Online Game: abbreviation for the Online Game, also known as “online games”, referred to as “gaming.” Refers to the Internet as a transmission medium to the game operators server and user computer processing terminal to the game client software for the information exchange of the window to achieve entertainment, leisure, communication, and made considerable achievements in the sustainability of virtual individuality multiplayer online games. Some online games for the current propaganda hype in the market indecent photos or video of the actress. Ministry of Culture issued on July 6 games on the strengthening of the network marketing management, marketing act to stop vulgar letter demanding that the Chinese administrative departments at all levels of culture and cultural markets integrated law enforcement agencies to further strengthen management of the Chinese online game market.
Directory
Definition
Form of browser forms
Client Type
Type of massively multiplayer online games
MMORPG
Web Games
Category topics
Screen style
Combat mode
Charging mode and reference
Marketing Management
Profit model
Plug
Promotion
The background of the first generation of online games
Game Features
The background of the second generation of online games
Game Features
Business model
Background of the third generation of online games
Game Features
Business model
The fourth generation of online games
History of the Chinese online game pioneer road
A prelude to the rise of
Limitless future
8 milestone
Online Games Plug
Online Game Promotion
Online Game Industry
Related Books Introduction
About
Library catalog
Post Bar album definitions
Form of browser forms
Client Type
Type of massively multiplayer online games
MMORPG
Web Games
Category topics
Screen style
Combat mode
Charging mode and reference
Marketing Management
Profit model
Plug
Promotion
The first generation of online games
Background of the game features the second generation of online games
Background of the game features third-generation online game business model
Background of the game features the fourth generation of online game business model in China Online Game History
A prelude to the rise of Portland’s road limitless future milestone eight online games online games to promote plug-game industry-related books
Introduction About the library catalog paste it album
Definition
World of Warcraft online game in terms of difference and stand-alone games, is that players must be connected to the Internet multiplayer games. Generally refers to the number of players through the computer network in a virtual environment on the characters and scenes to operate in accordance with certain rules in order to achieve the purpose of entertainment and interactive games collection. The single player mode are mostly human-computer play against. Because it can not be connected to the Internet and interact with the players and poor players a lot, but you can connect through LAN with limited multiplayer. The birth of online game mission: “Through the Internet service in the online game services to enhance the quality of human life worldwide.” The birth of online games to enrich human life, thus contributing to the global human society. And enrich the spiritual world and physical world of mankind, so that a higher quality of human life, to human life happier.
Form
The current use of online games can be divided into the following two:
Browser Forms
Browser-based game, that is, we usually say the web game, also known as WEB games, it does not need to download the client, anywhere, any time any one can access the computer fun game, especially for office workers. The type and subject matter is also very rich in typical role-playing types (bible anomalies), war strategy (blood Three), community develop (Cat Travels), SNS (Happy Farms), etc..
Client Type
This type of company set up by the server to provide the game, players are provided by the company to connect to the client’s server for the game, but most of the game now called the network of this type. Most of these games feature the player will have a special role in their own (virtual identities), but all save to disk, and game information are recorded on the server side. Most of these games from the U.S. and Asia, this type of games World of Warcraft (WoW) (United States), Athena 2 (China), EVE Online (Iceland), Battlefield (Battlefield) (Sweden), the letter length of Wildness Online (Japan), Paradise 2 (Korea), Fantasy Westward Journey (China), etc..
Type
Online game market, according to the characteristics of the network game is divided into three categories: category for the massively multiplayer online game (MMOG) and massively multiplayer online game (MOG) web games (Web Game).
Massively Multiplayer Online Games
The type of the English game for the Massive Multiplayer Online Game, refers to the Internet as the delivery infrastructure to enable multiple users to simultaneously access operating a game scene online games; the game type in accordance with the game mode of operation can be divided into Massively Multiplayer online role-playing game (MMORPG), massively multiplayer online first-person shooter (MMOFPS). Online Games spokesman massively multiplayer online role-playing game (MMORPG) game type that refers to the Internet as the delivery infrastructure, enabling multiple users to simultaneously access a game scene, the operation characteristics of the game with a social role, and with other Play the role of user-controlled real-time interactive games, on behalf of the game: Athena 2, World of Warcraft, Lord of the Rings OL, EVE OL, Fantasy Westward Journey. Massively multiplayer online first-person shooter (MMOFPS) game is the same type of basic and MMORPG, but the game mode of operation exclusively for first person shooter or third person shooter. On behalf of the game: fighting air, sea, Star Online, Tianyuan 4591.
MMORPG
Multiplayer online games use class and massively multiplayer online game similar to the type of game but the game also supports the same scene a relatively small number of players, the content of expressions is also more abundant, and more to fight the competitive class. This game is usually a player to create or enter a good game scene has been established, the other players to join an online fight. There are real-time strategy, first-person shooting, sports, racing and many other types. On behalf of the game are: “StarCraft 2”, “Warcraft 3”, “Heroes,” “Counter-Strike OL”, “Battlefield,” “Call of Duty”, “跑跑 Kart”, “AVA “,” New Fei Fei. ”
Web Games
Web games without downloading the client, anywhere, any time any one can access the computer games. The type and subject matter is also very rich in typical role-playing types (bible anomalies), war strategy (blood Three), community develop (Cat Travels), SNS (Happy Farms), etc..
Classification
Theme
Online Game subjects are very rich, massively multiplayer online games have magic are common themes (World of Warcraft, Athena 2), martial arts (Tian Long Ba Bu), Myth (Fantasy Westward Journey), history (Genghis Khan), science fiction (EVE) , fantasy (Zhu Xian), etc.; multiplayer online games have a common theme, first person shooters (Battlefield Online), sports (NBA Online), cars (Need for Speed in the world), music / dance (Dance Group), fighting (dead or Health Online) and so on.
Screen style
From the perspective of China’s online game market, game products, realist style main (Lord of the Rings Online), painting (World of Warcraft, Athena 2), cartoon (Ragnarok Online), Chinese painting ink (Knight Food of Love Online three) and so on.
Combat mode
Real-time system: and the real time synchronization to the games. Turn-based: to fight when the game first contact intact interface, the enemy on the screen at one end, other end side of the screen, followed by action on the round, until the fighting is over, back to the normal game interface games.
Charging mode and reference
Charging mode is divided into three types: props charges, time charges, the client fees. Specific reference price travel experts, according to NetEase and prices associated with the charging mode, refer to the following criteria: props Fees: Players can register for free and play games, operators through the sale of game props to profit. These props are usually strengthen the role of dress and the role of the exchange. Like “journey” “through the line of fire” “Athena 2” and so they are all charging methods. Reference: online game its props props charge fees generally ranging from 5-100 yuan, “through the line of fire” and other online games Tencent networks generally use the plus point of the diamond volume aristocratic way of points needed to buy QQ coins or paper yuan. Time charges: Players can register for free accounts, but need to buy point card game on the role of top-up cards for the time to play games. Most calculations in seconds and also monthly form. Like “World of Warcraft” “EVE” “Fantasy Westward Journey” is the way time charges. Reference standard: the domestic online game time charges generally in 5-180 yuan price. Such as Netease Card, including the range of 10-30 per recharge mode. Client fees: By paying client or serial number battle net account bound to sell the game, most common in Europe and the United States and the popularity of personal computers console platform network. Like “Battlefield 2 rebel company,” “Counter-Strike origin” “StarCraft 2” “Call of Duty Modern Warfare 2” is the serial number of charges bound account. Reference standard: Client fees online games require CD-KEY to activate the general charge of the online game client, or war gaming is the serial number to activate the prices of the client, the price generally 30-100 yuan range.
Marketing Management
Recently, some online game companies for the manufacture of gimmicks, the game using vulgar marketing campaign to mislead the network game users, resulting in adverse social impacts. To solve this problem, the Chinese Ministry of Culture issued on July 6 games on the strengthening of the network marketing management, marketing act to stop vulgar letters, cultural administrative departments at all levels and cultural market comprehensive law enforcement agencies to further strengthen the management of online game market. Spokesmen for the current number of online games online game hype in the marketing of Sister Lotus, Xifeng, Aoi, animal animal, Yan Feng Jiao and other indecent photos or video of the actress. Ministry of Culture Market Department official said, online games as a cultural product, the health of the game content, the correct values, norms of business activities is to ensure sustainable development of the industry’s fundamental. Some industry experts said, the network used indecent photos or video game heroine endorse or participate in promotional activities with the public on the party’s general cognitive vulgar fame, to the sensational publicity, a great impact on the community for online games industry knowledge, resulted in public for the online game industry a bad impression, if not stopped, there are other companies might follow, and intensified, the focus has been at the core of the social network game industry’s development of adverse consequences. Other hand, some big online gaming companies, care must be taken in the selection of voice and “conservative” and more. NetEase’s just hit a record 2.6 million the same time, China’s first online gaming industry, “Fantasy Westward Journey”, Jay Chou has announced endorsements in Beijing, becoming the major media and entertainment, games page headlines. In the “high cost” network Reds in power environment, the use Jay King worth such endorsement, “Fantasy Westward Journey” approach to the number of partners in the industry and even some skilled speculation “marketing person” some puzzled. Online games as the Internet industry’s “favorite” people delight in creating economic benefits, value in guiding young people also have a few worries. The Ministry of Culture issued special instructions for the online games industry, sustainable, healthy and harmonious development of a reasonable guide. Online game companies should adhere to the social priority, the priority the protection of minors, regulating their own conduct market operations, in order to provide healthy online games, online games green products and services. [1]
Profit model
China’s online game after 10 years of development, both in the number of products and user scale, there has been a great upgrade. In addition, none other than the profit the most noteworthy changes in the patterns. China’s online game experience free from the charge to change, this approach has also been recognized by the market, but that does not mean a fixed profit model, on the contrary, as users become more sophisticated online games, the Chinese online game profit model will usher in change again. Free patterns hinder gaming experience online games currently online games are still dominated the game for free, and this mode of online gaming entertainment experience for the upgrade caused some obstruction. The reason to play the game, mainly entertainment-oriented, and free games tend to make the games turn into “money is king” state, users need to spend a lot of money to buy equipment to get a better gaming experience, this phenomenon MMORPG is especially significant, and as costs increase, users will inevitably bear the psychological funding reduced, thereby affecting the user’s gaming experience. Cognitive-depth game modes to change the basis of a useful life from the game to see, 7 percent of online game users in more than 2 years, which means that the user level of knowledge for online games will become increasingly high, and as awareness deepening, users are bound to become more rational behavior. For example, from the use of objective point of view, the user has the idea that “understanding friend” into “entertainment relax”; while the user the choice of games, have gradually from the early “advertising sales”, “voice” and into “the game evaluation “” friends “, the above shows that the maturity of China’s online game users. Subscription model will become the mainstream again results from the research, China’s online game users for the cost model than in the past has produced a huge change. Props in 2008 made it clear that the proportion of charge customers 41.9%, while in 2009 this proportion dropped to 28.9%. User preferences often charge ratio from 25.8% to 62.8%. Whether monthly, quarterly or by the hour and so on package model, essentially a time of charging. Charging fees props: Players can register for free and play games, operators through the sale of game props to profit. These props are usually strengthen the role of dress and the role of the exchange. Like “journey” “through the line of fire” “Athena 2” and so they are all charging methods. Online Game time charges: Players can register for free accounts, but need to buy a points card game on the role of top-up cards for the time to play games. Most calculations in seconds and also monthly form. Like “World of Warcraft” “EVE” is the way time charges. Client fees: By paying client or serial number battle net account bound to sell the game, most common in Europe and the United States and the popularity of personal computers console platform network. Like “Battlefield 2 rebel company,” “Counter-Strike origin” “StarCraft 2” “Call of Duty Modern Warfare 2” is the serial number of charges bound account.
Plug
In order to achieve a kind of a purpose, to modify the game system, cheat server cheat program. Located outside the main program online games, online games directly on the main program, thereby increasing the functionality of the game had no small programs. Make a popular point of analogy, that is, by modifying the tool, directly to modify game content. Network was able to become a different game with the most common single game innovative multiplayer interactive games, mainly in its opened up a new game road to social cooperation into the game, the production, fight, collect, ring ring connected, are indispensable. The “plug” the emergence of ruthless crushing of the fair had to work hard in this world.
Promotion
Early promotion of online games are usually using a search engine advertising in the major sites for marketing, to 2008, emerged in the market is now more and more networks, along with the U.S. financial crisis, the present, many network Game makers are in a period of intense competition, and now need to promote a more innovative model to reduce costs and increase the promotion of companies and the effects of the game to promote Union came into being some time in the development of the vast number of games by manufacturers and Players recognized, fully realize the game companies and game players win, the better to promote the development of China’s game industry.
The first generation of online games
Background
The first generation of online games from 1969 to 1977 as computer hardware and software, then there is no uniform technical standards, so the first generation of online game platforms, operating systems and languages are different. Most of them for the test materials, run on the mainframe in higher education institutions such as the United States, Massachusetts Institute of Technology University of Virginia and the University of Essex UK.
Game Features
1, non-persistent, restart the machine after the game information that is lost, it can not simulate a continuous development of the world; 2, the game can only be in the same server / terminals within the system implementation, system operation can not cross. The first real online game dating back to 1969, when the 瑞克布罗米 for the PLATO (Programmed Logic for Automatic Teaching Operations) system, a written called “Space Wars” space war (SpaceWar) game the game with eight years ago was born in Massachusetts Institute of Technology’s first computer game “Space Wars” as the blueprint, the difference is that it can support two remote connections. PLATO is the longest in history is the most famous of a distance education system, from the United States, Urban, Illinois, the Illinois Farm Development in the late 60s of last century, its main function is to provide students with different educational levels high quality of distance education, it has a huge library of courses, which can create hundreds of course, you can record each student’s learning progress. PLATO is the first set of time-sharing system, it runs on a mainframe instead of micro-computer, so with more processing power and storage capacity, which makes it possible to support the same line have increased significantly. In 1972, PLATO, while the number has reached more than 1,000 online. Those years, PLATO platform there different types of games, including a small part is for students to entertain a single game, while the most popular is the multiple remote terminals in an online game between These online games online game that is the embryonic form. Although the game is a subsidiary of PLATO features, but shared memory area, standardized terminals, high-end image processing and central processing capacity, ability to respond quickly and so make excellent support network PLATO can run the game, so in the next few years, PLATO has become a hotbed of online games early. PLATO system, the most popular game is “Holy” (Avatar) and “Empire” (Empire), the former is a “Dungeons & Dragons” set of online games, which is a the “Star Trek” as Background of online games. Most of these games are prepared programmers in their spare time and free releases, they just want their games to get everyone’s approval. Of course, some game developers get through their own income, but usually only a few cents per hour and had to be distributed among a number of. PLATO circle has not been in the game its due honor and status, this can not be denied its online games and the game industry contributions. PLATO’s a lot of games have been adapted for future console games and PC games, such as “fight in the air” (Airfight), author of the original game based on the development of a “flight simulator” (Flight Simulator), 80 early this titles acquired by Microsoft and renamed “Microsoft Flight Simulator” and a flight simulation game in a best-selling series. 1974 launch of the “empire” is the first to allow 32 people at the same time online games, the online game modes, real-time strategy game in modern standard mode. 1975 release of “Aobulite” (Oubliette) is a dungeon games, the famous role-playing game “magic” (Wizardry) series that is derived from this. Interestingly, 1969 also is the ARPAnet (Advance Research Projects Agency Network) was born in the year. As we all know, ARPAnet was the U.S. Defense Advanced Research Projects Agency developed the world’s first packet-switched network, and its success led directly to the Internet and Transmission Control Protocol (ie TCP / IP) was born.
The second generation of online games
Background
The second generation of online games from 1978 to 1995 a number of professional game developers and publishers began to move into the online games such as Activision, Interplay, Sierra Online, Stormfront Studios, Virgin Interactive, SSI, and TSR, have been the test at this stage of access over this new industry, they GEnie, Prodigy, AOL and CompuServe and other operators, launched the first online game with universal significance.
Game Features
1, the network game to a “sustainability” concept, the role players can spend months in the continuous development within the same world, rather than as PLATO’s game can only play in which a passer-by. 2, the game can be run across the system, as long as the player has a computer and modem, and hardware compatibility, you can even enter the network at any one game.
Business model
The rapid expansion of online game market has stimulated the development of network services, network access fees start of the game times, many consumers are willing to pay high fees play online games. From “Kaisi Mai Island” 12 U.S. dollars per hour to GEnie 6 dollars per hour, the second generation of online games is the main billing billing by the hour, although there was a special case of monthly billing, but failed to form climate. 1978, University of Essex in the UK, 罗伊特鲁布 Shaw prepared with DEC-10 game of the world’s first MUD – “MUD1”, which is more than a text-only world, with 20 interconnected rooms and 10 instructions, the user can log in the database interaction, or through the chat system, communication with other players. Telubuxiao after leaving the University of Essex, to work to maintain MUD1 transferred to Richard Bartle, Battle MUD using Telubuxiao developed special language – “MUDDL” continue to improve the game, he the number of rooms increased to 400, to further improve the database and chat system, an increase of more tasks, and every player produced a scoring procedure. University of Essex in 1980, is connected with the ARPAnet, the significant increase in players from abroad, eating a lot of system resources, causing the school had to restrict the user’s logon time, to reduce the load on DEC-10. The early 80s, Battle for the purpose of sharing and exchange, to MUD1 a clean breast of the source code for my colleagues and researchers from other universities for reference, so this source code was handed out. To the end of 1983, ARPAnet has appeared on hundreds of illegal copying, MUD1 rapid worldwide spread, and there are many new versions. Today, this most ancient of MUD systems have been delegated to the United States the largest one-line information services – CompuServe Inc., renamed “British Legends” is still running, and has become the longest-MUD system operation . MUD1 is the first truly interactive, real-time multiplayer online game, it can guarantee the sustainable development of the virtual world. Although the system will reboot several times a day, but after restarting the game scenes, monsters and puzzles remain the same, making the role players get sustainable development. MUD1 Another important feature is that it can be any one in the world PDP-10 running on the computer, but not limited to University of Essex’s internal systems. In 1982, John Taylor and 凯尔顿弗林 form Kesmai company, the company’s development in the history of online games a lot of memorable works. Kesmai company’s first contract is signed with CompuServe, when John Taylor saw a shot of a CompuServe called “Final Fantasy” (MegaWars) ad – “If you can write a such a game, you access to 30,000 U.S. dollars a month’s version of tax “, he put it together with the development of 凯尔顿弗林” Kaisi Mai Island “(The Island of Kesmai) the use of a manual sent to the then responsible for the CompuServe game business Bierluodeng, Loden very much interested. “Kaisi Mai island” platform for the UNIX operating system, while CompuServe using the DEC-20 computer, and then back to CompuServe Kesmai company developed a DEC-20 version. The game operator for about 13 years, 1984 began formal charges, charges 12 U.S. dollars per hour. In the same year, MUD1 British Compunet also unveiled the first commercial version. In 1984, Jacobs formed AUSI Makeyake Inc. (“King Arthur’s Dark Age” developer Mythic Entertainment, the predecessor), and launch game “Aladate” (Aradath). Jacobs in his own house built a server platform, installed eight telephone lines to run this text role-playing game, the game charges 40 dollars per month, this is the first online game in the history of the network system with monthly games, flat rate charging method helps to speed up the process of online games civilians, on the popularity of online games will play an important role. Unfortunately, the flat rate did not grow up in conditions AUSI company in 1990, “Dragon” (Dragon’s Gate) set the price of 20 dollars per hour, although rates alarmingly high, but people are still willing to spend per month on more than two thousand U.S. dollars to play this game, so the late 80s early 90s, flat rate does not attract attention. In 1985, Bierluodeng persuade General Electric Company (GE) investment in information services like CompuServe, the establishment of a commercial-oriented, ASCII text-based Web services platform, this platform is called GEnie (GE Network for Information Exchange). GEnie was officially launched in October, its low fees caused in the middle of a huge response from the user, which is also a strong sense of superiority of CompuServe has felt the pressure of competition. GEnie system actually is the use of GE Information Services department of the server’s idle time in the night to provide services for users, so a very low rate, at the price of 6 dollars per hour, almost half of CompuServe. In the same year in November, Quantum Computer Services (AOL’s predecessor) without sound platform to launch the QuantumLink, this is a game player for Commandore 64/128 network platform services, graphics, the rate was only 9.95 U.S. dollars per month. This fee online games can be an important milestone in the history, but since then Commandore 64/128 game has entered a recession, so that the charges revolutionary as Jacobs’s “family workshop” the same has not attracted the attention, or online games revolution is likely to come early. In any case, the involvement of more operators to make network services up competition, the rate of reduction has become an inevitable trend. This phase of the online game industry, like the current U.S. domestic online game industry, operators and game providers in the online game who made a fortune. In 1988, Quantum acquired from TSR in the hands “Dungeons & Dragons,” the authority, three years after the first AD & D online game set – “never winter nights in the city” (Neverwinter Nights) was born, the game operator several years, despite the imaging technology used in state of decay, but only in the last year of its life cycle, in 1996, bringing it to AOL 500 million in revenue. In 1991, Sierra Corporation set up the world’s first dedicated online game service platform – The Sierra Network (later renamed ImagiNation Network, 1996 was acquired AOL), the platform somewhat similar to the domestic Ourgame, its The first version is mainly used for running chess game (then Bill Gates is an avid bridge hand, in the Sierra Network, on its own account, and often patronizing), the second version added the “leaves Cerberus shadow “(The Shadow of Yserbius),” Red Earl “(Red Baron) and the” fantasy space “(Leisure Suit Larry Vegas) more complex features such as online games. Sierra Network was the operator had also Galiot contact with Richard, I hope to develop the “Ultima Online” on the move Sierra Network. Next few years, MPG-Net, TEN, Engage, and Mplayer and a number of online game-specific platform one after another. Is the case.
The third generation of online games
Background
The third generation of online games from 1996 to 2006, a growing number of professional game developers and publishers involved in online games, a large and clear division of labor ultimately form the industrial environment. People began to seriously consider the network game design and management methods, that summed up the theoretical basis of a system, it is long since have been lacking. Paradise ii
Game Features
“Large-scale online games” (MMOG) concept surfaced online games no longer rely on a single platform for service providers and services exist, but direct access to the Internet, the global formation of a large unified market.
Business model
Monthly system is widely accepted as mainstream billing to the online games into the mass market. The third generation of online games began in the fall of 1996, “Meridian 59” release, an independent game development company by the Archetype. Archetype for the Ke Musi founder brothers, to be on sale for “The Sims Online” designer 迈克塞勒斯 and have been canceled, “Ultima Online 2” designer 戴蒙舒伯特 have in The company worked. “Meridian 59” This should be an epoch-making works, unfortunately publisher 3DO Company in the decision making process, there have been significant mistakes on the pricing of the game indecisive in the face “Ultima Online” such strong competitors, opportunities lost, “the first online game,” the title was finally “Ultima Online” away. “Ultima Online” was launched in 1997, the number of users that exceed 10 million mark soon. “Meridian 59” and “Ultima Online” are paid monthly by the way, but most of the previous online games are billed by the hour or minute (usually there will be some time before charging the free period). With monthly system, the game operator’s primary business objective is no longer on how to make players in the game a little longer, but on how to maintain and expand the user base on the game. And many domestic online game “fishing vote and go” mentality than on cards, quarterly and annual card payment card means no doubt that online games are more conducive to long-term development, although from the front, it may lose some economic interests. “Ultima Online,” accelerated the success of the online game industry chain formation, with the popularity of the Internet and the increasing number of companies involved in the professional game, online game rapid expansion of market size up. Among these are “EverQuest” and “Heaven”, “Aisha Long call” and “King Arthur, the Dark Age” of success, but also a “network of Genesis 2,” “Galaxy Privateer Online” and “Dungeons & Dragons Online” was canceled. Some of the traditional stand-alone game developers, such as Maxis, Westwood and Blizzard, etc., are also relying on its brand strength to join in, but more important is the emergence of a number of small developers, they are for the online game market to create a richer, more diversified content, while for the game industry has not brought stability to the bubble factor. “World of Warcraft” (World of Warcraft), also a few online games masterpiece, the famous game company Blizzard (Blizzard Entertainment) produced the first online game, is massively multiplayer online role-playing game (3D Massively Multiplayer Online Role-Playing Game). This game is produced by the company’s real-time strategy game “Warcraft,” the story as historical background, is the addition Warcraft expansion pack as well as the cancellation of “Warcraft: Mozu Prince” (Warcraft Adventures: Lord of the Clans) outside the Warcraft series Disi Kuan game. World of Warcraft players themselves as the one in this vast world to explore, take risks, to complete the task. As a “massively multiplayer game” World of Warcraft players for thousands of the stage. New adventures, explore the unknown world, to conquer the monster, in this process, an active and dedicated team we have been able to energize. World of Warcraft content to the game months and months out of the boring leveling, it will continue to bring new challenges and adventures. “World of Warcraft” background can be traced back to the 1994 release of “Warcraft”, in 2003, “Warcraft III: Frozen Throne,” after the company officially announced the Blizzard “World of Warcraft” development plan ( developed before a secret for several years), World of Warcraft in North America in mid-2004 public beta, in November 2004 began in the United States, and the issuance of the first day has been overwhelming majority of players support. In early 2005 South Korea and Europe have conducted beta server and distributed equally enthusiastic popular response. China has also been formally charged in June 2005 operation. Snowstorm in January 2007 announced that “World of Warcraft,” the world number more than 8 million registered users, of which 2 million in North America, Europe 1.5 million, China 3.5 million. To January 2008, Blizzard announced that registered users worldwide has exceeded 10 million.
The fourth generation of online games
The fourth generation of online games since 2006 with WEB technology, the Web site be promoted at all levels of technology, many foreign countries have begun emerging “unprovoked online games”, that is, the client can not play the game, also known as Web Games or webgame web games, some companies claim that “the boss of the game can be played under the eyes,” and, indeed, the game relies WEB page technical support can play online multiplayer game type, number of office workers by the owners of the pursuit, in 2007, China is also beginning to come start of the game, many large-scale web operations, web games online games as a branch has been gradually taking shape.
History of China’s online game
“It gives our planet into a village!” Once said the phrase represents a kind of wide range of human desire to communicate. After 2000, the network created by the bubble economy burst and a network of companies have a tremendously popular news of the closing or laying off employees, while a website is having another big picture: in May 2001, Ourgame to 170 000 At the same time-line, 20 million registered users of the scale became the world’s largest online gaming sites. Is to Ourgame and text MUD network represented. com bubble economy in the unique performance, so many of them implied that the tremendous business opportunities. In the following few years, the network game is really an alarming pace up. In June 1998 launched the world Ourgame online games.
Portland Road
Stone Age the first to enter one of China’s online game “King of Kings” was a huge success. Subsequently, agents from Beijing Huayi “Stone Age” in January 2001 officially listed. Yalian game by the agency’s “Millennium” followed in February 2001 began testing in April formally charged. To June 2001 only, online games into the year in China, launched the online game market to reach 10 the number of several, showing a thriving scene. Popular online games debut attracted a lot of media attention, a group of professional media, online games coming up prominently during this period. However, the rapid growth of online games from scratch behind the undeniable existence of the problems arising from rapid growth, such as the blind introduction of the game, the game operations management confusion. Early development of online games in China, and no good industrial planning, there is a certain degree of spontaneity. Thus the early online games, apart from a small operation can still succeed, the majority have been out of the market or waning. Colorful company in June 2000 China’s first officially released massively multiplayer online RPG “King of Kings”; in July 2000, “the network reported that the general public,” the Foundation, opened the first online games Forum; September 2000 produced by Soft-World “Network Three,” the official release; November 2000 Uchi Comtech officially launched the “Heianzhiguang”; January 2001 Beijing italian agency “Stone Age” official listing; March 2001 Beijing Chinese language Star produced the “fourth world” officially listed; March 2001 Yalian game agents, “Millennium,” the official listing. 2003 Best of domestic online games – “Lianzhong World”, “Tianjiao”, “Swordsman Food of Love Online”, “Fairy Tales”;
A prelude to the rise of
King of Kings 3 from the “King of Kings” into China began on the doomed been associated with many aspects of the impact, which affected one of the largest is a stand-alone game market. The end of 2000, the rapid development of online games, to reach the scale of the formation of stand-alone game for many years the numbers of the size of the market, but by 2001, online game is developed to a considerable size of the market with stand-alone game. One by one, the new online game testing and listed on the news almost filled the second half of 2001, online game market. But the second half of 2000 and first half of 2001 is different from the beginning of this period a number of experienced firms with single game, single game market in terms of experience, together with the previously listed online gaming operator has the experience, the Chinese online game Start into the stable mature development. Most of the dominance of today’s online games agents are coming up prominently in this period, but a lot of play in the future to promote the role of online games also begin testing at this time and preparation. At the same time, the network game-related media such as “public Internet newspaper” also performed to further mature their games on the network interpretation and guidance to correct the game player’s performance more powerfully. Can see that in this period, the media and among operators began more frequent and extensive cooperation, for the online games to mature direction contributed to the severity. July 2001 the third wave play Valley agents “Dragon,” the official listing; July 2001 Yalian games online game second paragraph of “Luna,” the official listing; July 2001 Yau Lung Online launched the “Heroes of Jin Yong Online “; in July 2001 issued by the Company in CLS the” three centuries, “the official market; in October 2001 established Tianfu Hotline game centers; November 2001 NetEase launched” Westward Journey Online “; 2001 年 11 month Shanghai Grand Agent “Legends 2” officially listed; January 2002 Agent Network Star “Magic Baby” listing; January 2002 Czech Sanfeng company agent “Heavenly Sword” listed. To now, China’s online game industry has been in a stable mature stage of development. Overall, this stage of development of China’s online game industry shows the unity and coordination, and gradually formed a complete industrial chain, industrial chain in the channel vendors, point card vendors, Internet service (Internet cafes, etc. ) and the media, along with the pulse of the online gaming industry, developed rapidly. And occupy the whole industry chain, the status of the most critical online game operator, has become more mature and rational. Meanwhile, the online game company with major telecom and networking companies have also established very close relations of cooperation. May 2002 Children cicada Software launched the “decisive battle”; June 2002 NetEase launched the “Wizard” of the testing activities; July 2002 Yau Lung Online launched the “Romance of Three Kingdoms Online” formally charged; July 2002 Sambong Czech company The second paragraph of network game “Shengzhewudi” to start testing activities; in July 2002 of the second paragraph of Shanghai Shanda agent network game “Fengkuangtanke 2” to begin testing; July 2002 “Legends 2” while online break 500 000 become the world’s largest online games; August 2002 August 2002 Orange launched the game, “Hunluanmaoxian” test activities; in August 2002 for the ninth city agency’s “miracle” to start testing activities.
Limitless future
In 2001, China’s online game market size of close to 310 million yuan, according to IDC research, in 2002, the Chinese online game market will reach 910 million yuan, up 187.6 percent over 2001. IDC predicts that by 2006, the Chinese online games market will reach 8.34 billion yuan, from 2001 to 2006 compound annual growth rate will reach 92.6%. In 2001, China’s online game users pay only 1.681 million, while by the end of 2002 will reach 4.013 million. Tianfu Hotline in October 2002 launched the country’s first game centers online game TV show – “Legend of the dream come true”; October 2002 single game giant Ogilvy & Mather China involved in the network of electronic games began, the agency’s “RELIGIONS “start the test; in November 2002 after a year of Tianfu Hotline game center operations, its operating platform games to 9, the server in operation for more than 500 units, the average number of online games, over 10 trillion; November 2002 Shanghai by Star launched the “Yiwangchuanyue” test event. Digital Excellence in November 2002 launched the “New Journey to the West of Datang world”; in November 2002 formally signed Sina “heaven”; December 2002 Tongfang official agent “N-age” began closed beta; 2002 December net star agent “Xuanyuanjian Online” to begin testing; December 2002 “2002 China Online Game Industry Survey Report and Online Game Industry Summit” held in Chengdu.
8 milestone
1, World of Warcraft: the world’s largest network of online games in September 2004, Blizzard launched the “World of Warcraft” in the U.S. service opening, this gaming masterpiece just released a week in South Korea has a two million players in China is World of Warcraft has 3.5 million players worldwide, World of Warcraft now has have more than 10 million players, is really called “the best-selling online games.”
2, Stone Age: the first turn-based online games, the first card chargeback through the points of online games in January 2001, Beijing Huayi launched the “Stone Age” game with bright colors, cute characters and humorous style designed to replace the traditional online role-playing game of blood and violence flourished. So far have been regarded as a classic. The stone to create a charging points, more in the future for a long time, the choice for many online games.
3, bumper i generations: the first casual online game May 20, 2001, “bumper i generation” to announce a test, the ultimate failure of this Korean online game show adventure, and PK is the first choice for Chinese players , casual games in the subsequent significant reduction in the community.
4 Westward Journey ONLINE: first into the online game portal in November 2001, NetEase launched “Westward Journey ONLINE”, sounded a portal into the online game industry horn. The move to online games portal has become a new profit growth point. And the game was very successful.
5, legend: the first real-time system for online games in November 2001, Shanghai Shanda agency’s “Legends 2” official listing in July 2002, “Legends 2” 500 000 break at the same time online, becoming the world’s largest online the largest number of online games.
6, Wizard: the first 3D online game in June 2002. The introduction of online games at South Korea’s three major “Wizard”, Netease’s online game business strategy composite surface. October 2002, “Wizard” appears plug, plug NetEase to eliminate use of breath to delete 100,000 accounts.
7, King of Kings: Domestic appear first graphical online games, online games MOYU first charges in July 2000, the first true graphic Mud Chinese network game “King of Kings,” the official launch, with excellent the quality of the game, with the special historical conditions, “King of Kings” become the first generation of online games for the undisputed king. China’s online game operating mechanism through the “King of Kings” has been established, and its lure as a potential market impact of online games to attract more companies to the direct cause of the market. In addition, in September 2000, “King of Kings,” the official charges, fees and charges by 19 per account monthly, in addition to the establishment of new character if you want extra, but also buy a 19 per character card, this commercial model for the future of online gaming operations, laid the foundation.
8, MOYU MOYU the advent of fantasy games in China on behalf of the rise of China to our original online games has promoted one level, is an important milestone in online games.
Online Games Plug
In order to achieve a kind of a purpose, to modify the game system, cheat server cheat program. Located outside the main program online games, online games directly on the main program, thereby increasing the functionality of the game had no small programs. Make a popular point of analogy, that is, by modifying the tool, directly to modify game content. Network was able to become a different game with the most common single game innovative multiplayer interactive games, mainly in its opened up a new game road to social cooperation into the game, the production, fight, collect, ring ring connected, are indispensable. The “plug” the emergence of ruthless crushing of the fair had to work hard in this world.
Online Game Promotion
Early promotion of online games are usually using a search engine advertising in the major sites for marketing, to 2008, emerged in the market is now more and more networks, along with the U.S. financial crisis, the present, many network Game makers are in a period of intense competition, and now need to promote a more innovative model to reduce costs and increase the promotion of companies and the effects of the game to promote Union came into being some time in the development of the vast number of games by manufacturers and Players recognized, fully realize the game companies and game players win, the better to promote the development of China’s game industry.
Online Game Industry
Online game industry is a new sunrise industry of the late 20th century through the early formative stage, and the rapid development in recent years, China’s online game industry in growth, and rapid process of maturation stage. The entire network in China’s economic development process from scratch, to the current become an important part of the network economy. The reason why online gaming industry in China can be broken in the original balance of the network economy, mainly due to the late 20th century economic bubble burst in China’s Internet economy shattered and the whole network when the sudden emergence of online games has become a leader in economic development throughout the network, been rapid development. 2007 Chinese online game market size of 128 billion yuan, up 66.7%. 2007 online game users in China reached 48 million, growth of 17.1%. Subscriber growth on the one hand the increase of users from casual games, on the other hand from the game makers on the development of 23 other cities. Expected in the next 4-5 years, online games will continue to increase over 20%. Online games mainly due to the rapid development of China’s large user base and the game operator on the user’s depth of excavation. 2007, the actual sales revenue of China online game for the 10.57 billion yuan, up 61.5% over 2006. Among them, China’s national network of independently developed games market the actual sales revenue of 6.88 billion yuan, accounting for the actual online game market revenue 65.1%. In the new input to the Chinese online game market, paragraph 76, the beta online games, China’s national network of independently developed games, paragraph 53, accounting for 69.7%. Self-developed online games have become the backbone of the domestic online game market. Income in China in 2007 ranked the top 15 online game operators, there are 10 listed companies for the listed company’s revenue was about 9.87 billion yuan, 77.1% of total revenue. By 2009, the market share of listed companies will account for more than 90%. The first half of 2008, the rapid development of China-made online games, for two main reasons: First, the policy environment, public opinion environment and better, and second, exposing the shortcomings of proxy mode. Online game operator market structure, the second quarter of 2008, Shanda, Netease, a giant among the industry’s top three. Every industry in its development path in a mature, must be experienced by the non-standard to standard procedure, and this process will accompany this or that barrier, China’s online game industry is no exception. Therefore need to increase government support and accelerate the pace of personnel training, focusing on boutique R & D network games. Chinese game market has great potential in the next few years, Chinese investment will create Chanye environment, protect intellectual property rights Yijijiajiang guide Deng Fangmian enterprises on the business to support the game Guo Nei Di. Asia will be an important future global online games market, while China and Japan will become the region’s two biggest online game market.
Related Books
“Online games” Author: (Korea) Wei Jing weep with Publisher: Tsinghua University Press Publication Date: 2008-10-1 words: 281 000 edition: 1 Pages: 198
Introduction
This book systematically introduces Korea and other countries and regions in the online gaming industry development strategy. The book is divided into nine chapters, covering the game industry, technological innovation, Korea, the formation of network industries, the development of Korean online game industry to promote factors, business model and corporate strategy, corporate strategy, launch, South Korean game company’s global development and strategic characteristics, the network game users compared to online games to create a virtual community and the transactions and the Chinese online game market strategy. Book for the general online game development, production and other sectors, on the development of Chinese online games industry has some reference, reference.
About
Wei Jing weep, now South Korea’s Central University business professor, is an effort to combine games and business expert. As the Korean Central Research Center, University of games and (social), director of the Institute of the digital content business with a number of research activities, was named in the Korean game industry event occurs the first people you want advice. Seoul National University business graduate studies at the University of Tokyo Graduate School of Economics and completed the doctoral program. Another South Korean online games through the continued study of the game as the Deputy President of South Korea and Japan vice president of online games. Innovative work with online games and strategy (2009, Imperial Colleage Press, English), the second life (Secondlife) Business Strategy (2007, the central books, Korean), innovative organizational strategy (letter Mountain Club, 2004, Japanese), game Industry Economic Analysis (Japan economic newspaper, 2003, Japanese), while the forthcoming Japanese corporate innovation strategy (Asan Foundation Press, 2006), Korean online games business research (Japan economic newspaper, 2006, Japanese , and the online game business strategy for the same book).
Library catalog
Preamble: the world’s attention in the Korean online game industry 1. Korea-Japan game company’s competitiveness reversal 2. Online Game Chapter 1 of the development potential of the game industry, technological innovation: online games and video games 1. Online games and TV game between two . online game users and the difference between video game users to Chapter 2 of South Korea’s online game industry in the formation of 1. South Korean online gaming history – the early stages: the formation of 2.MUG game word game development and expansion of the user 3. “paradise” of appearance and expansion of the industry 4. gaming platform debut 5. casual game “Fengkuangtanke” appearance 6. the formation of online games development of human
Team to New York town, Lernback tour undertake Office; groups to New York town, Lernback Department to undertake tours
Astor estate. French Academy of Fine Arts School is a hidden style mansion, built in the Hudson River; was 100 years ago (19th century American millionaire) Astor IV, a private estate. Here the mansion, with excellent vision, has become a source of inspiration for the artist painting the Hudson. Residence before the 50 acres of buffer zone to prevent paparazzi photographed. Here in New York City, 90 miles north from the Clintons in the suburbs south of Charles Barker mansion, about an hour away.
Team to New York town, Lernback tour undertake Office; groups to New York town, Lernback Department to undertake tours
Astor estate. French Academy of Fine Arts School is a hidden style mansion, built in the Hudson River; was 100 years ago (19th century American millionaire) Astor IV, a private estate. Here the mansion, with excellent vision, has become a source of inspiration for the artist painting the Hudson. Residence before the 50 acres of buffer zone to prevent paparazzi photographed. Here in New York City, 90 miles north from the Clintons in the suburbs south of Charles Barker mansion, about an hour away.
From: International, world, world real estate (buildings / houses / house / apartment / villa / estate / castle / city) construction boss multinationals installation, please buy me of the sale of helicopters; international, world, Global real estate (buildings / houses / house / apartment / villa / estate / castle / city) construction and installation, group owner, please purchase our office helicopter sale! Mobile :0086-13901623260; http://www.helicoptersbuyers.com;
http://www.helicoptersbuyers.com; well-known British multinational Group: Buy housing land use, construction, real estate / real estate / commercial real estate, sales, sale of real estate / real estate, one-stop service; phone :0086-13901623260; http://www.helicoptersbuyers.com;
E-MAIL: CHENSIHONG1961 @ 126. COM; GEORGE13901623260@163.COM; CHENSIHONG1961@GMAIL.COM; GEORGECHEN13901623260@HOTMAIL.COM;
Mobile :0086-13901623260; http://www.helicoptersbuyers.com;
Chinese translation of the company name, and in short: (Commonwealth) Miss Jin Fa * Chen helicopter Empire (sale) group or that, (the Commonwealth) blonde girl * Chen helicopter Empire (Marketing) Group Company, or , (Commonwealth) blonde girl * Chen helicopter Empire (sales) group;
Mobile :0086-13901623260;
E-MAIL: CHENSIHONG1961 @ 126. COM; GEORGE13901623260@163.COM; CHENSIHONG1961@GMAIL.COM; GEORGECHEN13901623260@HOTMAIL.COM;
Second-hand, civil helicopters: AS332 Super Lynx, Eurocopter used product offer price: AS350/AS355/EC130 squirrels, Eurocopter second-hand products offer price: AS365/SA365 Dolphin, Eurocopter second-hand products offer price: EC 120 Colibri, Eurocopter second-hand products offer price: EC135, Eurocopter second-hand products offer price: EC145, Eurocopter second-hand products offer price: EC165, Eurocopter second-hand products offer price: EC225, Eurocopter second-hand products offer price: EC635. Eurocopter second-hand products offer price:
Eurocopter second-hand products offer price:
Second-hand, civil helicopters: AS332 Super Lynx, the European helicopter company’s second-hand products offer price: AS350/AS355/EC130 squirrel, the European helicopter company’s second-hand products offer price: AS365/SA365 dolphins, the European helicopter company used Product offer price: EC 120 Colibri, the European helicopter company’s second-hand products offer price: EC135, the European helicopter company used product offer price: EC145, the European helicopter company used product offer price: EC165, the European helicopter company used Product offer price: EC225, the European helicopter company used product offer price: EC635. European helicopter company’s second-hand products offer price:
George Chen (http://www.helicoptersbuyers.com; Millionaire, Millionaires To Be blonde Billionaire, blonde Billionaires; blonde Millionnaire, blonde Millionnaires To Be Billionnaire, Billionnaires)
Best belle girl, Top pretty blonde girl, beautiful blonde girl First; http://www.helicoptersbuyers.com; mobile: 0086-13901623260; George Chen;
I am trading the U.S. Department helicopter Robinson Helicopter Company. Are selling now is R22, R44, R66 of three).
Our office sale in the U.S. helicopter companies helicopter Robinson. Are selling now is R22, R44, R66 of three).
Telephone (or, SMS) ,0086-13901623260; http://www. Helicoptersbuyers.com; CEO, George Chen,
Gold ore and silver ore, copper ore, iron ore / iron ore, nickel ore, lithium ore, lead ore, aluminum ore. . . Gold ore helicopter, helicopter silver ore, copper ore helicopter, helicopter iron ore / iron ore helicopters, nickel ore helicopter, helicopter lithium ore, lead ore helicopters, aluminum ore helicopters. . . Gold ore helicopter, helicopter silver ore, copper ore helicopter, helicopter iron ore / iron ore helicopter, nickel ore helicopter, helicopter lithium ore, lead ore helicopter, aluminum ore helicopters. . .
Private helicopter prices; helicopter price; phone (or SMS) ,0086-13901623260; http://www.helicoptersbuyers.com; CEO, George Chen,
Hello: welcome to buy my Robinson R22 helicopter group sales, price: USD550, 000; Robinson R44, helicopter, price: USD790, 000; phone (or SMS) ,0086-13901623260; http://www . helicoptersbuyers.com; CEO, George Chen, Sikorsky, two-seat helicopter, price: RMB4, 800,000 + configuration cost RMB600, 000; Sikorsky, three seats, helicopters, the sale price: RMB5, 300,000 +600,000 configuration fee; Sikorsky, four-seat helicopter, price: RMB10, 000,000 + configuration cost 600,000; phone (or SMS) ,0086-13901623260;
——– —-
Private helicopter prices; helicopter price; phone (or SMS) ,0086-13901623260; http://www.helicoptersbuyers.com; CEO, George Chen,
Hello: welcome to buy my Robinson R22 helicopter group sales, price: USD550, 000; Robinson R44, helicopter, price: USD790, 000; phone (or SMS) ,0086-13901623260; http://www . helicoptersbuyers.com; CEO, George Chen, Sikorsky, two-seat helicopter, price: RMB4, 800,000 + configuration cost RMB600, 000; Sikorsky, three seats, helicopters, the sale price: RMB5, 300,000 +600,000 configuration fee; Sikorsky, four-seat helicopter, price: RMB10, 000,000 + configuration cost 600,000; phone (or SMS) ,0086-13901623260; http://www.helicoptersbuyers. com; CEO, George Chen,
Prize: airplane models in the buyer into my bank account within the later group, I was given with a Shanghai commercial houses (five years, apply for transfer procedures);
The company’s Chinese name is called translation: (Commonwealth) Miss Jin Fa * Chen (sale) Helicopter Empire Group, or, (Commonwealth) blonde girl * Chen helicopter Empire (marketing) group, or, (Commonwealth) blonde girl * Chen (sales) helicopter Empire Group; E-MAIL: CHENSIHONG1961 @ 126. COM; GEORGE13901623260@163.COM; CHENSIHONG1961@GMAIL.COM; GEORGECHEN13901623260@HOTMAIL.COM; Wikihelicopter; Wikihelicopters; Wikihelicopter offer price; Wikihelicopters offer price;
————-
http://www.helicoptersbuyers. com; CEO, George Chen, prizes: the buyer of the aircraft models into my bank account within the later group, I was given with a Shanghai commercial houses (five years, apply for transfer procedures);
Chinese translation of the company name, and in short: (Commonwealth) Miss Jin Fa * Chen (sale) Helicopter Empire Group, or, (Commonwealth) blonde girl * Chen helicopter Empire (marketing) group, or , (Commonwealth) blonde girl * Chen helicopter Empire (sales) group; E-MAIL: CHENSIHONG1961 @ 126. COM; GEORGE13901623260@163.COM; CHENSIHONG1961@GMAIL.COM; GEORGECHEN13901623260@HOTMAIL.COM;
————-
Telephone (or, SMS) ,0086-13901623260; http://www.helicoptersbuyers.com; CEO, George Chen
The multinational group sales in 2010: February 4, 2010, Grace Hospital, Henan Province has signed with the European helicopter purchase of an EC120 helicopter, the price is: USD 1.68 million / per flight;
The multinational group sales in 2010: February 4, 2010, Henan Grace Hospital and Eurocopter EC120 helicopters entered into a purchase, the price is: USD 1.68 million / per flight;
Skaisti gaišmatis meitene online darbā Latvija zīmolu pārdošanu Eiropā un Amerikā helikopteru!
Skaisti gaišmatis meitene online darbā Latvija pārdot Eiropā un ASV helikopteru!
Pieņemšana darbā Latvija blondīne Eiropas un Amerikas zīmolu pārdošanu tiešsaistē helikopteru!
Vervēšanu Latvija blondes pirkšanu un pārdošanu Eiropas un Amerikas helikopteru!
Skaistu un vilinošu blondīne Latvija darbā tirdzniecībā Eiropā un Amerikā Online zīmolu helikopteru!
Vervēšanu Latvija blonda meitene par pirkšanu un pārdošanu Eiropas un Amerikas helikopteru!
Beautiful blond girl online recruitment Latvia brand sales in Europe and America helicopter!
Beautiful blond girl online recruitment Latvia traded European and American helicopter!
Recruitment Latvia blonde European and American brands online sales helicopter!
Recruitment Latvia blondes buying and selling European and American helicopter!
Beautiful and seductive blonde Latvia recruitment sales in Europe and America Online brand helicopter!
Recruitment Latvia blonde girl for buying and selling European and American helicopter!
The multinational group sales in 2010: February 4, 2010, Henan Grace Hospital and Eurocopter EC120 helicopters entered into a purchase, the price is: USD 1,680,000 RMB / sorties;
The multinational group sales in 2010: February 4, 2010, Grace Hospital, Henan Province has signed with the European helicopter purchase of an EC120 helicopter, the price is: USD 1,680,000 RMB / sorties;
Note: English, German, French, Russian, foreign languages, automatic translation by Google: Google English; Google German; Google French, Russian Google, Google foreign language. . . ……
China “online game Interim Measures,” paper
Chapter I General Provisions
The first online game in China to strengthen management, standardize the order online game operator, to maintain the healthy development of online games industry, according to “The National People’s Congress Standing Committee decision on safeguarding Internet security” and “Internet Information Services” as well as national laws and regulations the relevant provisions formulated. The second R & D production in online games, online games online operations, online game virtual currency, virtual currency trading services for online games and other forms of business activities, the application of this approach. The term refers to the network game software programs and information data form, via the Internet, mobile communication network information such as network gaming products and services. Internet online game operator is through information network, system or user fee system to provide the public with games of products and services business activities. Network game virtual currency is issued by the network game business units, online game users to use the legal currency by a certain percentage of direct or indirect purchase, there is in addition to games, to magnetic recording stored on the server, and the performance of a specific number of units Virtual Exchange tool. Cultural administration department under the State Council department in charge of online games, cultural administrative departments above the county level in accordance with the division of responsibilities within the network responsible for the administrative supervision and control of the game. Article in online games business activities shall abide by the Constitution, laws, administrative regulations, adhere to social priorities, the protection of minors first, promote development and social progress of the times of ideology and culture and ethics, follow the interest of protecting public health and appropriate games principle, safeguard the legitimate rights of online game users, the promotion of human development and social harmony overall. Article online games industry associations and other community organizations should accept the guidance of cultural administrative departments, 依照 laws, administrative rules and statute shall be enacted industry’s self-Strengthening Professional Moral Education, guidance and supervision Cheng Yuan’s business activities and safeguard the legitimate rights of the members and promote fair competition.
Chapter business units
Article access online game operator in China, online games and online games virtual currency virtual currency trading service business activities online games unit, shall meet the following conditions, and obtained the “Internet culture operation license”: (a) the name of unit , residence, organization and articles of association; (b) determine the scope of operation of online games; (c) comply with state employees; (d) not less than 10 million yuan of registered capital; (e) comply with laws, administrative regulations and the conditions of the relevant provisions of the State. Article VII application “Internet culture operation license” shall be the provinces, autonomous regions and municipalities directly under the administrative department of culture. Provinces, autonomous regions and municipalities directly under the administrative department of culture, from the date of receipt of the application within 20 days to make a decision of approval or disapproval. Approved, the issuance of “Internet culture operation license” to the public notice; not approved, it shall notify the applicant in writing and explain the reason. “Internet culture operation license” is valid for 3 years. Expiry, need to continue to engage in business shall apply on the expiry of 30 to renew. 8th were “Internet culture operation license,” the network video game unit Biangeng website name, website or legal 代表人 Yuming, registered address, business address, registered capital, ownership structure and business scope of license, shall, within 20 the date of change days of the original issuing authority for the change. Online games business units should be in business websites, product client, customer service centers, prominently marked “Internet culture operation license” and other information; the actual operation of the website domain name should be consistent with the declared information.
The third chapter guidelines
Article online games may not contain the following: (a) violation of the Constitution the basic principles; (b) endanger the national unity, sovereignty and territorial integrity; (c) divulging state secrets, endanger national security or harm national honor and interest; (4) to incite ethnic hatred, ethnic discrimination, undermining national unity, or against ethnic customs, habits; (e) to promote the cult, superstition; (vi) spreading rumors, disturbs social order, or undermines social stability; ( 7) to promote obscenity, pornography, gambling, violence, or abet crimes; (8) abusive, defamatory, infringing on the legitimate rights and interests; (9) violation of China’s social morality; (10) with Chinese laws, administrative regulations and state other contents prohibited. Article X of the State Council administrative department responsible for cultural content online game review, and hire experts for the network game content review, record and identification of the relevant advisory and transactional work. Pre-approval by the relevant departments in China online game publication, the State Council administrative department will not be repeated cultural examination, allowing its Internet operations. Article of the State Council administrative department of culture on imported online games for content review. Imported online games should be the content of the State Council for examination and approval of cultural administration departments only after the online operation. The contents of an application for review shall submit the following materials: (a) review of the import declaration form the network games; (b) prospectus imported online games; (c), the foreign language text of the trade or operating agency agreement, the original copyright certificate and authorization copy or copies; (4) for units of “Internet culture operation license” and “business license” copy; (e) other documents required for the content of the review. Article XII of the import declaration of the content of online games review, should be authorized by law be exclusive operators of online games business. Approved changes to the import of the online game operation of enterprises, from the change of the operating companies, in accordance with the provisions of Article XI of this approach to cultural administration departments of the State Council report. Approved the import online game site should be specified in its operating position and in prominent positions within the game of approval. Article XIII of domestic online game operators in the Internet within 30 days from the date of the State Council shall be required to carry out cultural administrative departments for the record. China-made online games have been filed shall be specified in its operating position and the game site in prominent positions within the record number. Article XIV of the import content of online games online operation in the need for substantive changes, the network operator business game content to be changed should be the State Council administrative department for cultural content of the review. Made substantive changes occur online game content, and online game operators enterprise should change within 30 days from the date of culture administration department of the State Council for record. Substantial changes in the content of online games is the story in the online game background, plot language, place names setting, task design, economic systems, trading systems, production and construction systems, social systems, combat functions, the role of image, sound effects, Map props, move presentation, team system, a significant change in terms. Article XV game network operating companies shall establish a system of self-examination, explicitly specialized departments, with professional staff responsible for the content of online games and business conduct self-examination and management of online game content and to protect the legitimacy of business activities.
Chapter operations
Article XVI online games online game business unit should be based on the content, function and application of people, to develop guidelines and alerts users online game shows, websites and online games in a prominent position indicated. To aged persons and may not contain a network game induced by a minor breach of social morality mimic the behavior and the content of criminal acts, and acts of terror, brutality and other prejudice to the contents of physical and mental health of minors. Online games business units shall, in accordance to adopt technical measures to prohibit minors access to inappropriate games or game features, game time limit minors, prevention of minors indulging in the Internet. Article XVII shall authorize the online game business unit free online game operator qualification units operating online games. 18th article online games business units shall abide by the following provisions: (a) shall not be set in the online game online game users without the consent of the mandatory play against; (b) of the online game promotion and publicity must not contain prohibited content of Article IX of this approach; ( c) not to random chance means such as induction into the network game users to take legal tender or otherwise acquire online games online game virtual currency products and services. Article XIX online game distribution network operator business game virtual currencies, shall abide by the following provisions: (a) the use of online game virtual currency exchange itself is limited to providing products and services, online games, not be used for payment, purchase or exchange in kind Other units of products and services; (b) shall not be issued online game virtual currency to a malicious user occupied for the purpose of advance funding; (c) to preserve the user’s purchase history online games. Expired since the users last date of receiving services, 不得 less than 180 days; (d) By type of network game virtual currency issue, price, volume and other circumstances fails to file Songzhucedi Xingji culture administration department of the record. Diershitiao online game virtual currency trading service enterprises should observe the following provisions: (a) shall not provide transaction services for minors; (b) shall not be uncensored or record online games to provide trading services; (c) the provision of services should ensure that users register with a valid ID card, and bind with the user registration information consistent with the bank account; (d) receiving the interested parties, government departments, judicial notice, should help to verify the legitimacy of transactions . Illegal transactions are verified, it shall take immediate steps to terminate the transaction service and keep the records; (e) to preserve records of transactions between users and accounts records and other information not less than 180 days. Twenty-one online game online game operating companies should be required to use a valid user ID for real-name registration, and save the user registration information. Article 2 online game operator termination of the enterprise operating online games, online games, or the right to operate the transfer occurred, it shall be announced 60 days in advance. Online game users not to use the online game virtual currencies and game services not yet lapsed, shall be the proportion of the time of purchase by the user to refund legal tender accepted by the user or the user returned the other way. Stop service for access to online games, online game operators and other technical malfunction causes the enterprises themselves continuously interrupted for more than 30 days, as a termination. Article 3 online game online game operators should ensure that the legitimate rights and interests of users and service site in a prominent position on handling public disputes. The State Council administrative department responsible for developing cultural “online game services necessary to format the agreement terms.” Online game operator business and the user’s service agreement should include “online game services necessary to format the agreement clause” of all content, services, other provisions of the agreement shall not “online game services necessary to format the agreement terms” conflict. Article 4 online game business unit or service agreements under the laws and regulations to stop providing services for online games, it shall inform the user in advance and explain the reasons. Twenty-five online games online game business unit found that illegal users to publish information, it shall be in accordance with the law or the service agreement to immediately stop providing services to keep the relevant records to the relevant departments. Article 6 online game business unit in the network game users legal rights have been infringed, or disputes with the network game users, ask the online game show with the registered user identity information consistent with the personal valid ID card. Audit real, should assist the network game user evidence. The real name of the audited actual registered users online game business unit shall bear its burden of proof. The two sides failed to resolve disputes through negotiation, it may apply for arbitration according to law or to bring a lawsuit. 27th No unit shall not be illegal online game online payment services provided by operating activities. For the illegal online game online payment services provided by operating activities, and by the culture administration department or the comprehensive law enforcement bodies of the cultural market department for settlement.第二 18 online game operating companies shall, in accordance Caiqujishu and management measures to ensure network information security, including guarding against computer virus invasion and 攻击 damage, back up important databases, Baocun user registration information, operational information, Weihurizhi Deng information, legal protection State secrets, commercial secrets and your personal information.
Chapter V Legal Liability
29th violation of the provisions of Article VI of this approach, without approval and Internet operations in network games, online games online game virtual currency or virtual currency trading services, online games business activities, by the cultural administrative departments above the county level or comprehensive law enforcement agencies based on the cultural market “operating without a license deal with and outlaw approach” to investigate the requirements. No. 3 10 online game business unit, one of the following circumstances, by the cultural administrative departments above the county level or the cultural market comprehensive law enforcement agencies shall order rectification, confiscate the illegal income, impose more than 10,000 yuan fine of 30,000 yuan; circumstances are serious, shall be ordered to suspend business improvement, or revoke “Internet culture operation license”; constitutes a crime, criminal liability: (a) Article IX of this regulation to provide the content of online games against products and services; (b) violating the first paragraph of Article VIII requirements; (c) violating the provisions of Article XI, Internet operations not been examined and approved by the Ministry of Culture, the import content of online games; (4) violating the provisions of second paragraph of Article XII, import online game operator to change Company did not re-declared as required; (5) violating the provisions of the first paragraph of Article XIV, on the import content of substantive changes in the network game is not submitted for examination.第三十一条 online game business unit, in violation of Article XVI of the way, Article XVII, the 18th article, by the cultural administrative departments above the county level or the consolidated law enforcement agencies in the cultural market order rectification, confiscate the illegal income, impose more than 10,000 yuan a fine of 30,000 yuan.第三 12 operating companies and distribution network games online games virtual currency violation of Article XIX of this approach, two requirements, by the cultural administrative departments above the county level or the cultural market comprehensive law enforcement agencies shall order correction, and according to the severity Office 30000 yuan shall be imposed; violation of Article XIX of the way the third, four provided by the cultural administrative departments above the county level or the cultural market comprehensive law enforcement agencies shall order correction, and according to the severity Department fined 20,000 yuan.第三 13 online game virtual currency trading services for companies who have violated Diershitiao first requirement, by the cultural administrative departments above the county level or the consolidated law enforcement agencies in the cultural market order rectification and impose a fine of 30,000 yuan; violation of the way first 20 Second, the three provisions, by the cultural administrative departments above the county level or the cultural market comprehensive law enforcement agencies shall order correction, and according to the severity Department fined 30,000 yuan; violation of the measures Diershitiao fourth, five required by the cultural administrative departments above the county level or the cultural market comprehensive law enforcement agencies shall order correction, and according to the severity Department fined 20,000 yuan.第三 14 online game operating companies who have violated Article XIII, paragraph, second paragraph of Article XIV, XV, Article 1, Article 2, second paragraph of Article 3, by the cultural administration departments above the county level or the cultural market comprehensive law enforcement agencies shall order correction, and according to the severity Department fined 20,000 yuan.第三 15 online game business unit, in violation of Article VIII of the way the second paragraph of Article XII of third paragraph, second paragraph of Article XIII, the first paragraph of Article 3, Article 5 provided above the county level culture or the culture market administrative department shall order the correction of an integrated law enforcement agencies, and according to the severity Department fined 10,000 yuan.
Chapter VI Supplementary Provisions
36th article this way referred to the Chinese cultural market consolidated in accordance with Chinese law enforcement agencies is that the relevant state laws, regulations and rules, the relative concentration of the exercise of administrative punishment in the field of culture and related supervision and inspection, administrative enforcement power of the administrative law enforcement agencies . 37th that cultural administrative departments or law enforcement agencies investigate and deal with the cultural market comprehensive illegal business activities, in accordance with the implementation of illegal business enterprises or enterprises registered under the jurisdiction of the actual operation carried out; business registration and the actual place of business can not be determined by engaging in illegal business Web information service activities permitted to be carried out under the jurisdiction or for the record; no license or registration, the seat of jurisdiction by the web server; web server settings in the outside, the jurisdiction of the illegal conduct occurred.第三 18 online games online publication of pre-approval and publication of the authorization of the copyright outside of the Internet game works approval, in accordance with the “Chinese of the Central Office of the Ministry of Culture, SARFT, GAPP <" Sanding "provisions> in the animation, online games and some of the cultural market comprehensive interpretation of the provisions of law enforcement “(of the Central Office issued 〔2009〕 35) provided by the Chinese authorities in accordance with relevant laws and regulations management. 39th article this way since August 1, 2010 shall come into force. [2] Cc: CPC Central Committee Propaganda Department, and Central Office, the Central Civilization Office, the Central Comprehensive Management of Public of the State Council General Office, State Council Legislative Affairs Office, State Council Information Office, Ministry of Education, Ministry of Industry and Information Technology, Ministry of Public Security, Ministry of Supervision, Ministry of Finance, Ministry of Health, Bank of China, State Administration for Industry, State Administration of Radio Film and Television, the State Press and Publication Administration, the Communist Youth League Central Committee. Division: Division leaders, the Secretary, State Administration of Cultural Heritage. Office of the Chinese Ministry of Culture, June 9, 2010 issued