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From 2005 to 2006, China online gaming population grew by about 10 million, most of which are youth groups. Prior to this, the model of the domestic online games are too simple, killing has become a strong young hormones were the only values of indulgence, but also lower the age of other people interest, resulting in younger age groups of players, of low quality and in foreign countries, the network games span a large crowd, which also shows the Chinese people have a huge network of growth potential. The great powers in the game in Korea, it is generally agreed that online games to relax, relieve stress, enhance esprit de crops has a positive effect. Last year wow the success of the structure so that the crowd quietly network has changed. Players no longer a mere 20 year old students or young people over the age of 30 have joined the white collar workers, the network game is gradually ages to meet other needs.
I like DDO, I also like buyDDO Plat, first, because this is my favorite game was, and second, because I do not like the game is always killing monsters. Those who say this is annual turnover of more than 10 million, general manager of the private company. With the game in the mode of a breakthrough game concept and the value added changes in the world, but also allow more players into the one of white collar workers, as a result of exploration, trade, cultural and geographical knowledge ion in this game has a large proportion, DDO more full view of the world.
DDO competition form many big situations, to reach or surpass the wow will become more realistic development of market research organization, said the report in 2005 online games market in China maintained a rapid growth in the relevant policy guidance for government agencies, the number of internet users, internet conditions, as well as users in the family the popularity of a variety of factors, such as, the online games industry as a whole the size of 61 billion, 51 percent growth in 2004 to face a series of encouraging figures, the industry will no doubt practitioners are excited, but in the behind the rapid growth, but also there is a big problem. China online games present the basic model to agent based, network industries, like other industries with a lack of core technology.
At the same time, business strategy, the majority of the strategic network of enterprises homogeneous, game operators are based, which led to the life cycle of a game and a game under the proxy fight, has become the rise and gall of network enterprises whether or not a decisive factor for sustainable development can not maintain the strength and power. Grand transformation, also on behalf of the network industry is a trend, from the cross to the other areas of the game. The different is that with a grand. DDO to users, DDO gathered by the age span of the larger population, it will be the future users of digital entertainment products.