subject: Game over online game company into a listed public queue secret key - a grand, online games industry, game - toy industry [print this page] 3rd quarter of 2007, Shanda and other enterprises in the rapid development of a large base and under the impetus of Online games Further rapid expansion of industry capacity. According to statistics, in 2007 online games industry capacity will be the first time more than 10 billion, to become the main Internet Business model One. Currently, there are nine overseas-listed Chinese Internet companies engaged in whole or in part Network Games business, the Internet in the field the most. New filing shows third quarter of 2007, Shanda income 656 million yuan, to continue to lead the gaming industry. The entire gaming industry, there are over a 600 million-scale, 2 400 000 000 scale, 4 1-2 100 000 000 large companies, formed echelon pattern. Rapidly growing online games market, on the one hand due to the continued growth of industry leaders, powerful drive broader market base; on the other hand, because of the huge profits online games industry attracted Jinshan, Giant, Perfect World , net long, and many of the new entrants. Industry believe that, although the ranking of these new entrants each alternative, the development still stable, but still bring incremental industry also shows the strength of China's own development efforts. Even more remarkable is the online games market and did not stop there. According to incomplete statistics, in addition to planning the long-Jiuyou Wang listed, there are Hangzhou Tianchang Technology Other eight listed companies waiting in line. May 16, 2007, Hong Kong-listed Finance Media Finet Group (8317, HK) has just announced the acquisition price of 200 million yuan Tianchang technology online game company in Hangzhou, at the same time, Finet also revealed that within three years will separate listing of the online game company. If this rumor true, the Chinese online game companies in the listed company will reach nearly 20 of the "astronomical." Qu Xiaodong, General Manager CCW Research said that this shows that entertainment has become the mainstream of the Internet, entertainment-oriented Internet companies will be even more substantial profits. He said that the entertainment needs of the Chinese netizens obviously, it has a strong client base and user stickiness, can satisfy the entertainment needs of the company, the future would be better prospects for development. Recently, TOM Online to give up the strategic transformation of the portal specializing in entertainment and sports, this trend also provides the strongest evidence. The rapid development of online games industry, to get rich quickly, it also attracts a large number of young men eager to piracy Chen Tianqiao The "wealth creation myth." Data show that in 2006, across the country engaged in online game development company or team of 117 professionals, 73% growth a year earlier, practitioners up to 12,455 people, the year-ago increase of 148%. The newly established throughout the game design and Arts School personnel Train Centers springing up, full session enrollment session; Animation , Games and other professionals have also become popular in recent years of various professional institutions. "Online game has changed the previous generation of young people; for this generation of young people, online games influence and change their way of subtle changes in place." Insiders pointed out.
Game over online game company into a listed public queue secret key - a grand, online games industry, game - toy industry