Who Can Protect The Chinese Online Games?

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작성자 Garrett
댓글 0건 조회 12회 작성일 24-11-09 22:36

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Recently South Korean online games are so popular in china, and like "BNB", "Kart", "CSOL", "Adventure Island" series of games have been enjoying large joy with players in China, it is a region with a large number of user groups, it is a huge source of revenue. However who can protect Chinese online game?

There is no denying that the status is that South Korean online games hot while domestic Chinese online games is in shining down and down with little players.Since 2002, "Korean wave" has began to sweep across the Chinese market, less than three years, South Korean market in China which accounted for 70%, and high profits for Korean games industry is thriving. Was popular even beyond the automotive industry, to become South Korea's new economic bright spot.

In 2007, the Korean tour announcement was made online, "beat", the South Korean online products in the Chinese market share fell to 10% of domestic market share of online products for nearly 80%. This forced the South Korean online plug-in through the financial crisis and the proliferation of large Panning, the route to fine strategy.

In 2011, South Korean online game strategy started boutique result, the old products, "BNB", "Audition," "DNF", "Kart" and the main fight, occupy 90% of the casual game market, new products, "sword of the Spirit", C9, "Mabinogi Heroes", "Dragon Ball OL" and other popular products occupy the top ten list of games look out for up to a year.

The other hand, China's online games, from 2007 to obtain a 64% share of the victory on the number of products outside its quality not much improvement. As of now, "Jian Wang 3" setback serious and high-level infighting, " Swordsman "," Butterfly Sword OL "and other works out of the delay is still tempered," human resource configurations "is not open test that huh activation of the sale of vulgar bad behavior, so the status quo of domestic online games, rust cheats you can rest assured that the chips bet it?

Depth Analysis: Why South Korea games is so popular?

Since the South Korean online game curfew law, the South Korean companies have not been hurt. According to the Korea Institute of legislative survey, about 94.4% of young people that will continue to play online games or the Internet. Barely affected the Korean travel market, continues to spearhead the development of Chinese online games market.

Before that, we all know that South Korean online game had many problems. For players, such as flies, cockroaches plug Sifu Wing indivisible, is to upgrade Daguai play the main theme; for Chinese enterprises, domestic agents always cooperate with the first, and then to the harsh conditions of revocation of power of attorney as a bargaining chip, As previously Jiuyou Wang and T3 on the "Audition", between the CDC and Mgame on "Yulgang" ... ... N Korea from online disputes, has always kind of like the feeling of being cheated.



However, despite the South Korean online game culture than domestic, games and technology than Europe, however, but accumulated in the decade-long first-mover advantage still exists. South Korean government is still buying the engine, go right here the player is still keen to kimchi, more gorgeous in the picture, 18 breast beauty also ban violent ... ...

On the other hand, according to a survey, South Korea developed a normal game average of 21.9 months, put 10-15 billion won (equivalent to about $ 6 million -900 million), development of a stand-alone computer games average time required was 13.7 months, the average investment officer for the 21.1.

This is a warning to China. "DNF" hot number is still rising, has now exceeded 2.6 million mark; powerhouse "BNB" in 7 19 fully launched "Kung Fu BNB" new version, which incorporates elements similar to Street Fighter style fighting game MMO version launched at the beginning of a new look, its new "martial arts hegemony" rejuvenated.








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