Chapter II Overview of Global DEI Development
DEI is a new type cultural industry generated after information technology is applied in the cultural field, which maintains a tendency of rapid development in the world. According to statistics, the global DEI is growing rapidly by a rate of 28% and in developed countries, and the contribution rate of DEI to relevant industries is 1:10. Therefore DEI has great development potential.
The countries and areas with comparatively developed DEI in the globe are Japan, U.S., South Korea and Taiwan(China). In the fierce regional competition, a distinct feature emerges that each country and area has their own dominant fields.
The global computer game industry has been developed for nearly two decades, while the Internet provides computer game with fascinated carrier and tool. According to statistics, the output value of the global computer game industry exceeds 6 billion US dollars in 2006 and over 30% of the Internet users are computer game players.
The mobile phone games operations originating in Europe has become an important choice for global mobile entertainment after vigorous development by Japan and South Korea, etc. The global mobile phone games market scale has exceeded 20 billion US dollars in 2006.
All the formation system, scale and industry of animation & cartoon works originate in U.S., while the animation industry in Japan also obtains great achievements through elegant product-making and market promotion. In 2006, the output value of animation in U.S. amounts to 31,000 million US dollars, accounting for nearly half of the global market.
As for E-Sports, the Occident takes up an unshakeable leading role. The E-Sports games of global scale are mainly held by organizations of the Occident, which accelerates the output value growing of digital entertainment software and hardware products. Currently, the best E-Sports players in E-Sports games come from the Europe, U.S., South Korea and China.
Video games has always been the pronoun for most advanced game in the game circle. However, this special field has still been monopolized by Japan and U.S. based companies representing the supreme strength in video games (such as Sony, Microsoft, Nintendo, NAMCO and EA). Along with technical development, many video games enterprises have taken the way of network.
By right of the technical advantage of network and mobile communication, U.S. takes up the majority of the global market share of digital music industry. For example, the digital music content facilitators such as Apple Inc. continue to broaden their influence. Countries and areas such as Japan, South Korea and Europe are continuously speeding up.
During the development of global DEI like a raging fire, China also undergoes an unprecedented digital entertainment revolution. The digital entertainment not only becomes a rising industry with rapid growing up in China, but also deeply influences the living style of Chinese people by enriching their life experience.
According to the survey data in the Report on Game Industry in China (2006) issued by the "2006 China Game Industry Annual Meeting" held in Chengdu, in 2006, the market scale of network games in China is 6,540 million RMB Yuan, increasing by 73.5% compared with the same period of last year; there are 218 original national network games of indigenous R&D, increasing by 13.5%; the actual sales income from ethnic network games amounts to 4,240 million RMB Yuan, increasing by 87.4% and accounting for 64.8% of the total sales income; the value of exported network games made in China exceeds 20 million US dollars.
A tendency of rapid development has been presented for domestic mobile phone games market in the past few years. The market scale reaches 2,209 million RMB Yuan in 2006, increasing by 54%.
With the development mode of Chinese market economy towards maturity and gradually building up of branding consciousness, the animation and cartoon industry in China has large potential market demand. The annual demand to cartoon program approximately averages over 788,000 minutes and the shortage rate of home works exceeds 90%. Through a series of supporting policies and guarantee measures issued by governmental departments of all levels in recent years, the animation and cartoon industry starts accelerated development in China.
Since E-Sports is formally determined as a state-level sports item in 2003, Chinese E-Sports players have won many awards in different E-Sports games all over the world. At the same time of holding various international games, China also indigenously holds several well-known games such as ACON5, CEG and CIG, obtaining many praises.
The increasingly mature and grand game market in China has drawn more and more attention from the global game magnates. Whereas along with successively successful listing abroad of the latest host computers such as PS3 and XBOX360, huge potential is also presented in the video games market of China. The domestic video games enterprises take the initiative to seize the opportunity and have created a great deal of excellent works.
Although the development of digital music in China is at the early stage, the population advantage assists the digital music market in China in obtaining remarkable progress. In 2005, the number of on-line music users and mobile music users both exceed 100 million. In 2006, the market scale of wireless digital music approximates 10 billion RMB Yuan.
Along with the continuous development and innovation in market, technology and products, DEI, which can be used for ethnic spirit cultivation and passing down of national culture as well as extend through to every derivate industries, has become one of the creative industries of most potential in current China and a new growth point for national economy. The DEI in China will have a bright and broad future.
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