Traditional Culture Encyclopedia - Traditional festivals - The Development Course of China Games

The Development Course of China Games

Electronic games originated in the west, and the international game industry has a history of 42 years, while the game publishing industry in Chinese mainland started at 1994.

In 1980s, the game industry in Taiwan Province, China Province developed vigorously, and some companies developed and distributed games, and the channels increased in an all-round way. 1983, Zhiguan Technology Co., Ltd. was established in Taiwan Province Province, China, and was the first company in the world to sign an authorized sales contract for China products. Zhiguan was listed in Taiwan Province Province in 2000. 1988, Daewoo Information Co., Ltd., the first professional Chinese computer game research and development company in Taiwan Province Province, was established and released the DOS version of The Legend of the Sword and the Chivalrous Man, which was deeply loved by users after listing.

In the mid-1990s, The Command and Conquest by EA in the United States and The Legend of the Sword and the Chivalrous Man by Taiwan Province Province in China entered the mainland market, causing a whirlwind of computer games. In the late 1990s, the R&D ability of China's games was gradually improved, and many studios mushroomed, and some local companies also joined in, resulting in many excellent works, such as Red Cliff, Chivalrous Love in Jinshan and Olympic Storm. Unfortunately, due to the immature market and limited management level, especially the impact of piracy, most R&D companies are difficult to make plans and make adjustments one after another, and the research and development of domestic games has entered a trough.

1995, Target Software (Beijing) Co., Ltd. was established. In 2000, with the recommendation of EIDOS, an internationally renowned game publishing company, Target Software produced "Proud of the Three Kingdoms", which was officially exhibited at E3 Exhibition in the United States. This was the first time that a China game appeared in this grand event known as "Oscar for Electronic Entertainment". In addition, in 200 1 year, "Proud of the Three Kingdoms" entered the US global game list GLOBAL 100, which is the first time that a game independently developed by Chinese mainland has entered this authoritative list.

1In March 1996, the Press and Publication Administration issued the Regulations on the Administration of Electronic Publications under the authorization of the Regulations on the Administration of Publications in the State Council, which played a positive role in developing and prospering the publication of electronic publications including electronic game publications in China, strengthening the management of electronic game publications, standardizing the operation and market order, and promoting the construction of socialist material civilization and spiritual civilization. 1995 to 2003, the General Administration of Press and Publication selectively and systematically approved about 1000 kinds of imported electronic game publications, accounting for 5% of the total electronic publications published during this period. It enriches the game publishing market, meets the needs of consumers, and provides useful reference for the independent research and development of China's game publishing industry.

From 1997 to 1998, due to the impact of piracy, the lack of standardized management in some business premises and the pressure of public opinion, the development of China's game industry fell into a trough.

1999, due to the publication of a large number of excellent stand-alone games, the electronic game publishing market in China gradually stepped out of the downturn, and the market scale reached1500 million yuan in that year.

In the new century, due to the entry of a large number of overseas online game products, talents, capital and technology, as well as the further improvement of China's management level and market scale, China's game publishing industry has generated new vitality. From July, 2000, when Cai Hua launched the first online game "King of Kings" in Chinese mainland, to July, 20001year, the online game players and products involved in the operation were pioneers in the market. Because the market competition was not fierce at that time, these online games performed well, and the representative products were King of Kings, Network Three Kingdoms, Millennium, Stone Age and so on. On September 25th, 2000, the State Council Decree (No.292) of the People's Republic of China promulgated the Measures for the Administration of Internet Information Services. This is the first time that China has formulated an important law to regulate Internet information service activities and promote the orderly development of Internet information service activities. The "Measures" put forward the concept of Internet publishing for the first time, and clarified the responsibility of the General Administration of Press and Publication to examine the qualifications of Internet publishing units nationwide and supervise the contents and activities of Internet publishing. The promulgation of the "Measures" marks that China's Internet publishing, including Internet game publishing, has entered the track of legal compliance and management according to law. Internet publishing is another publishing form after books, newspapers, periodicals, audio-visual products and electronic publications, which has a good development prospect. With the increasingly prominent role of content resources in the development of the Internet, online publishing activities will become one of the important behaviors on the Internet. Online games are one of the important contents of online publishing.

Since 2000, the rapid development of online game market has driven the whole game publishing industry. In 200 1 year, the market size of game publishing in China was about 500 million yuan, of which online games accounted for 3 1 10,000 yuan, which exceeded the market size of stand-alone games (electronic game publications) for the first time.

From July of 200 1 year, Shanda Network officially introduced the Korean online game Legend. By July, 2002, due to the successful operation of Shanda Network, it was only half a year, and the number of online users had exceeded 654.38+million, which created great benefits. Although other online games in the same period were not as popular as Legend, they were also welcomed by many game consumers, and the market effect was quite good, such as Eight Dragons, Red Moon, Legend of Jinyong Heroes, A Chinese Odyssey Online, Poké mon and Eternal Trust. It can be said that since this period, China's game publishing market has been fully launched again, and a new era of China's game publishing industry represented by online games has since begun.

200 1 12 On February 25th, the State Council Order (No.343) of the People's Republic of China promulgated the Regulations on Publishing Management. The Regulations are the most important laws and regulations regulating publishing activities in China, which stipulate the management principles applicable to all publishing activities, and are also an important legal basis for regulating Internet game publishing activities. Chapter VIII of the Regulations clearly stipulates that "the administrative measures for Internet publishing and electronic publication publishing shall be formulated separately by the publishing administrative department of the State Council according to the principles of these Regulations".

In 2002, following Netease's introduction of a Chinese Odyssey (online version) and Elves, Sina took paradise as a starting point and intervened in online game management. Subsequently, Sohu also announced the operation of the online game Knight Online. The comprehensive layout of online games in the three domestic portals further stimulated the development of online game publishing industry in China. Since the second half of 2002, many heavyweight portals such as Netease, Sina and Sohu, as well as some non-game listed companies, network operation companies, telecom companies and some large overseas game companies have participated in the online game agency operation, which has led to an unprecedented hot online game publishing market in China and fierce competition, and the game publishing industry in China has entered a stage of rapid development.

At the beginning of 2002, the first 3D online game "the legendary swordsman Online Edition" produced by Taiwan Province Yu Quan International was officially launched in Chinese mainland. In the same period, Game Orange, the king of online games in Taiwan Province Province, formally established Beijing Company. So far, the products of seven listed game companies in Taiwan Province Province have gathered in the mainland game market.

In June 2002, the General Administration of Press and Publication and the Ministry of Information Industry jointly promulgated the Interim Provisions on the Administration of Internet Publishing in accordance with the Measures for the Administration of Internet Information Services and the Regulations on the Administration of Publishing in the State Council, which put forward comprehensive and specific management principles and measures for Internet publishing activities, including Internet game publishing. In the same period, the General Administration of Press and Publication established the National Expert Review Committee of Game Publications to strengthen the review and management of game content, effectively improving the supervision level of game content.

In July, 2002, the ninth city officially announced that it would operate the online game Miracle as an agent. With the outstanding performance of Miracle, the ninth city has gradually become a strong competitor of Shanda Network, and the online game distribution market has formed a competitive situation.

In 2002, Tianfu Hotline formally established Happy Digital, which was the first time that a telecom enterprise set foot in the online game business providing Internet content services.

In order to support the national game industry, strengthen international exchanges and cooperation, protect intellectual property rights and guide healthy consumption, the General Administration of Press and Publication and the China Council for the Promotion of International Trade initiated and held the "China International Digital Interactive Entertainment Products and Technology Application Exhibition" (China-Joy for short). In September 2002, the preparations for the exhibition were officially launched. The exhibition has been highly valued by relevant departments of China Municipal Government and strongly supported by Chinese and foreign game industries. The exhibition is sponsored by the General Administration of Press and Publication, the State Council Information Work Office, China Council for the Promotion of International Trade and the National Copyright Administration, with the support of the Ministry of Information Industry, the Ministry of Science and Technology, the Ministry of Education and the Central Committee of the Communist Youth League. The exhibition will be held in Beijing from June 65438 to1October 65438.

At the end of 2002, according to market survey statistics, the actual sales revenue of online game publishing market in China reached 965.438 billion yuan, with nearly 90 online game publishing operators and nearly 65.438 million online game publications.

In order to improve the present situation of the game publishing industry, standardize the game publishing market, eliminate the negative factors in the development of the industry, strengthen the relationship between enterprises and the government, safeguard the legitimate rights and interests of China's game publishing enterprises, promote the exchanges and cooperation between Chinese and foreign game publishing industries, and make China's game publishing industry more healthy and prosperous, China Publishers Association put forward the establishment of the game working committee in time, and began preparations for its establishment at the end of 2002. In March 2003, the preparatory group of the Game Working Committee was established. With the strong support of the General Administration of Press and Publication and other relevant departments, after four months of active preparation, the Game Working Committee was formally established in July 2003 with the approval of the General Administration of Press and Publication and reported to the Ministry of Civil Affairs for the record.

On May 26th, 2003, Ogilvy Electronics announced on its homepage that it would stop operating the online game Peacock King imported from South Korea. It is said that Peacock King's operation in China has not received normal technical support from the Korean side for a long time, and the subsequent version has not been updated, resulting in the semi-paralysis of Peacock King's operation service. Although Ogilvy tried its best and paid a huge price, the negotiations failed and the Peacock King had to be terminated. On May 28th, 2003, Guangtong Communication officially acted as an agent to operate Lenovo 3. Since charging in August, the operation has been in good condition, which shows that successful online game sequels will still be favored by game consumers. Optical communication has become an important force in the online game distribution market in China.

On July 16, 2003, the signing ceremony of federal software and target software was officially held in Beijing. The two sides reached an agreement to invest 35 million yuan to develop and operate the online game Aoshi Three Kingdoms Online. This combination shows that more and more China game companies have begun to attach great importance to and invest in the independent research and development of domestic games.

On July 26th, 2003, Jinshan Company held a press conference in the ancient building complex of Tongquetai, the location base of Zhuozhou CCTV, and launched the first self-developed online game "Swordsman Love Online Edition". Game research and development lasted nearly three years, and a large number of technical elites participated in technical research, costing150,000. After listing, it has aroused widespread concern in the industry. Jinshan Company has become an important force in independent research and development of China's game industry.

On August 27th, 2003, in order to guide consumers, especially teenagers, to use game publications legally and scientifically, the General Administration of Press and Publication issued the Notice on Publishing Healthy Game Suggestions in Game Publications. The Circular stipulates that starting from September 1 2003, all electronic publications publishing units should set up necessary procedures in newly published electronic game publications and published Internet game publications, and must publish the full text of "Healthy Game Advice" in a prominent position on the screen before the game starts. Full text of healthy game suggestions: resist bad games and reject pirated games. Pay attention to self-protection and beware of being cheated. Moderate games are good for the brain, while indulging in games is harmful to the body. Arrange your time reasonably and enjoy a healthy life.

In September, 2003, the Ministry of Science and Technology officially listed two projects, namely "Research on General Engine of Online Games and Development of Demonstration Products" and "Demonstration Application of Intelligent Human-computer Interaction Network", in the National 863 Plan. This is the first time that China has incorporated online game technology into the national science and technology plan, and invested 5 million yuan in related technology research and development enterprises, which will greatly promote the independent research and development level of national online games in China.

At the end of September, 2003, Shanghai Shanda Network Development Co., Ltd. and South Korea ACTOZ Company announced a settlement after more than a year of disputes. This incident triggered the thinking and discussion of China's game industry on how to promote the development of national game industry, protect intellectual property rights, safeguard consumers' rights and interests, and solve the problems of equal cooperation between Chinese and foreign enterprises. More and more domestic enterprises have realized that if China's game industry wants to take the initiative in the international competition, it must master the core technology, improve its independent research and development ability, and launch more national game works.

On June 25th, 2003, 10, Gaojia Technology Co., Ltd. officially announced to consumers that the online game "Angel" imported from South Korea stopped operating. Angel became the second Korean online game that China announced to stop operating after Peacock King. A number of Korean online games stopped operating, which once again made China's game industry doubt the prospect of relying entirely on the introduction of agency mode.

June, 2003 165438+ 10 represented and localized a large number of European and American stand-alone game masterpieces. Due to the excessive investment in operating the online game "Magic Sword", the operation has not improved and it is in trouble. This reminds the industry that with the rapid development of China's game industry, it is necessary to think calmly and invest rationally.

165438+20031On October 28th, Sony (China) held a press conference on PS2 entering the China market. At this point, the world's largest video game manufacturer officially entered the booming China game market. Sony (China) executives fully expressed their confidence in the China market and were full of hope for the future development trend of PS2 products in China. At the same time, it is clearly put forward that the PS2 game products will be fully localized in China, that is, the production of host computers, CD-ROM production and game product development will be mainly localized in China.

On June 5438+February 65438+August 2003, the General Administration of Press and Publication, the Ministry of Information Industry, the National Copyright Administration of the State Administration for Industry and Commerce and the Office of the National Working Group on "Combating Pornography" jointly issued the "Notice on Carrying out the Special Governance of" Private Service "and" Foreign Service ". It is clear in the notice that the illegal acts of "private server" and "plug-in" refer to destroying the technical protection measures of legally published Internet game works with copyright enjoyed by others without permission or authorization, modifying the data of the works, setting up servers privately, making only game prepaid cards (cards), operating or linking legally published Internet game works with copyright enjoyed by others, so as to seek benefits and infringe upon the interests of others. The illegal acts of "private server" and "plug-in" belong to illegal Internet publishing activities and should be severely cracked down according to law. In recent years, "private server" and "plug-in" have not only become the nightmare that online game operators can't get rid of, but also become the bottleneck that puzzles the development of online game publishing industry. The prosperity of the game industry needs a good industrial environment, and the government's resolute crackdown on "private servers" and "plug-ins" is conducive to promoting the healthy and orderly development of the industry.

In 2003, the growth rate of online game distribution market in China was lower than expected because of SARS, which seriously restricted consumption. According to the statistics of China Game Industry Survey in 2003 issued by the Audio-visual Electronics and Online Publishing Management Department of the General Administration of Press and Publication, the growth rate of online game publishing market in China was 45.8% in 2003, and the actual sales revenue of online game publishing market in China reached 654.38+32 billion yuan.

Electronic games originated in the west, and the international game industry has a history of 42 years, while the game publishing industry in Chinese mainland started at 1994.

In 1980s, the game industry in Taiwan Province, China Province developed vigorously, and some companies developed and distributed games, and the channels increased in an all-round way. 1983, Zhiguan Technology Co., Ltd. was established in Taiwan Province Province, China, and was the first company in the world to sign an authorized sales contract for China products. Zhiguan was listed in Taiwan Province Province in 2000. 1988, Daewoo Information Co., Ltd., the first professional Chinese computer game research and development company in Taiwan Province Province, was established and released the DOS version of The Legend of the Sword and the Chivalrous Man, which was deeply loved by users after listing.

In the mid-1990s, The Command and Conquest by EA in the United States and The Legend of the Sword and the Chivalrous Man by Taiwan Province Province in China entered the mainland market, causing a whirlwind of computer games. In the late 1990s, the R&D ability of China's games was gradually improved, and many studios mushroomed, and some local companies also joined in, resulting in many excellent works, such as Red Cliff, Chivalrous Love in Jinshan and Olympic Storm. Unfortunately, due to the immature market and limited management level, especially the impact of piracy, most R&D companies are difficult to make plans and make adjustments one after another, and the research and development of domestic games has entered a trough.

1995, Target Software (Beijing) Co., Ltd. was established. In 2000, with the recommendation of EIDOS, an internationally renowned game publishing company, Target Software produced "Proud of the Three Kingdoms", which was officially exhibited at E3 Exhibition in the United States. This was the first time that a China game appeared in this grand event known as "Oscar for Electronic Entertainment". In addition, in 200 1 year, "Proud of the Three Kingdoms" entered the US global game list GLOBAL 100, which is the first time that a game independently developed by Chinese mainland has entered this authoritative list.

1In March 1996, the Press and Publication Administration issued the Regulations on the Administration of Electronic Publications under the authorization of the Regulations on the Administration of Publications in the State Council, which played a positive role in developing and prospering the publication of electronic publications including electronic game publications in China, strengthening the management of electronic game publications, standardizing the operation and market order, and promoting the construction of socialist material civilization and spiritual civilization. 1995 to 2003, the General Administration of Press and Publication selectively and systematically approved about 1000 kinds of imported electronic game publications, accounting for 5% of the total electronic publications published during this period. It enriches the game publishing market, meets the needs of consumers, and provides useful reference for the independent research and development of China's game publishing industry.

From 1997 to 1998, due to the impact of piracy, the lack of standardized management in some business premises and the pressure of public opinion, the development of China's game industry fell into a trough.

1999, due to the publication of a large number of excellent stand-alone games, the electronic game publishing market in China gradually stepped out of the downturn, and the market scale reached1500 million yuan in that year.

In the new century, due to the entry of a large number of overseas online game products, talents, capital and technology, as well as the further improvement of China's management level and market scale, China's game publishing industry has generated new vitality. From July, 2000, when Cai Hua launched the first online game "King of Kings" in Chinese mainland, to July, 20001year, the online game players and products involved in the operation were pioneers in the market. Because the market competition was not fierce at that time, these online games performed well, and the representative products were King of Kings, Network Three Kingdoms, Millennium, Stone Age and so on. On September 25th, 2000, the State Council Decree (No.292) of the People's Republic of China promulgated the Measures for the Administration of Internet Information Services. This is the first time that China has formulated an important law to regulate Internet information service activities and promote the orderly development of Internet information service activities. The "Measures" put forward the concept of Internet publishing for the first time, and clarified the responsibility of the General Administration of Press and Publication to examine the qualifications of Internet publishing units nationwide and supervise the contents and activities of Internet publishing. The promulgation of the "Measures" marks that China's Internet publishing, including Internet game publishing, has entered the track of legal compliance and management according to law. Internet publishing is another publishing form after books, newspapers, periodicals, audio-visual products and electronic publications, which has a good development prospect. With the increasingly prominent role of content resources in the development of the Internet, online publishing activities will become one of the important behaviors on the Internet. Online games are one of the important contents of online publishing.

Since 2000, the rapid development of online game market has driven the whole game publishing industry. In 200 1 year, the market size of game publishing in China was about 500 million yuan, of which online games accounted for 3 1 10,000 yuan, which exceeded the market size of stand-alone games (electronic game publications) for the first time.

From July of 200 1 year, Shanda Network officially introduced the Korean online game Legend. By July, 2002, due to the successful operation of Shanda Network, it was only half a year, and the number of online users had exceeded 654.38+million, which created great benefits. Although other online games in the same period were not as popular as Legend, they were also welcomed by many game consumers, and the market effect was quite good, such as Eight Dragons, Red Moon, Legend of Jinyong Heroes, A Chinese Odyssey Online, Poké mon and Eternal Trust. It can be said that since this period, China's game publishing market has been fully launched again, and a new era of China's game publishing industry represented by online games has since begun.

200 1 12 On February 25th, the State Council Order (No.343) of the People's Republic of China promulgated the Regulations on Publishing Management. The Regulations are the most important laws and regulations regulating publishing activities in China, which stipulate the management principles applicable to all publishing activities, and are also an important legal basis for regulating Internet game publishing activities. Chapter VIII of the Regulations clearly stipulates that "the administrative measures for Internet publishing and electronic publication publishing shall be formulated separately by the publishing administrative department of the State Council according to the principles of these Regulations".

In 2002, following Netease's introduction of a Chinese Odyssey (online version) and Elves, Sina took paradise as a starting point and intervened in online game management. Subsequently, Sohu also announced the operation of the online game Knight Online. The comprehensive layout of online games in the three domestic portals further stimulated the development of online game publishing industry in China. Since the second half of 2002, many heavyweight portals such as Netease, Sina and Sohu, as well as some non-game listed companies, network operation companies, telecom companies and some large overseas game companies have participated in the online game agency operation, which has led to an unprecedented hot online game publishing market in China and fierce competition, and the game publishing industry in China has entered a stage of rapid development.

At the beginning of 2002, the first 3D online game "the legendary swordsman Online Edition" produced by Taiwan Province Yu Quan International was officially launched in Chinese mainland. In the same period, Game Orange, the king of online games in Taiwan Province Province, formally established Beijing Company. So far, the products of seven listed game companies in Taiwan Province Province have gathered in the mainland game market.

In June 2002, the General Administration of Press and Publication and the Ministry of Information Industry jointly promulgated the Interim Provisions on the Administration of Internet Publishing in accordance with the Measures for the Administration of Internet Information Services and the Regulations on the Administration of Publishing in the State Council, which put forward comprehensive and specific management principles and measures for Internet publishing activities, including Internet game publishing. In the same period, the General Administration of Press and Publication established the National Expert Review Committee of Game Publications to strengthen the review and management of game content, effectively improving the supervision level of game content.

In July, 2002, the ninth city officially announced that it would operate the online game Miracle as an agent. With the outstanding performance of Miracle, the ninth city has gradually become a strong competitor of Shanda Network, and the online game distribution market has formed a competitive situation.

In 2002, Tianfu Hotline formally established Happy Digital, which was the first time that a telecom enterprise set foot in the online game business providing Internet content services.

In order to support the national game industry, strengthen international exchanges and cooperation, protect intellectual property rights and guide healthy consumption, the General Administration of Press and Publication and the China Council for the Promotion of International Trade initiated and held the "China International Digital Interactive Entertainment Products and Technology Application Exhibition" (China-Joy for short). In September 2002, the preparations for the exhibition were officially launched. The exhibition has been highly valued by relevant departments of China Municipal Government and strongly supported by Chinese and foreign game industries. The exhibition is sponsored by the General Administration of Press and Publication, the State Council Information Work Office, China Council for the Promotion of International Trade and the National Copyright Administration, with the support of the Ministry of Information Industry, the Ministry of Science and Technology, the Ministry of Education and the Central Committee of the Communist Youth League. The exhibition will be held in Beijing from June 65438 to1October 65438.

At the end of 2002, according to market survey statistics, the actual sales revenue of online game publishing market in China reached 965.438 billion yuan, with nearly 90 online game publishing operators and nearly 65.438 million online game publications.

In order to improve the present situation of the game publishing industry, standardize the game publishing market, eliminate the negative factors in the development of the industry, strengthen the relationship between enterprises and the government, safeguard the legitimate rights and interests of China's game publishing enterprises, promote the exchanges and cooperation between Chinese and foreign game publishing industries, and make China's game publishing industry more healthy and prosperous, China Publishers Association put forward the establishment of the game working committee in time, and began preparations for its establishment at the end of 2002. In March 2003, the preparatory group of the Game Working Committee was established. With the strong support of the General Administration of Press and Publication and other relevant departments, after four months of active preparation, the Game Working Committee was formally established in July 2003 with the approval of the General Administration of Press and Publication and reported to the Ministry of Civil Affairs for the record.

On May 26th, 2003, Ogilvy Electronics announced on its homepage that it would stop operating the online game Peacock King imported from South Korea. It is said that Peacock King's operation in China has not received normal technical support from the Korean side for a long time, and the subsequent version has not been updated, resulting in the semi-paralysis of Peacock King's operation service. Although Ogilvy tried its best and paid a huge price, the negotiations failed and the Peacock King had to be terminated. On May 28th, 2003, Guangtong Communication officially acted as an agent to operate Lenovo 3. Since charging in August, the operation has been in good condition, which shows that successful online game sequels will still be favored by game consumers. Optical communication has become an important force in the online game distribution market in China.

On July 16, 2003, the signing ceremony of federal software and target software was officially held in Beijing. The two sides reached an agreement to invest 35 million yuan to develop and operate the online game Aoshi Three Kingdoms Online. This combination shows that more and more China game companies have begun to attach great importance to and invest in the independent research and development of domestic games.

On July 26th, 2003, Jinshan Company held a press conference in the ancient building complex of Tongquetai, the location base of Zhuozhou CCTV, and launched the first self-developed online game "Swordsman Love Online Edition". Game research and development lasted nearly three years, and a large number of technical elites participated in technical research, costing150,000. After listing, it has aroused widespread concern in the industry. Jinshan Company has become an important force in independent research and development of China's game industry.

On August 27th, 2003, in order to guide consumers, especially teenagers, to use game publications legally and scientifically, the General Administration of Press and Publication issued the Notice on Publishing Healthy Game Suggestions in Game Publications. The Circular stipulates that starting from September 1 2003, all electronic publications publishing units should set up necessary procedures in newly published electronic game publications and published Internet game publications, and must publish the full text of "Healthy Game Advice" in a prominent position on the screen before the game starts. Full text of healthy game suggestions: resist bad games and reject pirated games. Pay attention to self-protection and beware of being cheated. Moderate games are good for the brain, while indulging in games is harmful to the body. Arrange your time reasonably and enjoy a healthy life.

In September, 2003, the Ministry of Science and Technology officially listed two projects, namely "Research on General Engine of Online Games and Development of Demonstration Products" and "Demonstration Application of Intelligent Human-computer Interaction Network", in the National 863 Plan. This is the first time that China has incorporated online game technology into the national science and technology plan, and invested 5 million yuan in related technology research and development enterprises, which will greatly promote the independent research and development level of national online games in China.

At the end of September, 2003, Shanghai Shanda Network Development Co., Ltd. and South Korea ACTOZ Company announced a settlement after more than a year of disputes. This incident triggered the thinking and discussion of China's game industry on how to promote the development of national game industry, protect intellectual property rights, safeguard consumers' rights and interests, and solve the problems of equal cooperation between Chinese and foreign enterprises. More and more domestic enterprises have realized that if China's game industry wants to take the initiative in the international competition, it must master the core technology, improve its independent research and development ability, and launch more national game works.

On June 25th, 2003, 10, Gaojia Technology Co., Ltd. officially announced to consumers that the online game "Angel" imported from South Korea stopped operating. Angel became the second Korean online game that China announced to stop operating after Peacock King. A number of Korean online games stopped operating, which once again made China's game industry doubt the prospect of relying entirely on the introduction of agency mode.

June, 2003 165438+ 10 represented and localized a large number of European and American stand-alone game masterpieces. Due to the excessive investment in operating the online game "Magic Sword", the operation has not improved and it is in trouble. This reminds the industry that with the rapid development of China's game industry, it is necessary to think calmly and invest rationally.

165438+20031On October 28th, Sony (China) held a press conference on PS2 entering the China market. At this point, the world's largest video game manufacturer officially entered the booming China game market. Sony (China) executives fully expressed their confidence in the China market and were full of hope for the future development trend of PS2 products in China. At the same time, it is clearly put forward that the PS2 game products will be fully localized in China, that is, the production of host computers, CD-ROM production and game product development will be mainly localized in China.

On June 5438+February 65438+August 2003, the General Administration of Press and Publication, the Ministry of Information Industry, the National Copyright Administration of the State Administration for Industry and Commerce and the Office of the National Working Group on "Combating Pornography" jointly issued the "Notice on Carrying out the Special Governance of Private Service and Foreign Service". It is clear in the notice that the illegal acts of "private server" and "plug-in" refer to destroying the technical protection measures of legally published Internet game works with copyright enjoyed by others without permission or authorization, modifying the data of the works, setting up servers privately, making only prepaid cards (cards) for games, operating or linking legally published Internet game works with copyright enjoyed by others, so as to seek benefits and infringe upon the interests of others. The illegal acts of "private server" and "plug-in" belong to illegal Internet publishing activities and should be severely cracked down according to law. In recent years, "private server" and "plug-in" have not only become the nightmare that online game operators can't get rid of, but also become the bottleneck that puzzles the development of online game publishing industry. The prosperity of the game industry needs a good industrial environment, and the government's resolute crackdown on "private servers" and "plug-ins" is conducive to promoting the healthy and orderly development of the industry.

In 2003, the growth rate of online game distribution market in China was lower than expected because of SARS, which seriously restricted consumption. According to the statistics of China Game Industry Survey in 2003 issued by the Audio-visual Electronics and Online Publishing Management Department of the General Administration of Press and Publication, the growth rate of online game publishing market in China was 45.8% in 2003, and the actual sales revenue of online game publishing market in China reached 654.38+32 billion yuan.