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題名 中國遊戲產業的挑戰與分析
How China’s growing interest on video games is challenging for the gaming industry
作者 雨果
LAKOMSKY, Hugo
貢獻者 冷則剛
Leng, Tse-Kang
雨果
Hugo LAKOMSKY
關鍵詞 電玩遊戲
中國
文化
挑戰
電子競技
Video games
China
Culture
Challenge
Esports
日期 2022
上傳時間 1-Jul-2022 16:18:23 (UTC+8)
摘要 Video games have become a cultural product that have not stopped to grow since their invention and are now the first cultural product in front of cinema. China being the biggest country in terms of video games revenues, it thus plays a big role in the industry. However, China is also home of the Chinese Communist Party, which means that the video games industry must follow the country’s best interests in order to survive in this specific ecosystem: culture is a tool to the Chinese nation, video games are thus no exception, especially since they have been considered as art by the Chinese government in 2021. This thus accounts even more for the recent multiple crackdowns on video games and esports which might hurt the industry locally, but also globally. Still, giving up on the Chinese market is not a solution for companies as China’s gaming industry is set to grow at an even higher pace than before, with mobile gaming, esports and even console gaming rising although the restrictions are gradually getting tougher than before. That being said, gaming companies must remain careful when dealing with the Chinese market: it is highly unpredictable as the Party will always put the nation’s culture and social security first before economic growth; it has become even more true since COVID as the country has closed itself for more than two years. It is thus a big challenge – as a threat, but also as an opportunity – for gaming companies.
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描述 碩士
國立政治大學
國際經營管理英語碩士學位學程(IMBA)
110933070
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110933070
資料類型 thesis
dc.contributor.advisor 冷則剛zh_TW
dc.contributor.advisor Leng, Tse-Kangen_US
dc.contributor.author (Authors) 雨果zh_TW
dc.contributor.author (Authors) Hugo LAKOMSKYen_US
dc.creator (作者) 雨果zh_TW
dc.creator (作者) LAKOMSKY, Hugoen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Jul-2022 16:18:23 (UTC+8)-
dc.date.available 1-Jul-2022 16:18:23 (UTC+8)-
dc.date.issued (上傳時間) 1-Jul-2022 16:18:23 (UTC+8)-
dc.identifier (Other Identifiers) G0110933070en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/140648-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際經營管理英語碩士學位學程(IMBA)zh_TW
dc.description (描述) 110933070zh_TW
dc.description.abstract (摘要) Video games have become a cultural product that have not stopped to grow since their invention and are now the first cultural product in front of cinema. China being the biggest country in terms of video games revenues, it thus plays a big role in the industry. However, China is also home of the Chinese Communist Party, which means that the video games industry must follow the country’s best interests in order to survive in this specific ecosystem: culture is a tool to the Chinese nation, video games are thus no exception, especially since they have been considered as art by the Chinese government in 2021. This thus accounts even more for the recent multiple crackdowns on video games and esports which might hurt the industry locally, but also globally. Still, giving up on the Chinese market is not a solution for companies as China’s gaming industry is set to grow at an even higher pace than before, with mobile gaming, esports and even console gaming rising although the restrictions are gradually getting tougher than before. That being said, gaming companies must remain careful when dealing with the Chinese market: it is highly unpredictable as the Party will always put the nation’s culture and social security first before economic growth; it has become even more true since COVID as the country has closed itself for more than two years. It is thus a big challenge – as a threat, but also as an opportunity – for gaming companies.en_US
dc.description.tableofcontents 1. Introduction 1
2. Literature review 5
2.1. The impact of regulations in China on the video games market 5
2.1.1. On foreign companies 5
2.1.2. On local companies 9
2.2. China’s esports paradox 11
2.2.1. The start of a success… 11
2.2.2. …which could be hindered by China’s actions 13
3. How did the video games industry develop outside of China? 16
3.1. The early days of video games and the big crash in 1983 17
3.2. The resurrection in the West and in Japan 23
4. China and its semi-opened market: a risk for companies 34
4.1. The Chinese Communist Party: culture is a tool that serves the nation 35
4.2. The difficult emergence of the console gaming culture within China before 2014… 44
4.3. …while gaming companies also have had to face uncertainty for the last ten years 50
4.3.1. For foreign companies… 52
4.3.2. …but also for local companies 61
5. The Chinese market is still a major opportunity 64
5.1. The rise of PC gaming in China 66
5.2. Mobile gaming: the most profitable gaming market in the country 70
6. Esports 77
6.1. History of esports 78
6.2. The rise of esports in China: a soft power in the digital era 86
6.3. China’s recent actions will hurt its esports talents 97
7. Conclusion 99
Reference 101
Appendix 124
zh_TW
dc.format.extent 5069694 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110933070en_US
dc.subject (關鍵詞) 電玩遊戲zh_TW
dc.subject (關鍵詞) 中國zh_TW
dc.subject (關鍵詞) 文化zh_TW
dc.subject (關鍵詞) 挑戰zh_TW
dc.subject (關鍵詞) 電子競技zh_TW
dc.subject (關鍵詞) Video gamesen_US
dc.subject (關鍵詞) Chinaen_US
dc.subject (關鍵詞) Cultureen_US
dc.subject (關鍵詞) Challengeen_US
dc.subject (關鍵詞) Esportsen_US
dc.title (題名) 中國遊戲產業的挑戰與分析zh_TW
dc.title (題名) How China’s growing interest on video games is challenging for the gaming industryen_US
dc.type (資料類型) thesisen_US
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dc.identifier.doi (DOI) 10.6814/NCCU202200571en_US