Wednesday, December 24, 2008

Lead: analysis of the foreign media published articles that with the rise of the network, to make money online games industry in developing countries

Lead: analysis of the foreign media published articles that with the rise of the network, Lead: analysis of the foreign media published articles that with the rise of the network, to make money online games industry in developing countries, particularly in China are booming, China currently accounts for the global market size of 80%. The following is a summary of the contents: The University of Manchester, a study shows that in developing countries, about 500,000 people to the players through the sale of virtual goods to make money online games, known as the "make money online," the industry is developing rapidly. The Chinese market accounted for 80% of the industry, employed about 400,000 full-time player, the average monthly income of 145 U.S. dollars. Despite the game's great efforts to crack down on virtual goods transactions, but the industry is still in the ascendant. Large emerging industries The research report written by the University of Manchester, Professor Richard Ada (Richard Heeks) that in many developing countries, to make money online has become an important economic industry. He wrote, "I was first aware of the network is able to make money from my own playing when the game started, but I think it is a cottage-style economic model. In a sense, this Kind of judge was correct. But now it is no longer a few months piecemeal 'family workshops', but tens of thousands of dollars. " The reality is that many of the online virtual money is very scarce, so many amateur players from full-time players, including the seller to purchase the virtual currency in order for better equipment, weapons and so on. In addition, the number of full-time player also offers "on behalf of the upgrade to play" service, that is, paid for amateur players to quickly upgrade. Ada believes that to make money online games industry, the specific size of the data difficult to obtain. However, he hinted in his article, in 2008, the industry employed about 400,000 people, per capita income of 145 U.S. dollars, the global market size of about 500,000,000 U.S. dollars. Ada, but at the same time pointed out that it is difficult to assess the scale of the industry, so its size may be double that estimate. Most of the activities of the network are online and make money, save the seller sets a virtual currency, such as items for sale, buyers to purchase virtual currency, or sharing account, and all of these online companies are prohibited. If there is because the players engaged in these activities was found, his account of the game may be closed and a ban on playing it online. Ada in the report pointed out that to make money online games industry with the size of India's outsourcing industry comparable. In his article, said, "India's outsourcing industry in 2004 employed approximately 400,000 people, may now be close to 900,000 people, without taking into account the factors of profit under the conditions of these two industries in the number of employees in some aspects of a Together. ". At the same time, he thought, with the people on the network work and leisure time is getting longer and longer, known as a "virtual offshore services" (virtual offshoring) model will become more and more popular, and this is to make money online Service model as a prototype. Make money online: cash tool Steven Davis (Steven Davis) is a network security company Secure Play's Chief Executive Officer, he thought to make money online is accompanied by the network have begun, and with the network's popular and growing rapidly. He also pointed out that the online trading of virtual real solution, the actual demand. He said that "rich people do not have time to play, play time people do not have the money, so the two must find a solution." In the world of online games, virtual goods and currency transactions mainly through the network of hundreds of thousands of cybercafes and the realization of the market. Ranging from the size of the site to make money online, few employing fewer sites, many sites have employed hundreds of staff. Davis believes that a full-time player of the income differences have begun to appear, for example, in Vietnam, low-income players to play on behalf of the Chinese players, and the Chinese players for the West on behalf of the players play. Davis also pointed out that to make money online because of the enormous profits of the industry, in which criminal gangs are also involved. They used the stolen credit card account for the game, under the banner of the sale of virtual goods or currency under the pretext of defrauding money from the players there. In addition, various types of chat rooms they are still much water, making money online advertising. Davis believes that it's hard to find and prosecute these criminal gangs. Finally, Davis added that the network companies have tried to limit the virtual currency and goods trade, but it was reported that there is very little substantive effect. (Zhiwei), China currently accounts for the global market size of 80%. The following is a summary of the contents: The University of Manchester, a study shows that in developing countries, about 500,000 people to the players through the sale of virtual goods to make money online games, known as the "make money online," the industry is developing rapidly. The Chinese market accounted for 80% of the industry, employed about 400,000 full-time player, the average monthly income of 145 U.S. dollars. Despite the game's great efforts to crack down on virtual goods transactions, but the industry is still in the ascendant. Large emerging industries The research report written by the University of Manchester, Professor Richard Ada (Richard Heeks) that in many developing countries, to make money online has become an important economic industry. He wrote, "I was first aware of the network is able to make money from my own playing when the game started, but I think it is a cottage-style economic model. In a sense, this Kind of judge was correct. But now it is no longer a few months piecemeal 'family workshops', but tens of thousands of dollars. " The reality is that many of the online virtual money is very scarce, so many amateur players from full-time players, including the seller to purchase the virtual currency in order for better equipment, weapons and so on. In addition, the number of full-time player also offers "on behalf of the upgrade to play" service, that is, paid for amateur players to quickly upgrade. Ada believes that to make money online games industry, the specific size of the data difficult to obtain. However, he hinted in his article, in 2008, the industry employed about 400,000 people, per capita income of 145 U.S. dollars, the global market size of about 500,000,000 U.S. dollars. Ada, but at the same time pointed out that it is difficult to assess the scale of the industry, so its size may be double that estimate. Most of the activities of the network are online and make money, save the seller sets a virtual currency, such as items for sale, buyers to purchase virtual currency, or sharing account, and all of these online companies are prohibited. If there is because the players engaged in these activities was found, his account of the game may be closed and a ban on playing it online. Ada in the report pointed out that to make money online games industry with the size of India's outsourcing industry comparable. In his article, said, "India's outsourcing industry in 2004 employed approximately 400,000 people, may now be close to 900,000 people, without taking into account the factors of profit under the conditions of these two industries in the number of employees in some aspects of a Together. ". At the same time, he thought, with the people on the network work and leisure time is getting longer and longer, known as a "virtual offshore services" (virtual offshoring) model will become more and more popular, and this is to make money online Service model as a prototype. Make money online: cash tool Steven Davis (Steven Davis) is a network security company Secure Play's Chief Executive Officer, he thought to make money online is accompanied by the network have begun, and with the network's popular and growing rapidly. He also pointed out that the online trading of virtual real solution, the actual demand. He said that "rich people do not have time to play, play time people do not have the money, so the two must find a solution." In the world of online games, virtual goods and currency transactions mainly through the network of hundreds of thousands of cybercafes and the realization of the market. Ranging from the size of the site to make money online, few employing fewer sites, many sites have employed hundreds of staff. Davis believes that a full-time player of the income differences have begun to appear, for example, in Vietnam, low-income players to play on behalf of the Chinese players, and the Chinese players for the West on behalf of the players play. Davis also pointed out that to make money online because of the enormous profits of the industry, in which criminal gangs are also involved. They used the stolen credit card account for the game, under the banner of the sale of virtual goods or currency under the pretext of defrauding money from the players there. In addition, various types of chat rooms they are still much water, making money online advertising. Davis believes that it's hard to find and prosecute these criminal gangs. Finally, Davis added that the network companies have tried to limit the virtual currency and goods trade, but it was reported that there is very little substantive effect.
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