Chinese game market blowout VR game experience more difficult to transform

In the past year, a clear trend has emerged: an increasing number of game advertisements have started to appear not only online but also on television and in variety shows, becoming a common topic of conversation among many people. This signals that games have taken on a more significant role in this era, and the gaming industry has reached an unprecedented peak. When it comes to different types of games, each holds its own position in the market. Mobile games, for instance, have seen explosive growth over the last two years, though they are still not considered as refined as traditional PC or console games. This reflects the current state of internet development, where accessibility and convenience are key drivers. According to the "2017 China Game Industry Development Report," mobile game users reached around 460 million in 2017, marking a 9% increase from the previous year. Meanwhile, client game users remained stable at about 150 million, while web game users dropped slightly to 2.4 billion, reflecting a 2% decline. Despite these fluctuations, the overall number of online gamers has grown significantly. The gaming industry's revenue also showed strong growth. In 2017, the total operating revenue of China’s game industry reached approximately 218.96 billion yuan, representing a 23.1% year-on-year increase. These figures clearly indicate that the Chinese gaming market was on a fast-growth trajectory during the year. Looking ahead, I believe the gaming market will continue to expand in 2018. Over the past year, the game ecosystem has been continuously evolving, although there is still room for improvement in terms of standardization—such as addressing issues like piracy. As the industry matures, technological advancements will play a crucial role in driving sustainable and healthy growth. Take VR games as an example. According to the same report, VR game revenue reached 400 million yuan in 2017, up 28.2% from the previous year. This growth rate ranks second only to mobile games, far outpacing that of web and mobile games. While the numbers are promising, the actual user base remains relatively small—around 40 million people. Most VR users are still introduced through VR experience centers or museums, rather than owning their own devices. In real life, immersive VR experiences have become more common, with VR-themed entertainment zones appearing in major shopping malls across China. People are eager to try new technologies, but due to immature tech and an underdeveloped ecosystem, adoption remains limited. Despite these challenges, VR games hold great potential if technology continues to advance rapidly. However, currently, they remain on the fringes of the gaming world, facing various obstacles in both development and user experience. Issues such as technical limitations—like the shift from 2D to 3D, perspective problems, and depth-of-field processing—still need to be addressed. Additionally, resource quality varies widely, which affects the overall user experience. The future of the gaming market looks bright, and VR is set to play a bigger role. As industry standards are established, the market will become more regulated, ensuring better protection for consumers. With time, we can expect a new wave of innovation and growth in the gaming sector.

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