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Research On The Development And Current Situation Of My Country's Electronic Game Industry

Posted on:2020-04-02Degree:MasterType:Thesis
Country:ChinaCandidate:R WangFull Text:PDF
GTID:2439330620455620Subject:Statistics
Abstract/Summary:PDF Full Text Request
As a new cultural and entertainment industry based on information technology.Since its inception in the late 20 th century,the development of video game industry has experienced more than 20 years in the Chinese mainland market.It has become an important pillar industry which has been guiding the development of China's cultural and entertainment industry.This paper studies,analyzes and empirically analyzes the problems in the development of the video game industry and the current game market,and uses the SARIMA modelto make short-term predictions on the income of video games.The main contents of each part are summarized as follows:Firstly,it summarizes the development of China's video game industry,and divides the development history of the game industry into three stages according to the market characteristics,and from the three perspectives of game market income structure characteristics,sub-type product structure characteristics and user structure characteristics.The status quo of China's video game market is described in detail,and the achievements in the development of the video game industry,the problems currently faced are analyzed.Secondly,combining the problems encountered in the development of the game industry and the particularity of the Chinese game market,this paper explores the impact of policy factors,social cognition and copyright awareness on the development of China's electronics industry,focusing on the analysis of the "game machine ban".The two policies,which have been suspended from the 2018 edition,have had a huge impact and change on the game industry.Then,using the quarterly data of Tencent's and NetEase's game business revenue from 2007 to 2019,the SARIMA model of the two companies was established respectively,and the future short-term game business income was predicted.To evaluate the prediction accuracy of the model,the average relative error between the predicted and actual value of Tencent's game business revenue is 4.42%,and the average relative error between NetEase's game revenue forecast and actual value is 10.8%.According to the forecast results and the revenue of the game market of Tencent and Netease in recent years,the total revenue of China's game industry is expected to exceed 300 billion yuan in 2020.Finally,combined with the characteristics of China's game industry,the influencing factors of industrial development and the results of empirical analysis,it puts forward targeted suggestions for the development of China's electronic game industry.
Keywords/Search Tags:Video game industry, Market structure, Development of industry, Seasonal autoregressive integrated moving average
PDF Full Text Request
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