game market

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游戏词典

游戏词典
animation[ˌæni'meiʃn]动画
apply[ә'plai]应用,使用
arena[ә'ri:nә]竞技场
arm[a:m]手臂
armor['ɑ:mә]防具
arrow['ærәu]箭矢
attack[ә'tæk]攻击
auction['ɔ:kʃәn]拍卖
audio['ɔ:diәu]音响
interact['intә'rækt]交流
interface['intәæ:ɔfeis]界面
international['intәæ:ɔ'næʃәnl]国际
Internet['intә:net]n.互联网
interrupt['intә'rʌpt]打断
invalid['invәli:d, in'vælid]无效
frame[freim]帧,框架,结构
frame rate[freim reit]帧率
frame work[freim wә:k]框架性工作
free[fri:]自由
frequency['fri:kwәnsi]频率
Friend[frend]朋友
game[geim]游戏
game design[geim di'zain]策划
jump[dʒʌmp]跳
keyboard['kibɔ:d]键盘
kill[kil]杀
killer['kilә]杀(人)者,凶手
Knight[nait]骑士
lag[læg]延迟
LAN[]局域网

游戏运营常用英文简称术语要点

游戏运营常用英文简称术语要点

游戏运营常用英文简称术语要点在游戏运营中,常用的英文简称术语可以帮助运营团队更高效地进行沟通和协作。

以下是一些常见的游戏运营英文简称术语要点:1. GM:Game Master (游戏主持人),负责游戏活动的组织和管理。

3. QA:Quality Assurance (质量保证),负责测试和监控游戏的质量。

4. CS:Customer Service (客户服务),负责处理玩家的问题和投诉。

5. AC:Account Center (账号中心),负责管理玩家的账号信息。

6. PR:Public Relations (公共关系),负责游戏的宣传和推广。

7. MMO:Massively Multiplayer Online (大型多人在线),指的是同时有大量玩家在线进行游戏的类型。

8. PVP:Player versus Player (玩家对玩家),指的是玩家之间的对战模式。

9. PVE:Player versus Environment (玩家对环境),指的是玩家与游戏环境中的NPC进行对战或任务。

10. DPS:Damage per Second (每秒伤害),指的是角色在游戏中每秒钟能够造成的伤害量。

11. Tank:指的是游戏中的肉盾角色,负责吸引敌人的注意力并承受攻击。

12. Healer:指的是游戏中的治疗角色,负责为队友提供治疗和支援。

13. Mob:Mobile (移动),指的是游戏中的敌对生物。

14. NPC:Non-Player Character (非玩家角色),指的是由游戏控制的非玩家的角色。

15. RNG:Random Number Generator (随机数生成器),指的是在游戏中用来生成随机事件或随机数的算法。

16. MMORPG:Massively Multiplayer Online Role-Playing Game (大型多人在线角色扮演游戏),指的是在线多人角色扮演游戏。

Chinese game market

Chinese game market

Chinese game market has had a ups and downs of the history. In October 1983, the first Chinese region game company—the third wave culture enterprise Co., LTD was founded in Taiwan. China’s game market began to grow. In 1984, April, ACER computer company build a bonus to encourage Chinese create game by self. As a series of activity continue, cultivate a group of the earliest game designers in China. But limited to design level at that time, finally it doesn’t have a work can be listed.After that, China’s game industry walked into a b ooming primary stage of development. Softstar, Soft-world, T-time Technology, a group of outstand domestic game development company established one by one. At the same time, the government has introduced the policy of development of science and technology; promote the development of China’s electronic industry and hardware industry. All kinds of computer products which been designed by Chinese independent has been produced in succession. As a result, the Chinese game market official walked on the journey.90 s, personal computer hardware and software technology, especially the multimedia technology, rapid development. Electronic makret walked into the multimaedia era of PC. In March 1993, Intel pentium processor launch. In November 1995, Voodoo video card come into the world. The breakthrough of hardware technology brought computer games one after one revolution. Chinese game market also welcomed the best of times. <The Legend of Sword and Fairy>, <Xuanyuan Jian>, <the Legend of Swordman>, a sercies of classical works all take a appear in Chinese game industry at this stage one by one. However, just after a few year, this short success become a eternal glory memory in the players’ heart.At the beginning of 21st, the Internet age fast come into people’s perspective. Nic, sound and video CARDS condensed into chip and been integrated into motherboard. Later, video card core directly integrated into the processor. Instead the importance of computer, network become the focus of people. Domestic and abroad online game company develops and expansions by a surprising speed. As a new operational management model, online game has a huge advantage in profit compared with PC game. The rise of the network game basically brought China PC game industry the sound of death.Under the online game company’s pressure, a large number of PC game companies go bankrupt. Though there are a certain number of PC game works out, the quality is fallen significantly. This situation impelled more player leave PC game market and go into online games. In this phase, compare with the booming development of online game, PC game industry played as if an old man step to death, been deep in a nausea cycle and continue to shrink, and recession.Nowadays, with Apple’s growing, china electronics industry changes the situation of Microsoft monopoly. Apple products expand the share in China electronic industry. All kinds of game platform are unceasingly rich Chinese game industry. With the improvement of the Internet, online game in Chinese game industry continues to be the champion. And as for the reflection of their own, PC game company began to improve his operational management, change the industrial structure. 2010, July, Shanghai Aurogon information and technology Co. presents<GuJian>, receive tremendous success. This success pushes Chinese game industry to a new heights.There are four major kinds of game in Chinese game industry.The first one, PC game.A PC game, also known as a computer game, is a video game played on a personal computer, rather than on a video game console or arcade machine. PC game have evolved from the simple graphics and game play of early titles like Spacewar, to a wide range of more visually advanced titles.Modern computer game place great demand on the computer’s hardware, often requiring a fast central processing unit (CPU) to function properly. Similarly, 3D games often rely on a powerful graphics processing unit (GPU), which accelerates the process of drawing complex scenes in real-time.Computer games also rely on third-party software such as an operating system (OS), device drivers, libraries and more to run. Today, the vast majority of computer games are designed to run on the Microsoft Windows family of operating systems. Whereas earlier games written for MS-DOS would include code to communicate directly with hardware, today Application programming interfaces (APIs) provide an interface between the game and the OS, simplifying game design.Compare with other game platform, PC has fully advantages. PC game doesn’t have to connect to the Internet to play games. It gets rid of a lot of limitations. Only one computer can experience the game, at the same time multiplayer mode can also be achieved through the interaction between players. Today’s PC games are workmanlike; it is fine to do better showing good picture, good game play. In terms of online games, PC game is more than playable.PC game’s picture is more delicate than online game. The story is also much richer, vivid. PC game mostly arises with series form. Play game under a theme of the story in the context always tend to give player an immersive feel.Although PC game industry depressed at present, it is still hold most of attention share in the market. In 2011, Chinese PC game gets 65.5% attention in Chinese game market. (See table 1).The second one, online game.The online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself.Online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of game play." Online games are played over some form of computer network, now typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games don’t require payment.Different from the monotony of PC game value chain, Chinese online game industry has already formed the effective value chain of the industry. Game supports design game product to online game operation businessman. Telecommunications companies offer IDC to online game operation businessman. At the same time, online game operation businessman offer product and service to game users, game agency, Internet bar or software store. (See table 2). It can be seen that in China’s current situation, online game operator at the core of the whole online game industry value chain. An online game’s success must establish in the operator’s deeply understanding of game market and game user.Now China’s online game industry scale is increasing. But the growth is slipping. (See Table 3) for example, the scale in 2005 is 2.47 billion RMB, a 47.9% increase over 2010. Even so, compare with the growth of China’s IT growth rate and online game user growth rate, this number is very high. It is fully show online game industry is still at the stage of rapid growth.插入第二部分结束On the whole, Chinese game industry tends to be complied. For example, in table 4 we can see, for china’s software developers in the enterprise, 29.0% of software developers in the software development industry enterprise, followed by the Internet and manufacturing industry, account for 9.7% and 8.7% respectively. This data and investigation is similar to past year. It means Chinese software industry chain didn’t change too much.Although there isn’t too much change compared with previous year, the potential surge never disappeared. The balance of power in each industry quietly changed-China’s software is taking a new road to transformation.。

game英语单词

game英语单词

game英语单词游戏是现代社会最受欢迎、最具影响力的娱乐活动之一。

在游戏中,人们可以放松心情,释放压力,体验各种各样的乐趣。

同时,在英语学习中,游戏也可以发挥重要的作用。

下面是一些关于“game”的英语单词,以及它们的基本用法和实际应用。

1. GameGame是指各种类型的游戏,包括体育、电子、棋类、卡牌和桌面游戏等。

例如,Tom and Jack are playing a game of chess,意思是 Tom 和 Jack 正在下一盘棋。

2. GamerGamer是指游戏的玩家或爱好者。

例如,这个游戏很受玩家欢迎,意思是这个游戏深得玩家们喜爱。

3. GamingGaming是指玩游戏,通常是指电子游戏。

例如,I spend all day gaming,意思是我整天都在打电子游戏。

4. StrategyStrategy是指游戏策略。

在游戏中,玩家需要制定有效的策略来获胜。

例如,在这个游戏中,你需要制定一个有效的策略,才能赢得比赛。

5. MultiplayerMultiplayer是指多人游戏。

在这种游戏中,玩家可以与来自世界各地的其他人交流和互动。

例如,我和朋友们玩的这个游戏是多人游戏。

6. LevelLevel是指游戏的不同难度级别。

在这些级别中,游戏的挑战和难度也有所不同。

例如,这个游戏的第二级别非常难。

7. High scoreHigh score是指游戏中的最高分数。

在游戏中,玩家可以尝试打破最高纪录,为自己赢得荣誉。

例如,我打破了我的高分纪录,现在是这个游戏的最高分。

8. Save pointSave point是指游戏中的存档点。

在游戏中,玩家可以在保存点处保存当前进度,以便在后续的游戏过程中恢复。

例如,在这个游戏中,你需要在每个存档点处保存进度。

总结:以上是关于“game”的基本英语单词,涉及到了游戏的各个方面。

在日常的英语学习和游戏交流中,我们可以使用这些单词,提高自己的语言水平和游戏技能。

游戏英语怎么写

游戏英语怎么写

1.游戏用英语怎么写游戏英文:game,play,sport,recreation.这四个单词都有游戏的意思,根据不同的语境用不同的单词。

game一词最普遍的译意为“游戏”,意为游乐嬉戏;玩耍。

在英语中game一词另外一个重要意义为“竞赛”、“运动会”,如:football game(足球比赛)、the Olympic Games(奥林匹克运动会)基本要点:⒈game用作名词的意思是“游戏,运动,比赛”,也可表示比赛中的“一局、一盘或一场,比分,比赛规则”。

引申可表示“策略,诡计”,是可数名词。

⒉game也可指游戏或运动的“器材”,是可数名词。

⒊game也可表示“行业,行当”,是可数名词,属非正式用法。

⒋game还可表示“猎物”,不可数,此时前面不可加不定冠词a。

⒌game的复数形式games的意思是“运动会,竞技赛”,与定冠词the连用,在特指某届〔次〕运动会时其谓语动词用单数形式,统指(多届的)运动会时其谓语动词用复数形式,作专有名称时首字母常大写。

2.有关电脑游戏的英语作文3.“玩游戏”用英语怎么说玩游戏:play games如果他们必须在你睡觉时间外玩游戏,让他们将电视调成无声。

game一词最普遍的译意为“游戏”,意为游乐嬉戏;玩耍。

在英语中game一词另外一个重要意义为“竞赛”、“运动会”,如:football game(足球比赛)、the Olympic Games(奥林匹克运动会)双解释义⒈勇敢的,有决心的,敢作敢为的 brave,determined,and ready for actionP 2.愿意的,心甘情愿的 willing⒊残疾的;瘸的 lame; crippled基本要点⒈game作“勇敢的,有决心的,敢作敢为的”解时在句中可用作定语或表语。

⒉game也可作“愿意的,心甘情愿的”解,在句中多用作表语,与介词for连用。

⒊在口语中, game还可作“残疾的;瘸的”解,属古旧用法。

2024年游戏行业发展前景展望:机遇与挑战并存

2024年游戏行业发展前景展望:机遇与挑战并存

2024年游戏行业发展前景展望:机遇与挑战并存The Outlook for the Development of the Gaming Industry in 2024: Opportunities and Challenges Coexist2024 is expected to be a pivotal year for the gaming industry, with both opportunities and challenges lying ahead. As technology continues to advance and consumer demands evolve, the gaming industry will need to adapt and innovate to stay relevant in the ever-changing landscape.One of the key opportunities for the gaming industry in 2024 is the continued growth of the global gaming market. With the increasing popularity of mobile gaming and the rise of emerging markets, such as China and India, the demand for gaming experiences is expected to skyrocket. This presents a huge potential for game developers and publishers to tap into new markets and expand their user base.Moreover, the advancements in technology, such as virtual reality (VR) and augmented reality (AR), will create newpossibilities for immersive gaming experiences. With the introduction of more affordable VR and AR devices, gamers will have access to a whole new level of interactive and realistic gameplay. This opens up opportunities for game developers to create innovative and engaging content that takes advantage of these technologies.However, along with these opportunities, the gaming industry will also face several challenges in 2024. One of the biggest challenges is the issue of game addiction and its impact on mental health. As gaming becomes more accessible and immersive, there is a growing concern about the addictive nature of certain games and its effects on individuals, particularly young people. Game developers and industry stakeholders will need to address this issue by implementing responsible gaming practices and promoting a healthy gaming culture.Another challenge for the gaming industry is the increasing scrutiny from regulatory bodies. Governments around the world are becoming more involved in regulating the gaming industry, particularly in areas such as loot boxes and microtransactions.This can potentially impact the revenue streams for game developers and publishers, as well as the overall user experience. The industry will need to work closely with regulators to find a balance between consumer protection and business sustainability.Furthermore, the gaming industry will also face fierce competition in 2024. With the rise of indie game developers and the emergence of cloud gaming platforms, the market will become even more saturated. Game developers will need to find unique ways to differentiate their products and stand out from the competition. This may involve focusing on niche markets, creating innovative gameplay mechanics, or leveraging intellectual property (IP) rights.In conclusion, the gaming industry in 2024 will be filled with both opportunities and challenges. The continued growth of the global gaming market, advancements in technology, and the potential for immersive gaming experiences present exciting prospects for game developers and publishers. However, issues such as game addiction, regulatory scrutiny, and intense competition will require careful navigation. By embracinginnovation, promoting responsible gaming practices, and adapting to changing consumer demands, the gaming industry can thrive and continue to provide enjoyable experiences for gamers worldwide.2024年游戏行业发展前景展望:机遇与挑战并存2024年预计将是游戏行业的一个关键年份,机遇与挑战并存。

2024英国游戏市场管理知识分析数据统计(英文版)

2024英国游戏市场管理知识分析数据统计(英文版)

2024英国游戏市场管理知识分析数据统计(英文版)In recent years, the UK game market has experienced significant growth and has become one of the largest and most profitable industries. As of 2024, it is important for game market managers to stay updated on the latest trends and statistics to make informed business decisions. Here, we will provide an analysis of the data and statistics related to the management of the game market in the UK.1. Revenue: The revenue generated by the UK game market has been steadily increasing over the years. In 2023, the game market revenue reached £5.26 billion, a 7% increase compared to the previous year. This upward trend is expected to continue in 2024, with an estimated revenue of £5.62 billion.2. Mobile Gaming: Mobile gaming has gained immense popularity in recent years and has become a significant part of the UK gaming market. In 2023, mobile gaming accounted for 51% of the total game market revenue, generating £2.69 billion. It is projected that mobile gaming will continue to dominate the market in 2024, with an estimated revenue of £3 billion.3. Console Gaming: Although mobile gaming has taken the lead, console gaming still holds a significant market share. In 2023, console gaming contributed £1.98 billion to the game market revenue. It is anticipated that console gaming will witness a growth rate of 4% in 2024, reaching a revenue of £2.06 billion.4. PC Gaming: PC gaming has also maintained its popularity among gamers in the UK. In 2023, it generated £592 million inrevenue. It is expected that PC gaming revenue will slightly increase in 2024, with a projected revenue of £640 million.5. Esports: Esports has emerged as a rapidly growing segment within the game market. In 2023, the UK esports market generated revenue amounting to £111 million. This revenue is expected to grow by 10% in 2024, reaching £122 million.6. Game Distribution: The distribution of games has undergone a significant shift with the rise of digital distribution platforms. In 2023, digital distribution accounted for 90% of game sales, while physical distribution contributed the remaining 10%. This trend is expected to continue in 2024, with digital distribution projected to hold a majority share in the market.7. Game Genres: The most popular game genres in the UK include action, shooter, role-playing, and sports games. These genres consistently generate high revenue and have a strong fanbase. Game market managers should consider these trends and tailor their game offerings to cater to these genres.In conclusion, the UK game market continues to thrive, driven by the rise of mobile gaming, console gaming, and the growing popularity of esports. Managers should focus on leveraging digital distribution platforms, targeting popular game genres, and staying updated on the latest trends to effectively manage their businesses in this dynamic industry.Sure! Here are some additional points that you can include to expand on the analysis of the UK game market: 8. User Demographics: Understanding the demographics of gamersis crucial for game market managers. In the UK, the average age of gamers is around 34, and both men and women are actively participating in gaming. However, there is a slight gender imbalance, with males comprising a higher percentage of gamers. Managers can utilize this information to target specific age groups and gender preferences in their marketing and game development strategies.9. Virtual Reality (VR) Gaming: Virtual reality gaming has gained traction in recent years, offering an immersive gaming experience. In 2023, the UK VR gaming market generated around £254 million in revenue. With the continuous advancements in VR technology, it is projected that the VR gaming market will grow at a CAGR of 20% until 2024, reaching a revenue of £317 million. Game market managers should consider investing in VR games or incorporating VR elements into their existing games to tap into this growing market.10. Cross-Platform Gaming: Cross-platform gaming has become increasingly popular, allowing gamers to play together regardless of the device they are using. This trend has been embraced by various game developers and has opened up new opportunities for gamers to connect with each other. Managers should consider developing and supporting cross-platform games to enhance the gaming experience and attract a larger player base.11. In-Game Purchases: In-game purchases, such as microtransactions and downloadable content (DLC), have become a significant revenue stream for game developers. These purchases offer additional features, skins, items, or levels within the game,providing a personalized and extended gaming experience. In 2023, in-game purchases accounted for £2.3 billion in revenue, representing a substantial portion of the overall game market revenue. Managers should adopt effective monetization strategies and carefully balance the implementation of in-game purchases to maintain player satisfaction and optimize revenue.12. Gaming Communities and Streaming: Gaming communities and streaming platforms, such as Twitch and YouTube Gaming, have gained immense popularity, allowing gamers to connect, share their experiences, and watch professional players compete. These platforms provide game market managers with opportunities for marketing, building brand awareness, and engaging directly with gamers. Managers should consider building partnerships with influencers and streamers to showcase their games and reach a wider audience.13. Ethical Considerations: The gaming industry has faced various ethical concerns, such as loot boxes, addictive gameplay mechanics, and the impact of violent video games. Game market managers should be mindful of these issues and take proactive steps to ensure that their games promote positive player experiences, prioritize player well-being, and align with industry standards and regulations.14. Market Competition: The UK game market is highly competitive, with numerous indie studios, established game developers, and international companies vying for market share. Managers should conduct thorough market research, stay updated on the latest industry trends, and ensure that their games offerunique and compelling features to stand out in this crowded market.15. Future Trends: Looking ahead, the game market is expected to continue its growth trajectory in the UK. Technological advancements such as 5G connectivity, cloud gaming, and augmented reality (AR) are expected to further reshape the gaming landscape. Managers should anticipate and adapt to these emerging technologies to stay competitive and provide innovative gaming experiences.By incorporating these additional points into your analysis, you can provide a comprehensive and in-depth overview of the UK game market and equip game market managers with valuable insights for their decision-making processes.。

中考英语游戏产业发展单选题40题

中考英语游戏产业发展单选题40题

中考英语游戏产业发展单选题40题1.The history of the gaming industry is full of exciting _____.A.eventsB.incidentsC.accidentsD.happenings答案:A。

本题考查名词辨析。

“events”表示重大事件;“incidents”指小事件;“accidents”是意外事故;“happenings”泛指发生的事情。

游戏产业历史中的应该是重大事件,所以选A。

2.The early gaming industry was characterized by simple ____ graphics.A.prettyB.niceC.beautifulD.primitive答案:D。

本题考查形容词辨析。

“pretty”“nice”“beautiful”都表示美丽的、漂亮的,而早期游戏产业的图形应该是简单原始的,“primitive”符合题意。

3.The development of the gaming industry brought many new _____.A.challengesB.problemsC.difficultiesD.troubles答案:A。

本题考查名词辨析。

“challenges”表示挑战;“problems”和“difficulties”“troubles”都侧重于问题、困难。

游戏产业的发展带来的更多是挑战,所以选A。

4.The gaming industry has seen a rapid _____ in recent years.A.growthB.increaseC.riseD.advance答案:A。

本题考查名词辨析。

“growth”强调生长、发展;“increase”和“rise”更多表示数量的增加;“advance”表示进步。

游戏产业近年来是快速发展,所以选A。

5.The old games in the gaming industry have a certain ____ charm.A.nostalgicB.sentimentalC.emotionalD.romantic答案:A。

2023年手游行业前景:手游市场发展空间被政策限制

2023年手游行业前景:手游市场发展空间被政策限制
这一现象主要是由于政策对游戏内容的要求不断提高,限制了游戏公司的创作空间。例如,游戏内容必须符合社会道德和国家安全标准,游戏运营必须遵守相关法律法规等。这些政策限制不仅影响了游戏公司的收入,也影响了玩家的游戏体验。
2. 手游市场发展空间被政策限制
1.2022年全球移动游戏市场展望:中国市场主导,欧美增长迅猛,日本市场饱和2022年,全球移动游戏市场预计将达到1500亿美元,同比增长7.3%。其中,中国市场占比最大,约为40%,但增速较慢。相比之下,欧美市场增速较快,达到15%,而日本市场则呈现饱和状态,增速仅为3%。
手游行业前景分析:政策影响不可忽视在分析2022年手游行业的前景时,我们必须考虑政策因素。政策的制定通常基于各种因素,包括经济状况、人口变化、科技发展等。在全球范围内,政府对于娱乐业特别是游戏行业的政策制定是非常重要的。这些政策不仅影响游戏开发商的运营,也影响玩家对游戏的选择。
政策限制对游戏市场的影响首先,让我们看看政策对市场环境的影响。根据最新的数据,全球游戏市场规模在2021年达到了1750亿美元,而手游市场的规模更是达到了870亿美元。但是,政策限制对于市场的发展也起着关键作用。据观察,大部分国家的政府已经开始限制或审查手游市场,特别是对于一些含有暴力、色情或其他不适宜内容的游戏。
2023/9/14
Analysis of Policy Impact on Mobile Game Industry
REPORT-Benjamin
手游行业政策影响分析
01
手游市场环境分析
Analysis of Mobile Game Market Environment
2022年手游行业展望2022年,手游行业前景展望
2.2022年全球手游市场玩家数量下降,竞争格局变化,游戏品质内容受关注受到政策限制的影响,2022年全球手游市场的玩家数量略有下降,同比下降5%。同时,手游市场的竞争格局也发生了变化。越来越多的游戏开发商开始关注游戏品质和内容,以提高游戏的可玩性和吸引力。此外,游戏发行商也在加强游戏内容的审查,以确保游戏符合当地政策法规的要求。这些变化有助于推动手游市场朝着更加健康和可持续的方向发展。

newzoo:2014年全球游戏市场调查报告

newzoo:2014年全球游戏市场调查报告

Peter Warman CEO NewzooZoom Out.Trends and insights towards a $100bn global market in 2017Celebrating the launch of Newzoo’s 2014 Global Games Market ReportTrends and insights towards a $100bn global market in 2017Peter WarmanCEO Newzoo Zoom In.Peter Warman CEO NewzooZoom In.Trends and insights towards a $100bn global market in 2017Celebrating the launch of Newzoo’s 2014 Global Games Market ReportPeter Warman CEO NewzooZoom Out.Trends and insights towards a $100bn global market in 2017Celebrating the launch of Newzoo’s 2014 Global Games Market ReportPeter Warman CEO NewzooCelebrating the launch of Newzoo’s 2014 Global Games Market Report2014 Global Games Market Report! 45 pages! Global Trends & Key Moments!Methodology & Key Market Indicators! Global Market per Screen, Segment & Region ! Game Revenues of Top Public Companies ! Market Per Region, 2013-2017 Projections ! The Top 50 Countries, 2014 Data !Key Data & Insights on 18 Countries ! Franchise Rankings & Insights ! €1,490 ($1,990)Global Games Data Service! 12 Month Continuous Service !Granular Datasets !Quarterly Updates!Custom Analysis Support !Includes report ! €4,900 ($6,700)Trends and insights towards a $100bn global market in 2017Webinar practical stuffQuestions! Questions can be posed by using the Questions box in the GoToWebinar dashboard! Selected questions will be answered at the end of the webinar following a40 minute presentation.! All questions will receive a personal answer from one of the presenters. Problems! If you are experiencing any Technical problems let us know via the Questions box and we will see what we can do.! Alternatively shoot an email to our moderator Thomas,thomas@Global and Local Market IntelligenceGLOBAL COUNTRIESFRANCHISES APPSTORES CUSTOMseveral key clients cannot be disclosed NEWZOO SERVICESGlobal Games Market Webinar Trends and insights towards a $100bn global market in 2017 Looking Back.1,110M GAMERS © 2014 NewzooKey Take-Aways.*Excluding tax, hardware,consumer-to-consumer tradebut including retail margin.Japan 2013 mobilerevenues$5.5bnof which $2.4bn throughfeature phonesGames generated80%of appstore revenue versus65% a year ago© 2014 Newzoo*Excluding tax, hardware,consumer-to-consumer trade but including retail margin.Key Take-Aways .China exceededexpectations with+35%Year-on-year growth with total revenues of$13.5bnin 2013Trends and insights towards a $100bn global market in 2017Peter WarmanCEO Newzoo Zoom Out.Peter Warman CEO NewzooCONSUMERENTERTAINMENT SCREENTV/CONSOLEFLOATING SCREEN TABLETS/HANDHELDSCOMPUTER SCREEN DESKTOP/LAPTOPPERSONAL SCREENFEATURE & SMARTPHONESTrends and insights towards a $100bn global market in 2017SOCIAL NETWORKSTHE CLOUD2013 Global Games Market© 2014 Newzoo*Excluding tax, hardware,consumer-to-consumer trade but including retail margin.1,110MGAMERSKey Take-Aways .In North America24%of gamers played on all four screens, or 41M gamersIn Western Europe22%of gamers played on all four screens, or 34M gamers© 2014 N ewzoo D ata E xplorerKing Franchises: Screen Most Played OnFor Candy Crush, Pet Rescue Saga, Farm Heroes and Papa Pear Saga gamers#2grossing iOS game in the world (March ’14), #2 for GooglePlay48%of mobile Candy Crush gamers also plays one of King’s other mobiletitles38%Of Candy Crush gamers has a Samsung phone#6grossing iOS game in the world (March ’14) #7 for GooglePlay53%of mobile Farm Heroes gamers also plays Candy Crush onmobile48%Of Farm Heroes players lives with kidsat homeAggregated data for 12 countries:US UK GER FR BE NL TR 55MIs the minimum number of gamers for any of these fourKing franchisesPO CHN KOR VN JPCROSS-­‐SCREEN M ONETIZATIONKing uses the PC screen to ! Tweak gameplay ! Test games!Build a community !Promote mobileAnd then selects the game to publish on mobile andstarts monetizing.Only the oldest King franchise, Candy Crush had more players on mobile inMarch with40%Playing most on a smartphone and 39% onPC.Key Take-Aways .Global Games Market Webinar Trends and insights towards a $100bn global market in 2017Looking Back. Gl obal Games Market Webinar Trend s and insights towards a $100bn global market in 2017Looking Ahead.© 2014 NewzooTablet gaming is fastestgrowing segment at37%Year-on-year growthTV Console gaming flat at$23.4bnwith current-gen still strongKey Take-Aways.© 2014 Newzoo*Excluding tax, hardware,consumer-to-consumer tradebut including retail margin.Key Take-Aways.Asia-Pacific contributes 82% Of global annual growth of $6.0bn taking 45% of the worlds’games marketGlobal Games Market Webinar Trends and insights towards a $100bn global market in 2017Looking Back. Gl obal Games Market Webinar Trend s and insights towards a $100bn global market in 2017Looking Ahead.Global Games Market Webinar Trends and insights towards a $100bn global market in 2017Towards 2017.2013-2017 Global Games Market© 2014 Newzoo, Global Games Market ReportKey Take-Aways .The global games marketgrows to$102.9bnIn 2017, at a compound annualgrowth rate of8.1%2012 2013 2014 2015201620171020 30 40 50 60 70 80 90 100 Global Games Market 2012-20172013 $75.5 Bn2017 $102.9 Bn$70.418%$75.5$81.4$88.4$95.2$102.923%27%30%32%34%$12.7$17.6$21.8$26.3$30.7$35.4TOTALMOBILETOTALMOBILE2013 $17.6Bn2017 $35.4BnTOTAL MARKET 2013-2017 CAGRMOBILE GAMES+8.1% +19.1%$Bn SHARESHARESHARESHARESHARESHAREMOBILEMOBILEMOBILEMOBILEMOBILEMOBILETOTALTOTALTOTALTOTALTOTALTOTAL© 2014 NewzooTOTAL GAMES MARKETMOBILE GAMES MARKETKey Take-Aways .This year mobile gaming passes a quarter share of the games market. In 201734%Of global game revenues will be generated through (smart)phones and tablets,at$35.4bnDouble compared to 2013 and more than consoles….Global Games Market 2013-2017! 2013 Global Revenues Exceeded ExpectationsDriven by Continued Growth in China and Mobile Gaming on a Global Scale.! Between 2013 and 2017, the Global Games Market Grows at 8.1% (CAGR) per Year to $100bn in 2017.! Apple, King, Gungho Generate More Annual Game Revenues Than Nintendo.! The Asia-Pacific Region Contributes 82% of $6Bn Global Games Market Growth.! Smartphones and Tablets Match Global Console Revenues. ! The Global Number of Gamers Surpasses 2.0Bn, Up From 1.6Bn in 2013.! Tencent Takes 10% of World Games Market. ! China Overtakes US as Worlds’ BiggestGames Market with over $25Bn Revenue. ! Mobile Games Market Share Rises to 35% with $35Bn Revenue. ! Global MMO Revenues Equal Those of TV / Consoles at $24Bn.! Physical SalesEvaporate, Dropping Below 20% in the US.! The Asia-Pacific Region Takes 49% of Global Market.© 2014 Newzoo, Global Games Market ReportKey Moments Towards 2017 | Revenues Per Year and Market SegmentKey Take-Aways.In 2013, Tencent became worlds’ biggest game company. Its Q1 results showed YoY growth of+40%At this pace, Tencent willtake10%of the f global games marketin 2015CompaniesSource:Free rankings on==FY 2013Q1 2014Global Market Data Methodology Newzoo’s unique approach to global market data and projectionsWorlds’BiggestSudoku.Global Market ModelS h a r e o f P a y i n g P l a y e r s (%)T i m e / P l a y e r (h r s )A v g . S p e n d / P a y i n g P l a y e r ($)Global Financial Company AnalsyisGame revenues of public and non-public companiesPopulation & Economic Census DataProjecting organic growth on a local and global scalePrimary Consumer Research in Key CountriesUnderstanding playing and spending behaviourLocal Data ValidationWith commercial companies in specific countriesThird Party Data & ResearchReported on a local and global scaleNewzoo’s Global Data ModelOutput: Key Market Indicators (Global, Regional, Local)Input: Continuous Data AnalysisModellingUsing Economic & Population KPIsComing soon: new casual connect reportKey Take-Aways .Connectivity and economic growth drive games market growth. Online population will grow+39%Towards 2017 compared to 7.9% in matgure markets.Newzoo Estimates in PerspectiveNotes:Compound annual growth rates cover different periods: PwC (2012-17), IDG (2012-17), Gartner (2012-15), DFC (2012-17), Newzoo (2013-2017).Sources:PWC: “Global Media & Entertainment Outlook 2013-17”, IDG: Investor relations site Capcom (dated September 2013), Gartner: Press release October 29, 2013. DFC:“Return of the core gamer”, February 2014. Newzoo: Games Market Update, April 2014.20122013Granularity Country-by-CountryTop 100 countries by game revenues/countryrevenuesZoom Out.Global Games Market WebinarTrends and insights towards a $100bn global market in 2017Games: Mass audience & TransmediaFree-to-play PC/MMO games are leading growth on PC with a compoundannual growth rate (CAGR) of+19.4%for 2012 - 2016.PewDiePie is now the #1 Channel on YouTubeworldwide with14,245,717subscribers and 2,577,980,625views to dateOn the Friday of the League of Legends final, attended by 13,000 fans,4,300,000people watched live streams on Twitch.Free to PlayeSportsGame Video ContentTrends are all inter-relatedIt is about time .Total time spent on games in2013 is up+39%Compared to 2011 In North America+43%In Western EuropeSizing eSports PopularityTrends and insights towards a $100bn global market in 2017 Zoom Out.Trends and insights towards a $100bn global market in 2017 Zoom Out.Trends and insights towards a $100bn global market in 2017 Zoom Out.Trends and insights towards a $100bn global market in 2017 Zoom Out.Trends and insights towards a $100bn global market in 2017CONSUMERENTERTAINMENT SCREENTV/CONSOLE FLOATING SCREENTABLETS/HANDHELDS COMPUTER SCREEN DESKTOP/LAPTOPPERSONAL SCREEN FEATURE & SMARTPHONESSOCIAL NETWORKSTHE CLOUDThe Real World Zoom Out.AppStores & Mobile Devices Drive Change in the Real World Zoom Out.The Real WorldZoom In.vs The AppStoreZoom Out.Zoom Out.Peter Warman CEO Newzoo Zoom In. Celebrating the launch of Newzoo’s 2014 Global Games Market ReportGlobal Games Market Webinar Trends and insights towards a $100bn global market in 2017 Order a t n €1,490 ($1,990) ConSnuous s ervice €4,900 ($6,700) Zoom Out.。

关于介绍中国游戏的作文英语

关于介绍中国游戏的作文英语

关于介绍中国游戏的作文英语China's Gaming Industry: A Fascinating ExplorationChina's gaming industry has been rapidly evolving and expanding, captivating the attention of gamers and industry enthusiasts worldwide. As one of the largest and most dynamic gaming markets globally, China's influence on the industry is undeniable. From the rise of mobile gaming to the emergence of innovative game development studios, the Chinese gaming landscape offers a rich tapestry of experiences and insights.At the forefront of this vibrant industry is the remarkable growth of mobile gaming. China has witnessed a surge in smartphone ownership, coupled with the proliferation of high-speed internet access, which has fueled the meteoric rise of mobile gaming. Titles such as Honor of Kings, a multiplayer online battle arena (MOBA) game developed by Tencent, have become global phenomenons, boasting millions of active users. The accessibility and convenience of mobile gaming have made it a dominant force, catering to the diverse preferences of Chinese gamers.Alongside the mobile gaming revolution, China has also fostered athriving ecosystem of game development studios. Companies like Tencent, NetEase, and miHoYo have emerged as powerhouses, creating some of the most innovative and visually stunning games in the industry. These studios have not only captivated domestic audiences but have also gained significant traction in the global market. Games like Genshin Impact, developed by miHoYo, have garnered worldwide acclaim for their immersive open-world experiences and stunning graphics.One of the unique aspects of the Chinese gaming industry is the strong emphasis on community and social interaction. Many popular games in China incorporate features that encourage players to engage with one another, fostering a sense of belonging and camaraderie. This social aspect is particularly evident in the rise of live-streaming platforms, where gamers can interact with their favorite streamers and fellow enthusiasts in real-time. Platforms like Douyu and Huya have become hubs for gaming communities, allowing players to share their experiences, strategies, and even form virtual friendships.The Chinese gaming industry has also demonstrated a remarkable adaptability to emerging trends and technologies. The rapid adoption of cloud gaming, for instance, has opened new avenues for game distribution and accessibility. Companies like Tencent and Alibaba have invested heavily in cloud gaming infrastructure,enabling players to access a vast library of games without the need for powerful hardware. This shift towards cloud-based gaming has the potential to revolutionize the industry, making high-quality gaming experiences more accessible to a wider audience.Moreover, the Chinese gaming industry has played a significant role in shaping global trends and influencing the broader gaming landscape. The popularity of battle royale games, for instance, can be partly attributed to the success of PlayerUnknown's Battlegrounds (PUBG), a game that gained massive popularity in China before becoming a global phenomenon. Similarly, the rise of gacha-style monetization models, where players can acquire virtual items through random draws, has been heavily influenced by the success of such systems in Chinese games.However, the Chinese gaming industry has also faced its share of challenges and regulatory scrutiny. The government has implemented measures to address concerns regarding gaming addiction, particularly among younger players. This has led to the introduction of playtime restrictions and age-appropriate content guidelines, which have prompted game developers to adapt their strategies to comply with these regulations.Despite these challenges, the Chinese gaming industry remains a vibrant and dynamic ecosystem, constantly evolving and pushing theboundaries of innovation. As the world's largest gaming market, China's influence on the global gaming landscape is undeniable. From the rise of mobile gaming to the emergence of cutting-edge game development studios, the Chinese gaming industry continues to captivate and inspire gamers and industry professionals alike.。

gm英语词汇

gm英语词汇

gm英语词汇
1. General Manager 的缩写,意为总经理。

相关词汇包括:executive(高管)、management (管理)、corporate strategy(公司战略)等。

2. Game Master 的缩写,指游戏管理员,通常负责维护游戏秩序、解决玩家问题等。

相关词汇包括:gaming(游戏)、online community(在线社区)、virtual world(虚拟世界)等。

3. Graphics Modeling 的缩写,指图形建模,通常用于计算机图形学领域。

相关词汇包括:3D modeling(三维建模)、animation(动画)、rendering(渲染)等。

4. Grand Master 的缩写,在国际象棋中表示特级大师。

相关词汇包括:chess(象棋)、strategy(策略)、tournament(比赛)等。

5. Gang Master 的缩写,指犯罪团伙头目。

相关词汇包括:gangster(匪徒)、organized crime(有组织犯罪)、violence(暴力)等。

请注意,具体含义可能因上下文而异。

如果你需要了解更多关于“gm”的信息,请提供更多背景信息。

中国网页游戏市场英语作文

中国网页游戏市场英语作文

中国网页游戏市场英语作文China is the largest Android game market in the world, just like the discovery of Nib iru Planet, shining makes every astronomical love.Good people are ecstatic. But for many European and American developers, China is still a market full of uncertainty and anxiety. MiddleDoes the uncertainty of China's game market mean that it is bound to end? Chinese people's concept of game from At a few points, get a glimpse of the whole picture:1. Chinese people don't like realistic meat-cutting buying games-but they like spending in games.Although many paid Android games have attracted a large number of Chinese players, they actually occupy only a small part of the market.Part. That's because Chinese people are very reluctant to buy games directly. On the contrary, they prefer to play lots of free games.However, once they find their favorite games, a high percentage of Chinese players will spend money on them.Now, the top 10 App Stor games in China are free. Unofficialindustry data show that the top-ranked exemption In China, smart phone games make a profit of 1-2 million dollars per month through in-game consumption, which is in a short period of 6.It doubled in a month. But why are Chinese players so generous?Most of the top paid download games in China's App Store come from Europe and America.Although the market of locally produced games in China is strong, European and American games still dominate the paid download field. PopCap and EA "Plants vs. Zombies" ranked first in China's App Store© list, followed by "Fr uit Ninja". In fact,Eight of the top 10 games are from Europe and America. This shows that Chinese players have a strong interest in European and American games.2. Chinese players not only buy virtual props and equip them with sophisticated weapons.They also show off for it.Generally, players in Europe and America don't like to boast that they buy gain props in order to enhance the game, and would rather let others think that they only Upgrade through technology and long-term games. In China, this logic is completely reversed. A Chinese player bragged about the game props he bought and liked them all the time.Show off game props. This caters to the general atmosphere of conspicuous consumption prevailing in China at present. Therefore, luxury brands and cars Cars will become a popular status symbol.Wise designers will take advantage of the psychology of Chinese players, so that players can easily show off their paid props.For example, virtual gain props that can be displayed by players' characters.Another valuable game mechanism is that guild leaders can buy and give props or skills to other guild members. thisThis kind of behavior originates from the expectation of Chinese culture, that is, the superior pays his subordinates, which means that rich players get (or buy) games.A powerful way of social prestige.The game market is still a wild place, but European and American developers still have ways to protect themselves.Certainly, China's mobile phone market is still very divided and difficult to develop. After all, there are over 100 Android apps. Shops compete with each other here. What are developers more worried about? Pirated games in Europe and America are still rampant. However, developmentThere are still ways to protect their content and income.Because China's mobile games are basically profitable through in-game consumption, it is necessary to log in the game account and eliminate the game.It's a good idea to bind the authentication fee to an external server. In this way, even if the hacker successfully bypasses the client or Apple IAP transaction process, and it is difficult for them to bypass your external server.Besides this kind of technical means, getting help from local partners can also effectively protect your game. Chinese applicators Shops are more likely to pay attention to the warnings of Chinese technology companies (rather than foreign developers) to stop and interrupt. Therefore, we have tried to do it. Law, let the app store refuse to plagiarize partner's cottage games and replace pirated ones with genuine ones.China seems unattractive to European and American developers, but if you look closer, you will find that,How much this country wants to play games and play your games. Where is the way out in China's game market? Make your own games and genuine games, just like Nibu Planet.Eyes. Tomorrow, the whole global game SDK contest, look atthe performance of the Chinese game industry, whether it is a mule or a horse,Come out for a walk!。

越南游戏市场调查(英文)-Research on the Vietnamese gaming market

越南游戏市场调查(英文)-Research on the Vietnamese gaming market

Research on the Vietnamese gaming marketThe number of users playing online games market in Vietnam to exceed 10million by 2011, driven by rising incomes, increasing PC and Internet penetration rates, and a large population of youth that are actively seeking out entertainment content. These findings are contained in the business intelligence and consulting report “Online Games Market in Vietnam”. There are more than 50 online games in the market, a notable achievement given that the online games market just emerged in 2004. Other notable trends include the emergence of locally developed titles, aimed specifically at Vietnamese gamers.Approximately 50% of the total Vietnamese population is under the age of 25. This is an age range that is known for being tech savvy, making them a high priority demographic for digital entertainment companies. There are approximately 21 million Internet users in Vietnam with an Internet penetration rate of 24%.Many were spending 60,000 to 100,000 VND ($3 -$6) per week. In one high-end Internet café a few interviewees were spending an average of 500,000 VND ($31) per week. These consumers are driving the digital entertainment and online games market with virtual item purchases. The Internet cafes that the researchers visited in Vietnam were consistently crowded with users playing online games.A lot of other people said they can spend 9-10 hours a day to play games on the social network. Some of them revealed that they many times intended to give up the games to focus on the works and families. However, it is really very difficult to do that, because those, who once played games, have become addicted to the games. VNG Corporation was established in Vietnam in 2004 under the name Vinagame. It is an internet company whose main businesses are game publisher, e-commerce, and social networking sites (SNS).VNG was the first to launch a licensed online game in Vietnam.In November 2004, VNG's founders signed the exclusive license deal with Kingsoft for Swordsman Online(or Vo Lam Truyen Ky), known as the successful JX Online franchise in China. The game exceeded everyone’s expectations, reaching 20,000 peak concurrent users (PCU) after only one month of operation.Since then, VNG has licensed and operated games,mostly from Chinese and Korean developers, in Vietnam. In 2006, VNG closed the year with 17 million USD in revenue, six times higher than the previous year.In May 2010, VNG releases Thuan Thien Kiem, Vietnam's first locally developed MMORPG (Massive Multiplayer Online Role Playing Game). Although the game did not perform up to expectations, it marked an important transformation of VNG from a game operator into a game developer.Because most people in Vietnam still do not use credit cards, VinaGame had to create its own payment system called Zing Pay .Zing Pay is an e-wallet system developed and operated by VNG. It copied the phone-card model, in which consumers are provided scratch-off account numbers. Gamers buy the cards in cafes, where most Vietnamese access the Internet, for 60,000 Vietnamese dong, or about $4, which covers a month of playing time. That does not include fees to use an Internet cafe PC, which can cost about $8 a month for moderately active users. . In addition to supporting millions of users in paying for VNG’s services, Zing Pay is also open for payment services to third parties. The common currency being used is XU, which users can charge to their VNG account via paper card, SMS messages, or by buying directly online. On a monthly basis, Zing Pay processes nearly six million transactionsVNG Games* Swordsman Online SeriesVo Lam Truyen Ky (Swordsman Online) is the first and most successful MMORPG game in Vietnam. Developed by KingSoft (China), the game focuses on martial arts and old Chinese culture. This MMORPG is at times considered part of Vietnamese teenager’s pop culture. Swordman Online has been voted "Most favorite game of the year" three years in a row. In addition to the Pay-to-Play version, VNG also publishes a free version and Vo Lam Truyen Ky 2, a sequel. The Vo Lam series is still one of the most popular MMORPGs in Vietnam.* Boom OnlineBoom Online is a strategic, maze-based computer and video game franchise originally developed by Hudson Soft was published in Vietnam in April, 2007, and quickly became the most popular casual game of the time with over 60,000 PCU.The game is modeled off the classic Bombermanseries. Based on a 2D gaming environment and packed with a myriad of lively animated illustrations, Boom Online is popular amongst players of all ages.* GunnyGunny is a turn-based casual game involving exciting gun battles akin to Gunbound with many features similar to the popular Worms games series. It is a browser-based game and can be played directly on the web without installing any software. Since its launch, Gunny has steadily attracted a group of royal gamers. Gunny is now one of the top 10 casual games in Vietnam.* Thuan Thien KiemThuan Thien Kiem is the first MMORPG developed by a Vietnamese game studio. Set in the Ly dynasty of Vietnam, Thuan Thien Kiem contains only Vietnamese cultural features, from graphics to in-game dialogues and game play features. Nicknamed “project T812”, Thuan Thien Kiem had been in incubation from August 2006. After over three years of development, Thuan Thien Kiem made its debut in March 2010.* Battle of the ImmortalsIn May 2010, VNG launched Perfect World’s 2.5D MMORPG "Battle of the Immortals" in Vietnam. The game runs on Perfect World's proprietary "Cube" engine and blends content from Eastern and Western cultures. So far, the game has attracted over 40,000 PCU in Vietnam, becoming one of the top 5 games in the market. However, growth has since slowed down due to gamer complaints about bugs and other errors.* World of FightersWorld of Fighter is a side-scrolling online game based on the history of the Three Kingdoms in China, where players can experience a series of historical battles with a number of famous ancient Chinese figures. The game applies real-time combat mode functionality with a rich set of skills and strict real-time combat operations. World of Fighters has not fared well and is ranked only among the top 15 most popular games in Vietnam.* Zing PlayZing Play, a collection of 21 mini and flash games, was developed by a team of game developers at VNG. Games on Zing Play includes traditional card and board games, poker, tetris, and other mini games. On average, VNG releases 1 new game every month. Zing Play currently has over 30,000 PCU and 1 million active users.5 popular Vietnamese games in the Market (preferably Facebook games)#1 CityVille/CityVille is a casual social city-building simulation game developed by Zynga, and released in December 2010. The game is very similar to SimCity and Farmville. The goal is to develop a city by farming, constructing buildings, and collecting rent. The game is a freemium game, meaning there is no cost to play but players have the option of purchasing premium content.#2 FarmVille/FarmVille is a farming simulation social network game developed by Zynga in 2009. It is similar to Happy Farm[2], Farm Town,[3][4] and older games such as the Harvest Moon series.[5] Gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock.[6]#3 Empires & Allieshttps:///EmpiresAndAlliesEmpires & Allies is a social network game that is Zynga's first combat and strategy game. The game, the first release by Zynga's Los Angeles studio, launched in twelve languages on June 1, 2011. The game is a freemium game, meaning there is no cost to play but players have the option of purchasing premium content. As of November 2011, the game has over 18 million monthly active users.#4 Kingdoms of Camelothttps:///kingdoms-of-camelot/Kingdoms of Camelot (KOC) is a popular empire building and warfare strategy game. Players can build up to 7 cities in which they produce commodities for trade or production and build armies to defend their cities and attack others. Players can join alliances which are groups of individuals who work together. Alliances can then set diplomacy with each other and wars canbe orchestrated. KOC in now almost 2 years old and has a huge player base and runs on multiple servers.#5 Mafia Wars/Maybe Mafia is a popular crime game. With over 25 million players competing to be the most powerful mafia gang in the world, there is still a lot of fun to be had. In Mafia Wars you recruit your real Facebook friends to join your gang and fight for you. The most powerful players accumulate a wealth of property, business and items to make them richer and more powerful.。

游戏行业名词解释(2)

游戏行业名词解释(2)

游戏行业名词解释(2)游戏行业名词解释CPT:每千人费用(Cost per Thousand)。

参见CPM。

DAUs:日活跃用户(Daily Active Users)。

DLC:可追加下载内容。

它一般指的是盒装游戏的可下载附加内容(有可能免费,也可能需另外付费)。

例如,《Oblivion》的infamous horse armour、《Burnout Paradise》的附加内容等。

eCPM:有效的每千次展示费用。

eCPM的计算方法是合计CPC 或CPA收益然后去除广告展示次数。

EIS:企业投资计划,是由英联邦的一个政府首先提出来,用于鼓励早期的商业投资。

F2P:免费玩(Free to play)。

参见Freemium。

Freemium:是指一种游戏运营模式。

游戏收取的是玩家在游戏中的额外服务费用或购买虚拟商品的费用。

GaaPy:游戏是产品(game as a product)。

(游戏邦注:这是作者自撰的一个词)GaaSy:游戏是服务(game as a service)。

(游戏邦注:这是作者自撰的一个词)Geo-targeting:地域定向。

指针对特定地区的受众投放广告。

Impression:网络广告展示的基本单位。

放置广告图像的网页每一次显示,称为1个印象。

IP:知识产权。

也指互联网协议。

Match Three:一种游戏机制,即玩家组合三个(或其他数字)物品后,可将这三个物品消除。

《宝石迷阵》(《Bejeweled》)就是典型的Match Three游戏(也称连线消除游戏)。

MAUs:月活跃用户(Monthly Active Users)。

Metacritic:是指专门收集对于游戏、**、音乐的评论的网站,网站会整合每个评价的分数再做出一个平均分做为这个项目的评分。

虽然没有公布确切的运算法则,但仍然可作为某个游戏人气指数的参考标准。

Meta tag:元标签是一种嵌入网页最前沿的标签信息。

菲律宾游戏市场报告

菲律宾游戏市场报告
2
Asia Games Market Intelligence: Asia Spotlight Report
Market overview Similar to the other countries of Southeast Asia, mobile games have higher revenue in the Philippines compared to PC games. Niko Partners estimated that Philippines’ 2019 PC game market revenue was $166.9 million, while the mobile game market revenue was $251.9 million, and mobile games revenue is growing faster than that of PC. However, due to the low smartphone penetration rate, Niko Partners estimates that there are more PC gamers than mobile gamers in the country, mainly owing to the availability of internet cafes across major population centers. Philippines ranks second highest in SEA for the amount of time gamers spend in internet cafes per week, according to a Niko Partners 2019 survey. Internet cafes have garnered several government policies due to their widespread use. In terms of popular games in the Philippines, the country sits at a crossroads as it follows both the Southeast Asian preference for esports and MMORPG games while also leaning towards popular games played in the west. The latter situation possibly only exists in the Philippines due to its strong cultural and historical ties to the United States. In fact, the Philippines is the only country in the region to have 3 of the top 10 grossing mobile games in H1 2020 aligned with 3 of the top 10 in the United States: Roblox, Clash of Clans, and Coin Master. Moreover, American games that are not as popular in the region, e.g. Hearthstone and Fortnite, still find massive popularity in the Philippines. On the downside, that high popularity but low spending on games has caused some US games developers to say that it costs more to serve games to the Philippines than they can earn there. This is evolving for the better with the advent of new monetization models.

社交网络时代网络游戏产品的市场营销策略

社交网络时代网络游戏产品的市场营销策略

社交网络时代网络游戏产品的市场营销策略叶舜雅【期刊名称】《长春大学学报(自然科学版)》【年(卷),期】2015(000)002【摘要】With the continuous advance of online games market, corresponding marketing mode driven by social communicative network era becomes increasingly complex, which requires operators of online game products to constantly optimize and innovate, and put for-ward marketing means suitable for online game development by focusing on current network game market development, only in this way, can they continuously achieve new progress in the fierce competition of network games market. Based on marketing means and strategies of online games in social communicative era, this paper gives corresponding suggestions on sustainable development of the network game product marketing and the improvement of current online marketing means.%随着网游市场的不断推进,相应的市场营销模式在社交网络时代的驱动下日趋复杂化,这就要求网游产品的经营者,不断的进行优化和创新,围绕当前网络游戏市场发展提出更符合网络游戏产品发展的营销手段,才能在激烈的网游市场竞争中不断的取得新的进步。

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The status of Korea as a top game market has been proven again with statistics. Let us examine the current status of Korean game industry through the Korean Game White Paper 2011 published by the Korea Creative Content Agency. The Korean game market in 2010 has been amounted to 7.431 trillion KRW, a 12.9 percent growth year-on-year. Furthermore, sales of online games of 4.763 trillion KRW, 64.2 percent market share of the entire Korean game market, shows the its dominant position in online games. If the trend continues, the entire game market is expected to grow to 11.466 trillion KRW by 2013, opening up an era of the Korean game market of size to 10 trillion KRW. The size of the online game market is also expected to surpass KRW 8 trillion KRW by 2013.
Below are the sales and growth rates of each field.
(Unit: 100 million KRW) * The mobile games sales after 2009 have been included based on pure information usage fees (purchase and usage of games) without the data communication fee
** Sales of arcade games after 2009 are the sum of sales of arcade games stations and video games
(Unit: US$ 1,000)。

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