Online game industry in 2008 forecast
to finish, the time has entered in 2008. I do not know why, in 2008 the total is full of opportunities and feel the magic, hoping the magic of 2008 by virtue of the power, make the following prediction come true.
one appeal from the 2003 game ratings, this year there will be substantive progress.
I personally think that even if the classification of the implementation of the game, not as foreign as the can be found in the characteristics of their age for games, so parents and the community to know what kind of different games suitable for young people and why to raise parents guide their children the proper use of games to avoid addiction, the ability to bring harm to the child.
another point of view, if no game ratings, if they are still no authoritative body would distinguish between games for middle school students, educational institutions will result in disqualification of the game can only continue deceiving the important influence on young people and the inevitable growth experience, and led to the original game for the students still can not stand up and enter the primary and secondary market, they are still suitable for students who do not occupy the primary and secondary market game wantonly, and thus the vicious cycle continues.
stringent government policy but from carefully point of view, should be based on community organizations launched the first game to test the green way, in the exploration and development of game ratings to find a basis for lessons learned, lessons learned. officially launched in 2009 should be.
II Green was named the game, including the green network, including cultural products, selected according to the results of user groups in the country under the age recommended to promote primary and secondary schools.
Green mentioned here, I think that is suitable for students to use the network of cultural products collectively. non-green is not necessarily unhealthy, like dating sites for adults, but generally not included in the green site, for the adults remain healthy. private that even the so-called dark meet the needs of mental and site, as long as no harm to others, unwilling to accept this information, do no harm to the minor, to accept for those particular people, is still healthy.
same time, I never hesitate to say that efforts to make the green network of cultural products maximum market success has been my dream since and direction. a better work, if not accepted by the market, it is not a good product, even if more health, but also negative examples can be as highbrow shelved The market will continue to be the so-called vulgar products occupy, which can only be a heavy blow with lofty aspirations of social responsibility and the enthusiasm of enterprises, thereby stifling the creativity industry, so industry sink.
Internet Society of China and the Chinese Youth Youth Association for Network-led green network collection and dissemination activities of cultural products, opening the domestic cultural industry development of green networks a new chapter, a basic telecommunications company and a large portal has formally joined the process of building the platform. The Green Network cultural products, the composition of the judges and the platform is built, it is likely for the cultural products of green networking vendors to provide a new development stage, are also likely to build from the first recognized and accepted by the national classification of primary and secondary schools Portal mm Industrial Engineering.
say a suspected leak, But, a clear feeling that the number of ministries during the years of cultural development and promotion of the network, the network of cultural industries in the country has gained rapid development, the Green Network Cultural construction work has spontaneously become the top priority.
I personally believe that the development of so-called green network culture, really need the government to do so. In the absence of government support in the case, if the business alone promote, in the the current social environment and atmosphere, the absence of credit system and the establishment of basic social and cultural well-formed, culturally difficult for enterprises to obtain green advocates should profit, and often can not survive. Now the social reality is, people most likely to pay attention and seize the person who happens to be the psychological weakness of the non-light products and services, focusing on the profitability of the enterprise is very easy to get even profits, while meeting the health needs of service providers who market will be crowding, which would play a bad role model, creating a vicious cycle that can break this cycle can only rely on the government, relying on the Government's inclination to encourage as well as the necessary counter-measures, can be gradually corrected to form a virtuous cycle of industrial development .
Fourth, about the game section on the Star TV began broadcasting in 2008.
fact, the rigid network game product advertising, in March 2005 and July 2006 respectively CCTV Series Channel has appeared, then Green Network is based on the CCTV image of the game. This year will be the third time in the March launch of the CCTV advertising green games.
and March 2007 in the CCTV broadcast of form, lay the foundation of the game to reproduce TV, but also provides the performance of the game on TV, healthy, positive side of the new ideas. to promote green games hidden deep in the culture and the reproduction of positive TV, Nirvana and rebirth, this way, the game industry quickly understood and accepted by the society a good way, but also bigger and stronger shortcut to the green game, but is to develop performance-based professional players (that is, hand power campaign) is the best platform.
five, as the impact of online games the largest and most far-reaching power of the media properties will be formally recognized and receive the same or even similar to other media, a higher standard of treatment.
Again, if the television and print media and even the portal so that the audience can only passively accept the text, voice and image, so that the audience imagine the bad guys do good or do the benefits and drawbacks of online games is to give the audience the opportunity to take the initiative to select and direct practice and experience of the good or the bad guys do the benefits and disadvantages of personality on the audience is bound to and codes of conduct to cultivate a greater impact. The water can also carry a boat capsize, the key advantage of by whom, why and how to use. In many companies have fully discovered the great game advertising network and use it when the market Government departments will also find that the value generated based advertising mm powerful media of online games, online games found in the growth of young people can play during a huge positive and timely intervention and effective and appropriately managed. < br> Six, a good RPG game rules will be to develop good values and norms and to develop young people socially, an important tool for capacity management, the rules will become a good competitive game sports one of the major youth.
This is the fourth of a forecast, predicted the inevitable result of the fifth, not repeat them here.
seven, leisure, sports games will be great development, but can still rival RPG game.
that a prediction is the fourth, fifth, sixth predicted the inevitable result, not repeat them here.
eight to online game virtual items for the existence of the property of the environment property will be recognized.
to this point , the parties have different views, including an article on virtual goods is very thorough analysis of the property attribute, suggest that you refer to: the new challenges of property law: the legal status of virtual property only from a macro where I
opposed to the idea on a few people mentioned Note:
1, the phenomenon of virtual goods transactions hot. goods transactions, the transaction amount to the most conservative estimates more than 41.3 billion yuan. calculation is: CNNIC in June 2007 20th Internet survey, 162 million Internet users, 47% play online games, is about 76.14 million online game players; 17173 Latest survey shows that no virtual goods bought 15%; bought 100 yuan less than 22% of the cost of these people is negligible; bought 100 to 500 yuan to 27%, which some people calculated according to cost 100 yuan; 500-1000 yuan bought 17% of these people to spend 500 yuan according to calculation; 1000-5000 yuan bought 13% of these people spent 1,000 yuan according to calculations; bought 6% more than 5000 yuan, which Some people take calculated at 5,000; the total cost is about all the players: (100 t27% +500 per t17% +1000 million dollars t13% +5000 t6%) t7614 million = 41.3 billion.
2, tens of millions of players, including myself, are to buy things materialized, ownership and quantitative, specific, such as instead of saying in such times, any neglect of tens of millions of players have already adopted such a large number of transactions of virtual items clear of the property attribute, the simple and complicated things up is hard to understand the practice and is bound to detours.
3, many game companies selling all kinds through a large number of virtual items, and the sale of virtual items can be randomly generated property attribute of virtual goods. I think if players are not at the time of purchase that the virtual items have been bought is own by their own control and for their own services, they are simply not going to buy it. So, when game companies argued that the sale is just a service, and ownership of virtual goods still belong to the game, game company can get back the time, it is like an overbearing government printed paper money only to pay with their own people but their remuneration Tell people who are government ownership of these notes at any time can be recovered as a.
nine, online gaming companies the rights to produce virtual goods, trading rights, management and destruction will be clearly defined rights and restrictions.
From the eighth projection, should naturally derive this forecast, and can be drawn, the game company the production of virtual goods trading rights and will be subject to conditions, and virtual items for players once or obtained through the normal rules of the game to Games companies or other players get through a fair trade after the ownership of virtual goods and proceeds will belong to the right players, the game company can only do a good job keeping the work no longer has the right management and destruction.
and said Games on the production of virtual goods trading rights and, first of all to distinguish between the properties of virtual goods.
some are similar to the QQ show a class does not increase capacity of the virtual characters in the virtual world of intellectual property works, as will the virtual world characters Preparation of dress, even though very beautiful, have a certain competitive consequences, that is, the wearer look beautiful than those who did not dress a lot, so there is no dress code in the virtual world, ashamed of, but does not make the wearer directly in the virtual world, there is no dress code were personal attacks, damage the lawful rights and interests of others. These virtual goods pricing and production in general do not need government interference.
some are similar to the real world of defensive weapons, only served to protect its own function, for the buyer for people who have this prop desire and ability to attack others, or will be very limited, but for competitors, this is very difficult to accept, because to protect themselves, improve their defense capabilities of the equipment, in many cases more than others is to make themselves more likely to survive or to receive direct benefits to owners, so in the highly competitive local demand will be great, the buyer will often have to buy to protect themselves or raise their own profitability. For sellers, they can, through appropriate manipulation and control of this need to seek high profits. For example, the United States is the world to do so. games sell virtual items such acts should be subject to certain restrictions.
some are similar to the sales of offensive weapons, such virtual items directly raise the buyers offensive capability in relation to others. In real life, sales of these weapons, often has been defined as acts against humanity be severely punished, because such weapons were sold directly to intensify contradictions, causing a large number of casualties. But in the virtual world of the benefits of selling the virtual props is that there were no real casualties, and therefore will not be a lot of life consumption caused great social resistance, but the hatred between players and each other to form a strong revenge is comparable with real life, and thus result in offensive weapons, unlimited demand, which will inevitably lead to a small number of game companies do everything possible to create hatred, to achieve the volume sales of offensive weapons for the purpose of profiteering. contrast was blinded by hatred and vanity, a large number of players, it becomes trapped in the virtual world of a group being used at the mercy of the real poor people. For these virtual items, the company should be firmly opposed selling the game.
This conclusion is very clear.
virtual characters that do not increase the capacity of the virtual props, game companies have the right to any production and trading rights, the game companies need to do is based on user needs and ability to pay sales price. Of course, the sale of virtual props can have time limits and transfer restrictions.
defensive virtual props for sale, similar to the times in the RPG game experience card, should be subject to certain restrictions, such as the frequency of daily limit or restrict the total amount so as to avoid over-spending customers; while improving the bottom line for players age, in order to avoid a minor injury.
for the virtual offensive props for sale, if similar to the journey The laws of the. because when virtual items property if it is determined the property, then those behaviors related to natural laws of the subject.
, of course, virtual worlds have also since there are dying, the virtual demise of the world means all the wealth in the virtual world was talking about. In fact, this is like a picture if it is burned, out of the paper, the media, a painting lost its value; or a certain company's stock if a company no longer exists When the stock market or even die when no longer worth the same. company went bankrupt before the bankruptcy law according to distribution of surplus property, the existence of the virtual world more just to make this distribution a number of creditors only. as if a country's central bank finished, then the country's paper money are also the same. the key is the need for national authorities to develop a timely bankruptcy liquidation of the virtual world of property management methods only, of course, this is a very long process, and hope 2009 can start the process on.
ten to provide a dozen coins, Leveling and other services for the professional way of life will be recognized.
from the eighth, ninth prediction is not difficult to deduce a prediction not repeat them here. I have such professional players as type of professional players, is out of the television media, No, many people think that the industry should be banned. I think that this happens to be the cart before the horse. The first is a huge demand determines the supply, while at the same time precisely because the property does not recognize the property of virtual items, which leads to acts of hacking is not a crime or offense very light, low cost of crime, which leads to rampant hacking, that led to the current domestic currency Leveling playing if it is proper behavior in this industry are simply can not live, can not do anything because the cost of supply compared with the hacking, but the market does not virtual goods because they do not recognize the property attribute, does not recognize the legitimacy of the industry hit RMB Dailian disappear, but demand is growing. Even in the eighth predicted that if the annual salary of 1 million low-end employment terms, at least in this industry 413 million people in employment can be resolved.
Therefore, recognition of the industry, the industry efforts to create favorable conditions for the birth, the government authorities and many game companies should seriously consider. speaking reason is simple Many games only when players become professional players, to ensure the physical and mental health case made by the game just work and career, the online game industry can really thrive. whether it is a class of football sports athletes, or actors of a class entertainment workers, they are socially acceptable and even sought after, it is precisely because of the healthy operation of these industries through the birth of a large number of rich and famous people. the world is secular, but also very practical, after all, is the first one to survive, and role models boundless power.
eleven, living in the world of online games will be seen as another way of life was accepted by society.
into the school when the green game, when the game's official broadcast TV programs that, when property is the property of virtual items found, as well as online games are the values of the training environment to use, when professional players to become inevitable, the logical world of online games will no longer be considered illusory, and in isolated , and will be seen as one full of possibilities and creativity, full of challenges and opportunities of another way of life.
in this way of life, in the virtual world online games, everyone, for every the role players, like the real society, same as a right to exist, honor and property rights, there is guild or head of state as the right to vote and stand for election in the future there will also determine the rules of the virtual world and the democratic rights of the game . millions of players in the game PK, fight, struggle, outside the game to find number, find equipment, are consciously or unconsciously, to maintain their own inherent legal rights. as the game company, we must fully recognize, understand and conform to the needs of this nature.
Shi Yuzhu I understand why should the game industry as the second half of his career. a man in today's social environment, even the opportunity to control the tens of thousands of people are very few companies, the company running much needed funds, employees who joined the strike for the government because of corporate misconduct to intervene. The game world game while filling the birth of the first time, the company's managers have the opportunity to build a life according to their own ideals design and construction of the virtual community into their values, will be satisfied in which millions of players, or to construct a truly ideal society, serving the thousands of players, entertain the public; and millions of players in the stocks or manipulate the hands, to take I won, like , the awakening of the people will make their own choices. After all, the game is the game world company founder and manager, is a virtual world government, not God. a well-functioning government, not by deceiving the public, and drink the blood of the general public to survive, but by providing good living conditions to attract more players to civil presence, and strive to improve the work of citizens interested in the player (through the rules of the game virtual goods production), to stimulate trade between the citizens players (for players the convenience of virtual goods transactions), thereby providing more tax revenue and special services (including the provision and sale of game accounts renamed advertising and other public resources, etc.), to get good returns. with a positive point of view to consider the Government's business network the operation of this virtual community game, game companies may be greater development of the future lay a good foundation, so the game can even be a number of social sciences University of live material.
second, the player officially recognized by the State Association alliance will be born
obtained from the central leadership in 2006 that instructions to initiate the establishment of gaming enthusiasts Organizations (commonly known as broke through policy, funding, management, social awareness and obstacles within the premise, the 2008 should be formally established. The Association of Union should be representative of the positioning of the interests of players, game companies are not affiliated with, but close with the game company together to provide quality services for the players trade organizations.
the formal establishment of the Association of Union will address the following issues:
1, players solve the game account for the Association of the problem, namely, timely access to closed beta number, timely resolution of hacking Pirates equipment problems. because of the common people to come together like the game is the root cause, which is the establishment of the basic steps of the initial credit system and method.
2, solve the Association network of home, including servers, bandwidth, technology platforms.
3, organized a variety of online and offline activities, Association players more cheerful, more healthy and expanding relationships.
4, organizational skills in all aspects of Association contest, to show the outstanding member of the Association. conduct Association selection, select a typical, such as the most talented, the most active, most capable fighting, and so on, so that a better understanding of community associations, to understand the game.
5, formulate development plans Association, economic and management, the Association to be independent, so players really become Society groups, is respected game company's customers, rather than the game's tools.
6, Union Association to develop the constitution, rules, work plan, activities design.
Association Alliance ultimate goal is, as alumni, and other comrades in arms, like the majority of players will become friends.
laws: the closest relationship with the online game will also change the image of Internet cafes and Internet cafes
the relationship between the game is as also Xiao, Xiao He also lost. Once upon a time, as a
including the Green Games green network of cultural products, including the selection and introduction of specialized services for the green bar in the minors to create good conditions for the birth, thus changing the bars to help young people may become a useful tool for healthy growth .
when providing Internet access guidance services for parents of Internet cafes in large numbers, when the awareness of parents to the network the convenience and fun, the community will greatly reduce the bias of Internet cafes, Internet cafe owners will also contribute to improve their own initiative the management level, and ultimately change the industrial image of the bar industry.
all mentioned above, so much to predict, as it is this year I am driven to work, perhaps there is no savior in this world, I think, the whole industry development opportunities within the industry must rely on the consensus of hundreds of thousands who together create!
to finish, the time has entered in 2008. I do not know why, in 2008 the total is full of opportunities and feel the magic, hoping the magic of 2008 by virtue of the power, make the following prediction come true.
one appeal from the 2003 game ratings, this year there will be substantive progress.
I personally think that even if the classification of the implementation of the game, not as foreign as the can be found in the characteristics of their age for games, so parents and the community to know what kind of different games suitable for young people and why to raise parents guide their children the proper use of games to avoid addiction, the ability to bring harm to the child.
another point of view, if no game ratings, if they are still no authoritative body would distinguish between games for middle school students, educational institutions will result in disqualification of the game can only continue deceiving the important influence on young people and the inevitable growth experience, and led to the original game for the students still can not stand up and enter the primary and secondary market, they are still suitable for students who do not occupy the primary and secondary market game wantonly, and thus the vicious cycle continues.
stringent government policy but from carefully point of view, should be based on community organizations launched the first game to test the green way, in the exploration and development of game ratings to find a basis for lessons learned, lessons learned. officially launched in 2009 should be.
II Green was named the game, including the green network, including cultural products, selected according to the results of user groups in the country under the age recommended to promote primary and secondary schools.
Green mentioned here, I think that is suitable for students to use the network of cultural products collectively. non-green is not necessarily unhealthy, like dating sites for adults, but generally not included in the green site, for the adults remain healthy. private that even the so-called dark meet the needs of mental and site, as long as no harm to others, unwilling to accept this information, do no harm to the minor, to accept for those particular people, is still healthy.
same time, I never hesitate to say that efforts to make the green network of cultural products maximum market success has been my dream since and direction. a better work, if not accepted by the market, it is not a good product, even if more health, but also negative examples can be as highbrow shelved The market will continue to be the so-called vulgar products occupy, which can only be a heavy blow with lofty aspirations of social responsibility and the enthusiasm of enterprises, thereby stifling the creativity industry, so industry sink.
Internet Society of China and the Chinese Youth Youth Association for Network-led green network collection and dissemination activities of cultural products, opening the domestic cultural industry development of green networks a new chapter, a basic telecommunications company and a large portal has formally joined the process of building the platform. The Green Network cultural products, the composition of the judges and the platform is built, it is likely for the cultural products of green networking vendors to provide a new development stage, are also likely to build from the first recognized and accepted by the national classification of primary and secondary schools Portal mm Industrial Engineering.
say a suspected leak, But, a clear feeling that the number of ministries during the years of cultural development and promotion of the network, the network of cultural industries in the country has gained rapid development, the Green Network Cultural construction work has spontaneously become the top priority.
I personally believe that the development of so-called green network culture, really need the government to do so. In the absence of government support in the case, if the business alone promote, in the the current social environment and atmosphere, the absence of credit system and the establishment of basic social and cultural well-formed, culturally difficult for enterprises to obtain green advocates should profit, and often can not survive. Now the social reality is, people most likely to pay attention and seize the person who happens to be the psychological weakness of the non-light products and services, focusing on the profitability of the enterprise is very easy to get even profits, while meeting the health needs of service providers who market will be crowding, which would play a bad role model, creating a vicious cycle that can break this cycle can only rely on the government, relying on the Government's inclination to encourage as well as the necessary counter-measures, can be gradually corrected to form a virtuous cycle of industrial development .
Fourth, about the game section on the Star TV began broadcasting in 2008.
fact, the rigid network game product advertising, in March 2005 and July 2006 respectively CCTV Series Channel has appeared, then Green Network is based on the CCTV image of the game. This year will be the third time in the March launch of the CCTV advertising green games.
and March 2007 in the CCTV broadcast of form, lay the foundation of the game to reproduce TV, but also provides the performance of the game on TV, healthy, positive side of the new ideas. to promote green games hidden deep in the culture and the reproduction of positive TV, Nirvana and rebirth, this way, the game industry quickly understood and accepted by the society a good way, but also bigger and stronger shortcut to the green game, but is to develop performance-based professional players (that is, hand power campaign) is the best platform.
five, as the impact of online games the largest and most far-reaching power of the media properties will be formally recognized and receive the same or even similar to other media, a higher standard of treatment.
Again, if the television and print media and even the portal so that the audience can only passively accept the text, voice and image, so that the audience imagine the bad guys do good or do the benefits and drawbacks of online games is to give the audience the opportunity to take the initiative to select and direct practice and experience of the good or the bad guys do the benefits and disadvantages of personality on the audience is bound to and codes of conduct to cultivate a greater impact. The water can also carry a boat capsize, the key advantage of by whom, why and how to use. In many companies have fully discovered the great game advertising network and use it when the market Government departments will also find that the value generated based advertising mm powerful media of online games, online games found in the growth of young people can play during a huge positive and timely intervention and effective and appropriately managed. < br> Six, a good RPG game rules will be to develop good values and norms and to develop young people socially, an important tool for capacity management, the rules will become a good competitive game sports one of the major youth.
This is the fourth of a forecast, predicted the inevitable result of the fifth, not repeat them here.
seven, leisure, sports games will be great development, but can still rival RPG game.
that a prediction is the fourth, fifth, sixth predicted the inevitable result, not repeat them here.
eight to online game virtual items for the existence of the property of the environment property will be recognized.
to this point , the parties have different views, including an article on virtual goods is very thorough analysis of the property attribute, suggest that you refer to: the new challenges of property law: the legal status of virtual property only from a macro where I
opposed to the idea on a few people mentioned Note:
1, the phenomenon of virtual goods transactions hot. goods transactions, the transaction amount to the most conservative estimates more than 41.3 billion yuan. calculation is: CNNIC in June 2007 20th Internet survey, 162 million Internet users, 47% play online games, is about 76.14 million online game players; 17173 Latest survey shows that no virtual goods bought 15%; bought 100 yuan less than 22% of the cost of these people is negligible; bought 100 to 500 yuan to 27%, which some people calculated according to cost 100 yuan; 500-1000 yuan bought 17% of these people to spend 500 yuan according to calculation; 1000-5000 yuan bought 13% of these people spent 1,000 yuan according to calculations; bought 6% more than 5000 yuan, which Some people take calculated at 5,000; the total cost is about all the players: (100 t27% +500 per t17% +1000 million dollars t13% +5000 t6%) t7614 million = 41.3 billion.
2, tens of millions of players, including myself, are to buy things materialized, ownership and quantitative, specific, such as instead of saying in such times, any neglect of tens of millions of players have already adopted such a large number of transactions of virtual items clear of the property attribute, the simple and complicated things up is hard to understand the practice and is bound to detours.
3, many game companies selling all kinds through a large number of virtual items, and the sale of virtual items can be randomly generated property attribute of virtual goods. I think if players are not at the time of purchase that the virtual items have been bought is own by their own control and for their own services, they are simply not going to buy it. So, when game companies argued that the sale is just a service, and ownership of virtual goods still belong to the game, game company can get back the time, it is like an overbearing government printed paper money only to pay with their own people but their remuneration Tell people who are government ownership of these notes at any time can be recovered as a.
nine, online gaming companies the rights to produce virtual goods, trading rights, management and destruction will be clearly defined rights and restrictions.
From the eighth projection, should naturally derive this forecast, and can be drawn, the game company the production of virtual goods trading rights and will be subject to conditions, and virtual items for players once or obtained through the normal rules of the game to Games companies or other players get through a fair trade after the ownership of virtual goods and proceeds will belong to the right players, the game company can only do a good job keeping the work no longer has the right management and destruction.
and said Games on the production of virtual goods trading rights and, first of all to distinguish between the properties of virtual goods.
some are similar to the QQ show a class does not increase capacity of the virtual characters in the virtual world of intellectual property works, as will the virtual world characters Preparation of dress, even though very beautiful, have a certain competitive consequences, that is, the wearer look beautiful than those who did not dress a lot, so there is no dress code in the virtual world, ashamed of, but does not make the wearer directly in the virtual world, there is no dress code were personal attacks, damage the lawful rights and interests of others. These virtual goods pricing and production in general do not need government interference.
some are similar to the real world of defensive weapons, only served to protect its own function, for the buyer for people who have this prop desire and ability to attack others, or will be very limited, but for competitors, this is very difficult to accept, because to protect themselves, improve their defense capabilities of the equipment, in many cases more than others is to make themselves more likely to survive or to receive direct benefits to owners, so in the highly competitive local demand will be great, the buyer will often have to buy to protect themselves or raise their own profitability. For sellers, they can, through appropriate manipulation and control of this need to seek high profits. For example, the United States is the world to do so. games sell virtual items such acts should be subject to certain restrictions.
some are similar to the sales of offensive weapons, such virtual items directly raise the buyers offensive capability in relation to others. In real life, sales of these weapons, often has been defined as acts against humanity be severely punished, because such weapons were sold directly to intensify contradictions, causing a large number of casualties. But in the virtual world of the benefits of selling the virtual props is that there were no real casualties, and therefore will not be a lot of life consumption caused great social resistance, but the hatred between players and each other to form a strong revenge is comparable with real life, and thus result in offensive weapons, unlimited demand, which will inevitably lead to a small number of game companies do everything possible to create hatred, to achieve the volume sales of offensive weapons for the purpose of profiteering. contrast was blinded by hatred and vanity, a large number of players, it becomes trapped in the virtual world of a group being used at the mercy of the real poor people. For these virtual items, the company should be firmly opposed selling the game.
This conclusion is very clear.
virtual characters that do not increase the capacity of the virtual props, game companies have the right to any production and trading rights, the game companies need to do is based on user needs and ability to pay sales price. Of course, the sale of virtual props can have time limits and transfer restrictions.
defensive virtual props for sale, similar to the times in the RPG game experience card, should be subject to certain restrictions, such as the frequency of daily limit or restrict the total amount so as to avoid over-spending customers; while improving the bottom line for players age, in order to avoid a minor injury.
for the virtual offensive props for sale, if similar to the journey The laws of the. because when virtual items property if it is determined the property, then those behaviors related to natural laws of the subject.
, of course, virtual worlds have also since there are dying, the virtual demise of the world means all the wealth in the virtual world was talking about. In fact, this is like a picture if it is burned, out of the paper, the media, a painting lost its value; or a certain company's stock if a company no longer exists When the stock market or even die when no longer worth the same. company went bankrupt before the bankruptcy law according to distribution of surplus property, the existence of the virtual world more just to make this distribution a number of creditors only. as if a country's central bank finished, then the country's paper money are also the same. the key is the need for national authorities to develop a timely bankruptcy liquidation of the virtual world of property management methods only, of course, this is a very long process, and hope 2009 can start the process on.
ten to provide a dozen coins, Leveling and other services for the professional way of life will be recognized.
from the eighth, ninth prediction is not difficult to deduce a prediction not repeat them here. I have such professional players as type of professional players, is out of the television media, No, many people think that the industry should be banned. I think that this happens to be the cart before the horse. The first is a huge demand determines the supply, while at the same time precisely because the property does not recognize the property of virtual items, which leads to acts of hacking is not a crime or offense very light, low cost of crime, which leads to rampant hacking, that led to the current domestic currency Leveling playing if it is proper behavior in this industry are simply can not live, can not do anything because the cost of supply compared with the hacking, but the market does not virtual goods because they do not recognize the property attribute, does not recognize the legitimacy of the industry hit RMB Dailian disappear, but demand is growing. Even in the eighth predicted that if the annual salary of 1 million low-end employment terms, at least in this industry 413 million people in employment can be resolved.
Therefore, recognition of the industry, the industry efforts to create favorable conditions for the birth, the government authorities and many game companies should seriously consider. speaking reason is simple Many games only when players become professional players, to ensure the physical and mental health case made by the game just work and career, the online game industry can really thrive. whether it is a class of football sports athletes, or actors of a class entertainment workers, they are socially acceptable and even sought after, it is precisely because of the healthy operation of these industries through the birth of a large number of rich and famous people. the world is secular, but also very practical, after all, is the first one to survive, and role models boundless power.
eleven, living in the world of online games will be seen as another way of life was accepted by society.
into the school when the green game, when the game's official broadcast TV programs that, when property is the property of virtual items found, as well as online games are the values of the training environment to use, when professional players to become inevitable, the logical world of online games will no longer be considered illusory, and in isolated , and will be seen as one full of possibilities and creativity, full of challenges and opportunities of another way of life.
in this way of life, in the virtual world online games, everyone, for every the role players, like the real society, same as a right to exist, honor and property rights, there is guild or head of state as the right to vote and stand for election in the future there will also determine the rules of the virtual world and the democratic rights of the game . millions of players in the game PK, fight, struggle, outside the game to find number, find equipment, are consciously or unconsciously, to maintain their own inherent legal rights. as the game company, we must fully recognize, understand and conform to the needs of this nature.
Shi Yuzhu I understand why should the game industry as the second half of his career. a man in today's social environment, even the opportunity to control the tens of thousands of people are very few companies, the company running much needed funds, employees who joined the strike for the government because of corporate misconduct to intervene. The game world game while filling the birth of the first time, the company's managers have the opportunity to build a life according to their own ideals design and construction of the virtual community into their values, will be satisfied in which millions of players, or to construct a truly ideal society, serving the thousands of players, entertain the public; and millions of players in the stocks or manipulate the hands, to take I won, like , the awakening of the people will make their own choices. After all, the game is the game world company founder and manager, is a virtual world government, not God. a well-functioning government, not by deceiving the public, and drink the blood of the general public to survive, but by providing good living conditions to attract more players to civil presence, and strive to improve the work of citizens interested in the player (through the rules of the game virtual goods production), to stimulate trade between the citizens players (for players the convenience of virtual goods transactions), thereby providing more tax revenue and special services (including the provision and sale of game accounts renamed advertising and other public resources, etc.), to get good returns. with a positive point of view to consider the Government's business network the operation of this virtual community game, game companies may be greater development of the future lay a good foundation, so the game can even be a number of social sciences University of live material.
second, the player officially recognized by the State Association alliance will be born
obtained from the central leadership in 2006 that instructions to initiate the establishment of gaming enthusiasts Organizations (commonly known as broke through policy, funding, management, social awareness and obstacles within the premise, the 2008 should be formally established. The Association of Union should be representative of the positioning of the interests of players, game companies are not affiliated with, but close with the game company together to provide quality services for the players trade organizations.
the formal establishment of the Association of Union will address the following issues:
1, players solve the game account for the Association of the problem, namely, timely access to closed beta number, timely resolution of hacking Pirates equipment problems. because of the common people to come together like the game is the root cause, which is the establishment of the basic steps of the initial credit system and method.
2, solve the Association network of home, including servers, bandwidth, technology platforms.
3, organized a variety of online and offline activities, Association players more cheerful, more healthy and expanding relationships.
4, organizational skills in all aspects of Association contest, to show the outstanding member of the Association. conduct Association selection, select a typical, such as the most talented, the most active, most capable fighting, and so on, so that a better understanding of community associations, to understand the game.
5, formulate development plans Association, economic and management, the Association to be independent, so players really become Society groups, is respected game company's customers, rather than the game's tools.
6, Union Association to develop the constitution, rules, work plan, activities design.
Association Alliance ultimate goal is, as alumni, and other comrades in arms, like the majority of players will become friends.
laws: the closest relationship with the online game will also change the image of Internet cafes and Internet cafes
the relationship between the game is as also Xiao, Xiao He also lost. Once upon a time, as a
including the Green Games green network of cultural products, including the selection and introduction of specialized services for the green bar in the minors to create good conditions for the birth, thus changing the bars to help young people may become a useful tool for healthy growth .
when providing Internet access guidance services for parents of Internet cafes in large numbers, when the awareness of parents to the network the convenience and fun, the community will greatly reduce the bias of Internet cafes, Internet cafe owners will also contribute to improve their own initiative the management level, and ultimately change the industrial image of the bar industry.
all mentioned above, so much to predict, as it is this year I am driven to work, perhaps there is no savior in this world, I think, the whole industry development opportunities within the industry must rely on the consensus of hundreds of thousands who together create!
No comments:
Post a Comment