중국 인터넷게임산업의 발전과정과 그 정책적 특징 연구
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 유봉구 | - |
dc.date.available | 2019-09-30T02:03:42Z | - |
dc.date.issued | 2019 | - |
dc.identifier.issn | 2288-4599 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/36605 | - |
dc.description.abstract | Among the newly emerged industries in the 1990s, the Internet culture industry developed very rapidly, gaining significant attention. In particular, the industry has evolved into one of the global entertainment industries in a very short time. In 2003, the value of the global online game industry reached over 7 billion dollars, accounting for 24.7% of the total entertainment market. Most of all, the US online game industry has recorded 2.5 billion dollars, taking up about 33% of the global market. In fact, the actual revenue of the Chinese game market in 2017 recorded 203.61 billion Chinese Yuan, a 23% increase from the same time last year, and the growth rate rose approximately 5.3% compared to 2016; the number of game users reached 583 million, which was an explosive increase by 3.1% from the same time period in the previous year. Despite such growth, the Internet game market in China also went through a period of adjustment. The game market has already been broken down into client games, web games, SNS games, mobile games, console games and TV games. Meanwhile, the Internet game industry in China is showing a downward trend in client games, and mobile games are leading its Internet game industry along with the development of smartphones. | - |
dc.format.extent | 36 | - |
dc.language | 한국어 | - |
dc.language.iso | KOR | - |
dc.publisher | 중앙대학교 외국학연구소 | - |
dc.title | 중국 인터넷게임산업의 발전과정과 그 정책적 특징 연구 | - |
dc.title.alternative | A Study on the Development Process of the Chinese Internet Game Industry and the Characteristics of Its Policy | - |
dc.type | Article | - |
dc.identifier.doi | 10.15755/jfs.2019..48.281 | - |
dc.identifier.bibliographicCitation | 외국학연구, no.48, pp 281 - 316 | - |
dc.identifier.kciid | ART002474575 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 316 | - |
dc.citation.number | 48 | - |
dc.citation.startPage | 281 | - |
dc.citation.title | 외국학연구 | - |
dc.subject.keywordAuthor | 인터넷문화산업 | - |
dc.subject.keywordAuthor | 인터넷게임 | - |
dc.subject.keywordAuthor | 인터넷게임산업 | - |
dc.subject.keywordAuthor | 인터넷게임시장 | - |
dc.subject.keywordAuthor | 모바일 게임 | - |
dc.subject.keywordAuthor | Internet Culture Industry | - |
dc.subject.keywordAuthor | Internet Game | - |
dc.subject.keywordAuthor | Internet Game Industry | - |
dc.subject.keywordAuthor | Internet Game Market | - |
dc.subject.keywordAuthor | Mobile Games | - |
dc.description.journalRegisteredClass | kci | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
84, Heukseok-ro, Dongjak-gu, Seoul, Republic of Korea (06974)02-820-6194
COPYRIGHT 2019 Chung-Ang University All Rights Reserved.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.