中国PC客户端网络游戏市场的垄断化研究
[Abstract]:Economic development and the improvement of living standards have prompted consumers to pay more and more attention to the spiritual and cultural needs. As a result, the cultural industry has developed rapidly. The 18th National Congress of the Party formally proposed to develop the cultural industry into a pillar industry of the country. In the "13th Five-Year Plan" of the National Strategic emerging Industry Development Plan, it was pointed out that the digital creative industry is one of the five emerging pillar industries with a production value of 10 million yuan. As an important part of the digital industry, the importance of the online game industry is self-evident. PC client network games occupy a dominant position with more than half, and play a decisive role in the development of the whole industry. Since 2000, the industrialization process of online games in our country has not been more than ten years. The structure is not perfect, the industry is not mature, and there is a lack of supporting facilities for supervision. The ability of self-repair and the lack of the ability to develop new demand in the industry as a whole, the market structure of PC online game industry presents a phenomenon of monopolization. Although the trend of monopoly can make PC network game enterprise realize scale economy and optimize allocation of industry resources, it can promote the development of PC network game industry. However, the PC online game industry in our country is still in the stage of industry growth at present. The monopoly trend of the market threatens to shorten the service life of the normal market competition mechanism, and it cannot make the whole industry transition smoothly to maturity. At present, the market pattern of online games has been dabbled in at home and abroad, but most of them only mention the fact that there is oligopoly in the current online game market, and point out some characteristics of oligopoly. However, there is no specific analysis of the reasons for the oligopoly in the online game market, the specific impact of oligopoly on the online game industry, and the reasonable solution to the problems arising therefrom. This paper makes use of literature research, case study, SCP framework analysis and empirical research to analyze the current market situation of PC client online games in China. Through data analysis, it is concluded that the current market structure of PC client network games in China is a monopoly competition market, and the development of the market itself. The government's policy of encouragement and restriction and the business behavior of enterprises in the market are the main reasons that lead the market to monopolize. Online game enterprises in monopoly position can create monopoly profits by means of economies of scale and the occupation of superior resources, but this kind of promotion is quite limited to the industry in its infancy. The monopolized market structure not only destroys the competitive mechanism, but also leads to the failure of the market by leading prices and colluding with each other in order to maximize profits. This is quite unfavorable to the development of the industry as a whole. Due to the immaturity of the overall industrial development, the imperfect market mechanism, and the lack of the ability to self-repair and self-renew, they are regulated by law. The methods of government regulation and enterprise self-discipline can bring the PC client network game industry back to the normal market structure of the industry growth period, which can better realize the sustainable development of the industry.
【学位授予单位】:重庆工商大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:F49
【参考文献】
相关期刊论文 前10条
1 高嘉阳;;网络游戏产业的政府行为与企业市场决策[J];学术研究;2015年03期
2 安景文;王晓川;;我国网络游戏产业市场结构与进入壁垒分析[J];商业时代;2013年13期
3 邹燕;刘超;;垄断对市场价格及社会公平的影响研究[J];财经理论与实践;2012年06期
4 李剑;王茜;;论反垄断法在市场经济中的价值意蕴[J];当代法学;2012年05期
5 马莹莹;;对网络游戏产业同质化现象的分析[J];科技和产业;2012年08期
6 马军;徐静珍;;中国网络游戏产业集中度分析[J];河北联合大学学报(社会科学版);2012年01期
7 刘拓知;戴增辉;;中国网络游戏产业发展研究[J];中国证券期货;2010年04期
8 涂锐;;从腾讯游戏看网络游戏差异化竞争策略[J];东南传播;2009年09期
9 刘震;董政;王鲁川;;基于SCP分析框架的我国网络游戏产业分析[J];北方经济;2009年02期
10 毕晨飞;;基于古诺模型的我国网络游戏厂商横向兼并与联盟优化选择[J];哈尔滨商业大学学报(社会科学版);2008年04期
相关重要报纸文章 前3条
1 张书乐;;网络游戏产业进入破冰关键期[N];人民邮电;2015年
2 金朝力;;中国网络游戏初现垄断格局[N];北京商报;2010年
3 舒晴;;网络游戏市场寡头经济初见端倪[N];中国改革报;2004年
相关博士学位论文 前1条
1 聂庆璞;基于产业组织理论SCP范式的我国网络游戏产业研究[D];中南大学;2012年
相关硕士学位论文 前7条
1 付鹏;腾讯公司品牌竞争力研究[D];景德镇陶瓷学院;2014年
2 马莹莹;同质化竞争下中国网络游戏的发展策略研究[D];陕西科技大学;2013年
3 李彬;我国网络游戏产业的经济性进入壁垒研究[D];上海师范大学;2012年
4 宋玮;中国网络游戏产业发展研究[D];首都经济贸易大学;2012年
5 叶恒;中国网络游戏产业的产业组织理论分析[D];湖南师范大学;2010年
6 尚慧;中国网络游戏产业发展现状研究[D];河南大学;2009年
7 章恩伟;我国网络游戏产业的经济学分析[D];上海海事大学;2005年
,本文编号:2168799
本文链接:https://www.wllwen.com/jingjilunwen/xxjj/2168799.html