers have more courage and confidence in entering online games. Of course, the success of Chinese manufacturers' exploration of online games is the key to constantly heating online games. Online games and online text messages and online advertising have become the three major magicms of Chinese website profitability. Good performance aroused the passion of the majority of manufacturers and websites to enter online games. The fourth is the foundation start. The rapid development of broadband provides "highways" for online games, while the rise of special game servers provides a huge "gas station" for online games. Online games need to provide rapid response to users in time, and its servers must also meet this feature. The game server provided by a series of manufacturers such as IBM and Hewder not only meets the high reliability needs of game operators, but also provides 7 × 24 hours of service support, thus laying a good foundation for the development of online games.
BUB to open up the new Internet era
So what is "bub"? "BUB" is a new online game model that uses games as a carrier to carry media functions to give players and all partners. This operation mode allows participants in each link of the online game to truly enjoy the benefits. This operation mode is that the game company played an online service platform partner, while using its own promotion advantage to strive for more members to play on their own website, and participate in online operations through the form of franchise. At the same time Players' traffic statistics and sales cards are obtained by selling points. After the partner and the game company reached an agreement, pay a certain amount of cooperation franchise fee. Then the game company provides the game's customer platform. The game company can also modify some reasonable modifications such as the interface of the game according to the requirements of the partner. At the same time, the game company will also provide the game itself and its supporting items: gifts, point cards, etc. Gaming company provides. The game company can use the advantages of partners to obtain more profits, and then use this part of the profit to better modify and improve the game, as well as the company's operations. Players have the opportunity to get the items provided by the game company, which is also a feedback of interests.
If this "Treasure Soldiers" developed by Huaoluo, Jinshan Huaruo, there will be generous prizes and gold coins in the battle random, and these are gifts with real value, as small as a piece of Procter