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Old 04-30-2011, 09:42 PM   #1
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Default Carrera Sunglasses Transformers the game industry

July 11, Transformers movie landing in China, which for young Chinese born in the 80s is undoubtedly a moment of Diamond Dreams, which followed, is pre-Transformers to enter the Chinese market derivatives across platforms, is an industry marketing, the effect of a force.
video game influence
expanding bilateral cooperation in film and television drama of the game is a very big attraction, are the expectations of the game with a huge audience and promotional appeal, this game than just focus on specific age groups is wide, and the original to the success of the game itself can become a box office guarantee unbeaten. In this case, once the success of movies and television, in addition to direct driving-related and marketing campaign game, its a huge box office receipts enough to get the value back to the game makers Therefore, compared to other industries, the game industry and TV drama production industry, the interaction between the earliest and most frequent, the most well-known, but also in foreign countries has also more mature. recent examples is the market space.
in China in the 21st century, the Mainland and Hong Kong and Taiwan have introduced the game film and television drama class, and mostly out of the original game, the plot is basically based on adaptation of game content, the representative is caused in a short time sensation of represented by the set of Disney programming, game,Armani Sunglasses sale, play as one of the entertainment and media empire, no less than ten. it has strong capital and technology reserves can hold a candle to the original non-Chinese companies, one is the result of decades of practice in this regard be experience, we can guarantee the course of their operations to minimize the cost of benefits in exchange for an ideal, but most of the enterprises both in China is an independent development, in cooperation must have a run-in and explore the process. For such subject matter games, movies and television also seemed to grasp the lack of experience. This leaves a lot of that is considered with the appropriate vendors and capital reserves of the game film and television drama production companies reluctant to enter. Second, China's film and television drama production status find it difficult to improve. big production cost compared to foreign Film and Television, China's film and television drama production in terms of scale, and they really can not compare. and the current total domestic game is not high, the classic case of good little game, you can choose a more narrow scope. Third, the current system is difficult to have the decision more Toupai. Even if the above two points can be overcome, but in the current films, television series approval system, the space can not very well-off loop, that is considered by the relevant department and get filming permits, the circumstances may be subject to the limitations on the content but also may deviate from the game content to film and television drama tracks, who want to reproduce the virtual world through movies and television scenes of the audience, certainly not a good news, TV drama to bear the risk that this increase will be. In addition, such piracy, the Chinese film market factors such as general malaise are restricted to varying degrees, the two sides for further cooperation.
in the country, in the past because the game alone can create significant value, game manufacturers have placed most of the energy market development and the production of games, the game companies around the game has not spent most of the attention. and many foreign countries to enter the domestic channels masterpiece relatively simple, just enter the domestic product agent, other peripheral products are almost no domestic agency is willing to risks the introduction of the domestic market. So, which resulted in a very long time barren game peripheral products, only a few original masterpiece with a small amount of peripheral products into the market quietly.

prospects around the game but this does not mean that no one noticed this has a huge potential market. In fact, from the beginning of the 21st century, faced with the enormous impact of online games, national stand-alone game companies have started to actively try to play the way around to create new profit space to challenges. For a time, some domestic original classic works in the sale process of stand-alone there have been some luxury packaging products, and its difference with the regular version is different, of which attached such as bookmarks, stationery, dolls,discount D&G Sunglasses, key ring, brooch and other peripheral products, such as the 2001 issue of the seems highly unlikely that users of products greatly improve the recognition level of the game itself.
and the rise of online games from around the beginning of the game has a Its not own peripherals, but the copyright issue will be decentralized peripheral products, distributed to a number of companies specialized peripherals for it, so from Grand Central to the surrounding radiation, a set of lines to gradually build up, some non- game operator in making this market the company has become more substantial and the grand vision of a more open, in addition to the traditional peripheral products, has issued commemorative stamps of the game. and grand in the game's outstanding performance around the market, making the other popular online games in hand on their ace to see the potential market value, so the major online game operators started their own develop new markets. such as the development of the peripheral games food products, such as Shanda Interactive Entertainment Limited in pushing its online games and digital home entertainment strategy at the same time, they began to developed specifically for the country's first Internet cafe crowd drinks dry, QQ and other foods date marked on the energy of the two sides of the LOGO (the sign), marked with the appropriate slogan, and in a virtual game world can be in the form of credit card payments and cash on delivery buy real beef jerky and more.
While the game industry nowadays there is such a cross-industry cooperation as the difficulties and dilemmas, but there is no doubt that, both in the same film, television, gaming peripheral (light industry) or education, as well as others such as advertising,Carrera Sunglasses, media, telecommunications and other industries cooperation, have foreign classic example of success for reference, while a few years of exploration in the country, began to gradually find its own direction of development, one can imagine in the future, the game industry will not just rely on the sale Dianka and virtual equipment to make a profit, cross-sector cooperation and development direction and profit margins will be even more vast and robust. (Shu-Lok)
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