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The industrialization of information resources has been a growing trend across the world in recent years, especially in China, where the information resource industry (IRI) has expanded exponentially for over more than a decade. While analysing the development conditions of China's IRI, this book clearly defines the implications and strategic value of the industry, summarizes basic IRI theories, and clarifies the history of its development and special regional characteristics within the Chinese context. Drawing on the statistics and measurement of various economic indicators of IRI, the authors propose four stages of development: a germination period; an initial development period; a subsequent rapid development period; and lastly, a steady development period. At the same time, the book draws upon various theoretical models such as the “Dynamic Resource Triangle” model, the “Information Resource Industrial Symbiosis” model, the value chain model and the explanation model of information consumption in order to shed light on IRI's elements and the optimization of its management. In addition, the authors present the Information Resource Industry Development Index (IRIDI) to evaluate IRI’s development in different provinces and cities across Mainland China and monitor its dynamics from the point of view of industrial value and the external environment. While the book lays a solid theoretical foundation for the growth of China’s IRI, it will also give international readers a clear picture of China's emerging industries in the current era. As an emerging strategic industry in China, the information resource industry (IRI) has had and will continue to have a growing impact on economic and social development. Focusing on the special characteristics of IRI policies in China, this book provides an in-depth discussion of the major directions, methods, and paths of development for IRI policies via a comprehensive analysis of the structural, organizational, promotional policies and policy instruments of China’s IRI. Concentrating on policy instruments, the book, for the first time, provides a systematic, all-rounded review of China’s IRI policies that have been released to date, and proposes a “China Information Resource Industry Policy Library” comprising six types of IRI policy documents: organizational, information, regulatory, incentives, market, and social. The whole contributes to a comprehensive understanding of the application of various IRI policies in China, and also supports the decision making behind and building of industrial policies.
​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.
Hong Kong was once an established hub of creativity in Asia recognized internationally for its cinema, Bruce Lee and Kung Fu. Cantopop, its particular form of pop music, was popular throughout China and East Asia from the 1970s. So why is Hong Kong’s creative industry today in a state of stagnation? Cultural Policy and East Asian Rivalry unravels the challenges faced by the creative industries in Hong Kong in relation to the wider East Asian context in countries including Singapore, Japan, Korea, Vietnam, Malaysia and China. Based on a four-year study of the gaming industry in Hong Kong, this book explores the barriers that creative industries face in the region. Fung argues that a lack of cultural policy in Hong Kong has damaged the gaming industry and by extension all creative industries in the region by rendering them uncompetitive. Conversely, the growing strength of cultural policy in other countries across the region has created further barriers for the industry.
This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.
Academic Paper from the year 2022 in the subject Communications - Miscellaneous, , language: English, abstract: The gaming industry is particularly prominent in China, with various factors contributing to its success. A critical analysis of the impacts and factors that influenced the sector's prominence is relevant in exposing both the opportunities and challenges of the gaming industry in China.
The study of Chinese media is a field that is growing and evolving at an exponential rate. Not only are the Chinese media a fascinating subject for analysis in their own right, but they also offer scholars and students a window to observe multi-directional flows of information, culture and communications within the contexts of globalization and regionalization. Moreover, the study of Chinese media provides an invaluable opportunity to test and refine the variety of communications theories that researchers have used to describe, analyse, compare and contrast systems of communications. The Routledge Handbook of Chinese Media is a prestigious reference work providing an overview of the study of Chinese media. Gary and Ming-Yeh Rawnsley bring together an interdisciplinary perspective with contributions by an international team of renowned scholars on subjects such as television, journalism and the internet and social media. Locating Chinese media within a regional setting by focusing on ‘Greater China’, the People’s Republic of China, Taiwan, Hong Kong, Macau and overseas Chinese communities; the chapters highlight the convergence of media and platforms in the region; and emphasise the multi-directional and trans-national character of media/information flows in East Asia. Contributing to the growing de-westernization of media and communications studies; this handbook is an essential and comprehensive reference work for students of all levels and scholars in the fields of Chinese Studies and Media Studies.
After the miraculous economic growth known as the Beijing Consensus, China is now facing a slowdown. The attention has moved to the issue of the middle income trap. This book deals with this interesting issue in the context of China. It also discusses China's limitations and future prospects, especially after the rise of a new "cold war" between China and the US, namely the question of whether China would fall into another trap called the "Thucydides trap", or conflict with the existing hegemon as a rising power. In sum, this book plays around three key terms, namely, the Beijing Consensus, the Middle Income Trap, and the Thucydides trap, and applies a Schumpeterian approach to these concepts. It also conducts a comparative analysis that examines China from an "economic catch-up" perspective. An economic catch-up starts from learning and imitating a forerunner, but finishing the race successfully requires taking a different path along the road. This act is also known as leapfrogging, which implies a latecomer doing something different from, and often ahead of, a forerunner. Technological leapfrogging may lead to technological catch-up, which means reducing the technological gap, and then finally to economic catch-up in living standards (per capita income) and economic size (GDP: economic power). This linkage from technological leapfrogging and catch-up to economic catch-up corresponds exactly with a similar linkage from the Beijing Consensus to escaping (or not) the middle income and the Thucydides traps. One conclusion from this book is that China's successful rise as a global industrial power has been due to its strategy of technological leapfrogging, which has enabled China to move beyond the middle income trap and possibly the Thucydides trap, although at a slower speed.
​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.