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从网络游戏到网络文艺

发布时间:2018-03-10 22:11

  本文选题:全球规模 切入点:畅销榜 出处:《红旗文稿》2017年18期  论文类型:期刊论文


【摘要】:正2016年,我国网络游戏用户总量达到了5.34亿人,实际收入高达1655.7亿元人民币,这意味着我国的网络游戏行业规模已经占到了全球游戏行业规模的四分之一。在2016年苹果公司我国App Store日畅销榜单的前100名中,近85%都是我国本土游戏,除了个别日本经典动漫IP游戏和芬兰等北欧公司的几款经典策略游戏之外,外国网络游戏已经很难再进入我国游戏的畅销榜单。1.我国网络游戏的"内"与"外"。我国的网络游戏产业不仅在2008年就实现了全球规模第一,2016年我国自主研发的网络游戏的
[Abstract]:In 2016, the total number of online game users in China reached 534 million, and the actual income was as high as 165.57 billion yuan. This means that China's online gaming industry already accounts for 1/4 of the global gaming industry. In 2016, nearly 85% of Apple's top 100 best-selling App Store titles were local games. In addition to the individual classic Japanese animation IP game and Finland and other Nordic companies several classic strategy games, Foreign online games have been very difficult to enter the best-selling list of Chinese games. 1. China's online games "inside" and "outside". China's online game industry not only in 2008 to achieve the first in the world, 2016, China's independent research and development of online games
【作者单位】: 中国艺术研究院;
【分类号】:G122


本文编号:1595290

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