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网络游戏主要分为角色扮演类型和休闲类型。前者一般为收费游戏,由玩家自己选定一个虚拟身份,在一个虚拟的空间内,按照一定的故事情节,同时和多人进行交互式游戏体验;休闲类游戏以免费用户为主,多数为棋牌益智类和对决类游戏。因为休闲游戏简单、更利于朋友间交流、贴近生活且容易上手,使其用户群分布极为广泛,并保持快速的增长。2005年中国休闲网络游戏用户规模1790万人,在网络游戏用户中的渗透率达到62%,超过了角色扮演型游戏的55%。因此,计世资讯(CCW Research)预计,休闲游戏将成为中国网络游戏市场重要的推动力量,并将以80%的复合增长速度高速发展,在未来5年内占据整个游戏产业的半壁江山。
Online games are mainly divided into role-playing type and leisure type. The former is generally a fee-based game, selected by the player himself a virtual identity, in a virtual space, in accordance with a certain story, at the same time and interactive interactive gaming experience; casual games to free users, mostly chess Puzzle and match-up games. Because casual games are simple, more conducive to communication between friends, close to life and easy to use, so that its user base is extremely broad distribution, and maintain rapid growth. In 2005, the number of casual online games users in China was 17.9 million, reaching 62% of online game users, surpassing 55% of role-playing games. Therefore, CCW Research predicts that casual games will become an important driving force in China’s online game market and will grow rapidly at a compound annual growth rate of 80%, occupying half of the entire game industry in the next five years.