Research on the Asymmetric Development of the Contribution of Mobile Games and Client Games to China's Video Game Industry
DOI:
https://doi.org/10.54097/2p20e515Keywords:
Game industry, mobile game, client game, marketing strategy, globalization, localization.Abstract
This paper will focus on two important areas in the electronic game industry, namely, "mobile games", which are mainly operated and played on portable mobile devices and "client games", which are mainly operated on non-portable mobile devices such as computers, game consoles and televisions. The market in the Chinese mainland is selected as the research object. First, it explains the background of the development of these two different types of games in the Chinese mainland market and the trend in recent years. Clarify the basic content and specific differences between mobile games and client games in terms of definitions. Second, it discusses in detail the reasons for the asymmetric development of mobile and client games in the Chinese market. It uses the representative work of China's mobile games "Genshin Impact" and the part of 3A games in client games for case study, and makes a comparative analysis using classic sociological theories such as "localization", "globalization", and "McDonaldization". The paper discusses the internal reasons for the uneven development of these two different game media in the Chinese mainland market and the possible consequences of the assembly line of the game industry. Finally, the paper gives solutions to the market layout of mobile and client games in the Chinese mainland from the perspective of complete system and legal construction of the government, the improvement of the marketing mode of game developers and the enhancement of users' ability to explore the game market independently.
Downloads
References
Xinhua Network. (2023). China Game Industry Report 2023 Officially Released. Retrieved from: http://www.xinhuanet.com/ent/20231215/f670a4330eac41d6859e9f11d9226d5b/c.html [2023-12-20].
National Bureau of Statistics. (2023). National Data: Population. Retrieved from: https://data.stats.gov.cn/easyquery.htm?cn=C01&zb=A0201&sj=2022 [2023-12-20].
National Bureau of Statistics. (2023). National Data: Internet. Retrieved from: https://data.stats.gov.cn/search.htm?s=互联网 [2023-12-20].
Koutromanos, G., & Avraamidou, L. (2014). The use of mobile games in formal and informal learning environments: a review of the literature. Educational Media International, 51 (1), 49-65. https://doi.org/10.1080/09523987.2014.889409.
Huang, Z. (2021). Analysis on the market strategies of the game Glory of Kings. In 2021 3rd International Conference on Economic Management and Cultural Industry (ICEMCI 2021) (pp. 3125-3129). Atlantis Press. https://doi.org/10.2991/assehr.k.211209.512.
Mathews, C. C., & Wearn, N. (2016). How are modern video games marketed? The Computer Games Journal, 5 (1-2), 23-37. https://doi.org/10.1007/s40869-016-0023-2.
Tencent. (2022). The total sales of Genshin Impact exceeded 4 billion dollars, ranking the third in the global mobile game revenue in 2022. Retrieved from: https://syzs.qq.com/blog/news/20221228A096LD00 [2023-12-20].
Tencent Network. (2022). Chinese people own 1.856 billion mobile phones, with over half of their old phones lying at home? Retrieved from: https://new.qq.com/rain/a/20221029A072EC00 [2023-12-20].
Zhou, S. & Wang, S. (2023). Exploring the new mode of the output of domestic game culture—Taking Genshin Impact as an example. Advances in Social Sciences, 12, 742. https://doi.org/10.12677/ASS.2023.122102.
Robertson, R. (1992). Globalization: Social theory and global culture. Globalization, 1-224.
Li, Q., & Li, X. (2023). Debating the "Chineseness" of a mobile game in online communities. Global Media and China, 8 (4), 442-461. https://doi.org/10.1177/20594364231190313.
Landtsheer, C. L. D., De Vries, P., & Vertessen, D. (2008). Political impression management: How metaphors, sound bites, appearance effectiveness, and personality traits can win elections. Journal of Political Marketing, 7 (3-4), 217-238. https://doi.org/10.1080/15377850802005083.
Ritzer, G. (2011). The McDonaldization of society 6 (Vol. 6). Pine Forge Press.
Zhang, X. (2012). Censorship and digital games localisation in China. Meta, 57 (2), 338-350. https://doi.org/10.7202/1013949ar.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Journal of Education, Humanities and Social Sciences

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.






