| With the development of the Internet,Chinese game market scale rapid growth over the past 10 years.However,at present,there is a revenue recognition point of judgment inconsistent and inaccurate measurement of income amount,the information disclosure is not standard in the China’s online game company.In July 2017,the ministry of finance issued "accounting standards for enterprises no.14",the old revenue recognition and measurement methods can no longer adapt to the new guidelines.Therefore this thesis focus on online game company’s revenue recognition and measurement issues,through the typical case of ZQ company,find out revenue recognition measurement method to resolve the problem.This thesis from ZQ company financial statements and the main report,for the company’s revenue recognition and measurement method of status the problems existing in the method to conduct a comprehensive understanding.This thesis compared the old and new income standards,the difference of revenue recognition,revenue recognition five footwork and assets and liabilities view and income expenses view and accrual basis and cash basis for the influence of online game enterprises and challenges.At the same time reduce collection of research achievements at domestic and abroad,the investigation to ZQ games company actual situation with the collected a representative game company income measurement and confirmation method,comparative analysis,find out our main problems currently in revenue recognition and measurement of ZQ online games company.Those are respectively is revenue recognition in time without norms,and deferred earnings period calculation is not accurate,promotional products not according to the fair value,the apportionment of unused for a long time virtual currency evaluation is not reasonable.Then the thesis analysis the reasons of the existence of problems,and then according to the four questions put forward improvement suggestions for the improvement of the game revenue recognition and measurement,the innovation points of this thesis is using the UBRM(players life cycle model)for the calculation of specific Numbers,using the life cycle method to calculate the monthly player user loss situation,the player’s life cycle,according to the player’s life cycle average share deferred income,which provides reference for other online game companies and basis,in the realization of conform to the requirements of the national accounting standards under the premise of meet the demand of enterprise own management at the same time.The deficiency of this thesis lies in that the resulting data is limited,can’t play it on all the operation mode of the online game enterprises and business income,still need to collect more data and information for further studies in this respect. |