March 21 message, China Internet Network Information Center (CNNIC) recently issued the 2008 "China's online game user research analysis report." Research data show that China's online game market, significant growth, the current scale of China's online games users has reached 55.5 million people, one of a further increase in the proportion of paid subscribers, has become the domestic online game industry revenue growth, an important force. The report also showed that younger age, less educated and low-income Games are China's network of user groups showed a significant characteristic, which undoubtedly increased the online games market supervision and management more difficult. Virtual trading market expanded scale It is understood that this research report for each month to use at least once in Massively Multiplayer Online Games (MMOG) products users, as at the end of December 2008, and its scale has reached 55.5 million people. CNNIC report shows that online game users in the overall size of growth, the proportion of fee-paying users are also a further increase in the proportion reached 76.5%. CNNIC report will be defined as paid subscribers through official and unofficial channels to conduct virtual equipment, virtual currency, purchase accounts and payment transactions代练such as virtual users. Virtual trading market, also, to a certain extent on the network to promote the growth of gaming revenue scale. Statistics show that through non-gaming operators have a virtual way to purchase items online game users accounted for the overall proportion of 19.6%, the scale has reached 10,880,000, virtual trading market scale should be at between 100-13000000000 yuan. User groups, "three low" characteristics significantly Users younger age, less educated and low-income online game users in China are the salient features of groups. CNNIC report, statistics show that China's 22 years of age online game users accounted for 52.5 percent overall; specialist and the following academic user accounts for online games overall 77.1%; no income into three groups accounted for, and there is income user groups also mainly concentrated in the 1001-2000 yuan income range. Online games market low-end users of the structure, not only for the overall development of the market and has a negative impact, but also on the online games market to a more urgent needs. A younger age, low education levels relative lack of user groups act binding, at values more easily on the impact of external environment, and to create a virtual reality for the main characteristics of online game products, the impact of this part of the user is particularly durable and great. CNNIC report pointed out that the online games market to further improve the supervision and management, be able to game on the network users, especially minors, the effective protection of users, have online games industry in favor of our country healthy and continuous development. | ||
Sunday, March 22, 2009
Chinese virtual trading industry scale has reached 10 billion yuan
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The safest way to trade virtual assets is to trade in a legitimate virtual item exchange site where pages are protected using fraud-prevention technology and an escrow for funds used in trading. visit Ingamex to start trading in a secure real-time trading market for in-game items.
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