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The production and distribution of digital content in China. An historical account of the role of internet companies and videogames

机译:中国数字内容的生产与分配。 互联网公司和视频名称作用的历史叙述

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Purpose - This paper aims to shed some light on the history of the Chinese videogames industry, to document the growth of the leading companies and reveal how they have been morphing into platforms delivering constellations of apps and digital content (audiovisual, films, music, literature, video streaming [...]). The paper tracks the development of digital services through the prism of videogames thereby showing how this industry emerged out of the deployment of the internet. Design/methodology/approach - The paper provides an overview and a synthesis of what is known about the Chinese game industry, particularly based on consultancy documents and publications from firms. The paper is based on desk research, a review of literature and trade press and the analysis of the annual reports of the leading players (NetEase, Tencent [...]). Findings - The rise of videogames and the creation of specific company's "ecosystems" illustrate the capacity of the industry to innovate and its significance for the Chinese economy. It reveals that gaming has been a cornerstone of many Chinese technology companies. The (young) companies came up with the innovative business models (FTP, virtual items) that were required to further expand the market. They found new ways to interact with their customers through communities and various tools. Research limitations/implications - The paper relies on consultancy documents and publications from firms on heterogeneous data from industry and consultants. This approach comes with some limitations from a methodological viewpoint. It allows documenting the historical trends and describing the industrial landscape but not to qualify the relationships among players. Besides, the use of these sources leads to a greater focus on business models and a more limited one on the policy dimension. The latter is often perceived only through the glasses of the companies. Practical implications - The data provided are meant to be useful to become familiar with the Chinese games industry. Social implications - The paper indicates that the online game industry is a complex web of activities with tensions and contradictions between stakeholders (industry, government and consumers). In the case of China, there is a conflict between the willingness to liberalize the economy and the will to maintain an ideological monopoly through cultural industries. Originality/value - Little research has been devoted to the role of videogames in emerging economies, to its specific features and to the relationships with the media industry and the information and communications technology sector. The contribution of this "digital native" to the production and distribution of digital content remains less studied. The paper provides an up-to-date overview of the Chinese case.
机译:目的 - 本文旨在阐明中国电子游戏行业的历史,以记录领先公司的增长,并揭示他们如何变成提供应用程序和数字内容星座的平台(视听,电影,音乐,文学的平台, 视频流 [...])。本文通过视频名称的棱镜跟踪数字服务的开发,从而展示了该行业如何出现出互联网的部署。设计/方法/方法 - 本文介绍了中国游戏行业所知的综合,特别是根据公司的咨询文件和出版物。本文基于办公室研究,对文学和贸易新闻的综述以及领导球员年度报告的分析(网易,腾讯[...])。调查结果 - 视频游戏的兴起和特定公司的“生态系统”的创建说明了行业创新的能力及其对中国经济的重要性。它揭示了游戏一直是许多中国科技公司的基石。 (年轻)公司提出了进一步扩大市场所需的创新商业模式(FTP,虚拟物品)。他们找到了通过社区和各种工具与客户互动的新方法。研究限制/含义 - 论文依赖于来自工业和顾问的异构数据的公司咨询文件和出版物。这种方法来自一种方法论观点来自一些局限性。它允许记录历史趋势并描述工业景观,但不是为了符合球员之间的关系。此外,这些来源的使用导致更侧重于商业模式,更有限的政策维度。后者通常只通过公司的眼镜感知。实际意义 - 提供的数据意味着熟悉中国游戏行业有用。社会影响 - 论文表明,在线游戏行业是一个复杂的活动,具有利益相关者(行业,政府和消费者)之间的紧张局势和矛盾。在中国的情况下,愿意通过文化产业自由化经济的意愿与维持思想政治垄断之间存在冲突。原创性/价值 - 在新兴经济体中的视频游戏对其特定特征和与媒体行业的关系以及信息和通信技术部门的关系,致力于对新兴的作用的作用。这种“数字本地”对数字内容的生产和分配的贡献仍然较少。本文提供了中文案例的最新概述。

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