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中國PC客戶端網(wǎng)絡(luò)游戲市場的壟斷化研究

發(fā)布時間:2018-08-06 19:45
【摘要】:經(jīng)濟(jì)發(fā)展和生活水平提高促使消費者越來越注重對精神文化方面的需求,文化產(chǎn)業(yè)因此迅速發(fā)展起來,黨的十八大正式提出把文化產(chǎn)業(yè)發(fā)展成為國家的支柱產(chǎn)業(yè),在《“十三五”國家戰(zhàn)略性新興產(chǎn)業(yè)發(fā)展規(guī)劃》中指出將數(shù)字創(chuàng)意產(chǎn)業(yè)作為重點培育的5個產(chǎn)值規(guī)模達(dá)10億萬元的新興支柱產(chǎn)業(yè)之一,作為數(shù)字產(chǎn)業(yè)重要組成部分的網(wǎng)絡(luò)游戲產(chǎn)業(yè)的重要性不言而喻。PC客戶端網(wǎng)絡(luò)游戲以過半的占比占據(jù)著主導(dǎo)地位,對整體產(chǎn)業(yè)的發(fā)展起著決定性的作用。從2000年以來我國網(wǎng)絡(luò)游戲的產(chǎn)業(yè)化進(jìn)程到現(xiàn)在也不過十幾年的時間,在結(jié)構(gòu)不完善,產(chǎn)業(yè)不成熟,監(jiān)管配套設(shè)施欠缺,行業(yè)的自我修復(fù)能力以及培養(yǎng)開發(fā)新需求能力不足的整體情況下,PC網(wǎng)絡(luò)游戲產(chǎn)業(yè)的市場結(jié)構(gòu)卻呈現(xiàn)出壟斷化的畸形現(xiàn)象。壟斷化趨勢雖然能使得居于優(yōu)勢地位的PC網(wǎng)絡(luò)游戲企業(yè)實現(xiàn)規(guī)模經(jīng)濟(jì)以及行業(yè)資源的優(yōu)化配置,對PC網(wǎng)絡(luò)游戲行業(yè)的發(fā)展起到一定的促進(jìn)作用,不過我國PC網(wǎng)絡(luò)游戲產(chǎn)業(yè)當(dāng)前仍然處于產(chǎn)業(yè)成長期的階段,市場的壟斷化趨勢對正常市場競爭機(jī)制的破壞有引起行業(yè)壽命縮短的威脅,無法使整體產(chǎn)業(yè)順利過渡至成熟期。當(dāng)前國內(nèi)外對網(wǎng)絡(luò)游戲的市場格局都有所涉獵,但大都只是提到當(dāng)前的網(wǎng)絡(luò)游戲市場存在寡頭壟斷的這樣一個事實,并指出了寡頭壟斷化的一些特征,但沒有具體分析網(wǎng)絡(luò)游戲市場呈現(xiàn)寡頭壟斷的原因,以及寡頭壟斷給網(wǎng)絡(luò)游戲產(chǎn)業(yè)所帶來的具體影響,也沒有給出由此產(chǎn)生的問題的合理的解決方案。本文利用文獻(xiàn)研究、個案研究、SCP框架分析以及實證研究等方法對當(dāng)前我國PC客戶端網(wǎng)絡(luò)游戲的市場狀況進(jìn)行了具體分析,通過數(shù)據(jù)分析得出當(dāng)前我國PC客戶端網(wǎng)絡(luò)游戲的市場結(jié)構(gòu)為偏壟斷化的壟斷競爭市場,其市場自身的發(fā)展,政府的鼓勵和限制政策以及企業(yè)在市場中的經(jīng)營行為是導(dǎo)致市場走向壟斷的主要原因。居于壟斷地位的網(wǎng)絡(luò)游戲企業(yè)能憑借規(guī)模經(jīng)濟(jì)和對優(yōu)勢資源的占據(jù)來創(chuàng)造壟斷利潤,但這種促進(jìn)作用對處于稚嫩期的產(chǎn)業(yè)來說是相當(dāng)有限的。壟斷化的市場結(jié)構(gòu)不僅會破壞競爭機(jī)制,企業(yè)為了實現(xiàn)利潤最大化會通過主導(dǎo)價格和相互勾結(jié)來進(jìn)一步地破壞市場機(jī)制,最終導(dǎo)致市場失靈,這對整體行業(yè)的發(fā)展是相當(dāng)不利的。由于整體產(chǎn)業(yè)發(fā)展的不成熟,市場機(jī)制不完善,缺乏自我修復(fù)和自我更新的能力,因此通過法律監(jiān)管、政府規(guī)制和企業(yè)自律的方法把PC客戶端網(wǎng)絡(luò)游戲產(chǎn)業(yè)重新拉回產(chǎn)業(yè)成長期所正常具有的市場結(jié)構(gòu)能更好地實現(xiàn)產(chǎn)業(yè)的可持續(xù)發(fā)展。
[Abstract]:Economic development and the improvement of living standards have prompted consumers to pay more and more attention to the spiritual and cultural needs. As a result, the cultural industry has developed rapidly. The 18th National Congress of the Party formally proposed to develop the cultural industry into a pillar industry of the country. In the "13th Five-Year Plan" of the National Strategic emerging Industry Development Plan, it was pointed out that the digital creative industry is one of the five emerging pillar industries with a production value of 10 million yuan. As an important part of the digital industry, the importance of the online game industry is self-evident. PC client network games occupy a dominant position with more than half, and play a decisive role in the development of the whole industry. Since 2000, the industrialization process of online games in our country has not been more than ten years. The structure is not perfect, the industry is not mature, and there is a lack of supporting facilities for supervision. The ability of self-repair and the lack of the ability to develop new demand in the industry as a whole, the market structure of PC online game industry presents a phenomenon of monopolization. Although the trend of monopoly can make PC network game enterprise realize scale economy and optimize allocation of industry resources, it can promote the development of PC network game industry. However, the PC online game industry in our country is still in the stage of industry growth at present. The monopoly trend of the market threatens to shorten the service life of the normal market competition mechanism, and it cannot make the whole industry transition smoothly to maturity. At present, the market pattern of online games has been dabbled in at home and abroad, but most of them only mention the fact that there is oligopoly in the current online game market, and point out some characteristics of oligopoly. However, there is no specific analysis of the reasons for the oligopoly in the online game market, the specific impact of oligopoly on the online game industry, and the reasonable solution to the problems arising therefrom. This paper makes use of literature research, case study, SCP framework analysis and empirical research to analyze the current market situation of PC client online games in China. Through data analysis, it is concluded that the current market structure of PC client network games in China is a monopoly competition market, and the development of the market itself. The government's policy of encouragement and restriction and the business behavior of enterprises in the market are the main reasons that lead the market to monopolize. Online game enterprises in monopoly position can create monopoly profits by means of economies of scale and the occupation of superior resources, but this kind of promotion is quite limited to the industry in its infancy. The monopolized market structure not only destroys the competitive mechanism, but also leads to the failure of the market by leading prices and colluding with each other in order to maximize profits. This is quite unfavorable to the development of the industry as a whole. Due to the immaturity of the overall industrial development, the imperfect market mechanism, and the lack of the ability to self-repair and self-renew, they are regulated by law. The methods of government regulation and enterprise self-discipline can bring the PC client network game industry back to the normal market structure of the industry growth period, which can better realize the sustainable development of the industry.
【學(xué)位授予單位】:重慶工商大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:F49

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