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.

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