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The Swedish game industry

2019-10-19 来源: 51Due教员组 类别: Essay范文

下面为大家整理一篇优秀的essay代写范文- The Swedish game industry,供大家参考学习,这篇论文讨论了瑞典的游戏产业。瑞典的游戏产业在经历了30年的发展之后,已经完全成熟,形成了外向型的产业经营模式,构筑起了完整的产业链,产生了广泛的影响力。瑞典在人力资源、资金支持都不充足的状况下发展出了世界级的游戏产业,这与瑞典游戏产业全行业的共同努力和瑞典政府在政策、高等教育等方面的支持不无关系。

Swedish game industry,瑞典游戏产业,essay代写,作业代写,代写

Since 2010, the output value of Swedish game industry has entered a stage of explosive growth. According to some data, the growth rate of Swedish games in recent years is still about 6 percentage points higher than the global average. The Swedish gaming industry is typically an export-oriented industry that has successfully captured market share in global competition, attracted professionals and created a gaming experience for hundreds of millions of players worldwide. Since the 1990s, the formation of Swedish game industry regional cluster has brought more investment, mature incubation mechanism, project industrialization operation and talent training system has been formed, many large investments and acquisitions have begun to affect the development of the Swedish game industry.

After decades of development, the Swedish game industry in the world market and industry has achieved an irreplaceable position. Swedish game developers are characterized by both breadth and quality, Sweden has the top developers in 3A games, PC and mobile games, VR, digital distribution. According to Newzoo, the global gaming industry saw a $116 billion revenue growth rate of 10.7 percent in 2017, with Sweden outperforming the global market with a 17 percent growth rate.

In recent years, a major change in the Swedish game industry is the listing of several large game companies on the stock exchange. Sweden has the fastest growing number of listed companies in the global gaming industry, making Stockholm increasingly popular with big capital. But for listed Swedish companies, acquisitions are also happening in the other direction. Starbreeze has made a number of noteworthy acquisitions over the years, and the number of foreign acquisitions by Swedish companies is on the rise. THQ Nordic, for example, bought Koch media of Germany for skr1.2 billion.

In addition to the current Swedish game industry in the traditional PC and home console platform, in the new technology and new market has considerable achievements. From 2016 to 2017, among the 62 newly established Swedish game enterprises, 23% of them chose VR and 32% chose mobile terminal, which has caused a great impact on the traditional game industry and also indicated the beginning of the transformation and transformation of the Swedish game industry.

According to the Swedish game industry association's report on game sales from 2013 to 2015, its products are classified as mobile games, web games, MMO, free MMO, full price games and DLC. Ii report also shows that in recent years, mobile games and free mmos in the Swedish consumer market have gradually become the two most influential games in the market. But of the two categories, only Candy Crush and Minecraft are produced by Swedish gaming companies. The strength of the Swedish game industry is still in the various buyout system games, free games to Sweden's own game industry contribution is very small.

After 30 years of development, Swedish game industry has formed a complete industrial chain, the main links are as follows:

Game developers occupy the upper reaches of the industry, mainly responsible for the development and production of games, as well as the update and maintenance after the release and operation. Publishers are in the middle and upper reaches of the industry, responsible for the release of the game, the main content includes early publicity, pre-sale and so on. Channel merchants are in the middle and lower reaches of the industry, directly facing players, mainly responsible for game retail, platform operation, and providing online services for players.

Although the Swedish game industry has a complete game industry chain, but the distribution of the industry chain is not balanced. Most game companies are playing the role of developers. DICE, Mojang and other globally famous game companies are only developers, and distribution and channels are entrusted to other companies. Some Swedish companies have done well in distribution, such as Paradox, which is a world famous publisher, but there are still a lot of Swedish games that people think of as American games because of their release.

The weakest part of the Swedish game industry is the channel. Almost all the major game platforms in the world are American companies, which means that Swedish game companies do not have direct access to players at the bottom of the chain. Even the 2018 Swedish game developers index admits that "the market is dominated by global digital shopping channels such as the App Store, Steam and PlayStation Network."

The Swedish government has always been very open-minded about the financing of the game industry, and did not impose strict restrictions on international investment and stock trading as France did. In the past five years, the Swedish market has invested nearly 80 billion Swedish kronor in all kinds of games. One was Microsoft's purchase of Minecraft developer Mojang for skr18 billion in 2014, and the other was Activision Blizzard's purchase of mobile game developer King for skr50 billion in 2016.

With financial support from large foreign game companies, Swedish quality games successfully opened up the market and paved the way for the Swedish game industry to go global. Frequent international investment and stock exchanges have also provided experience for Swedish companies, which have turned around their deficits and begun to reach out to companies in Europe and the rest of the world.

With the arrival of personal computers and digital games in Sweden, Swedish universities began working with gaming companies in 2000, launching the first gaming education program in Swedish history. According to the Nordic game education index 2016, after 10 years of development, the number of projects in Sweden has finally leveled off since 2012, which is interpreted as the fact that game education has found its place in the ecosystem.

In the past ten years, game education programs have become a very important way for talent acquisition in the Swedish game industry, and an important part of it is higher vocational education programs. Under the YH system, universities or organizations offering courses must apply every two years to be funded by the Swedish government. The program focuses education on game production, and students will be trained in an environment similar to that of a professional studio. In the 2010-2015 academic year, an average of 75-80 percent of the students in the program earned doctorates, and 87 percent entered their field of study within six months of graduation.

The content of Swedish game industry education includes all the processes of game production, mainly including the following majors: game design, level design, game programming, game script, etc. An important goal of this hands-on educational content is to build a strong portfolio for the future of work and to get students on the first steps to employment as professional game developers.

The number of students and graduates enrolled in gaming education has doubled in the past decade. In 2015, 3,343 Swedish students applied to study games, compared with 1,156 who enrolled. In 2016-2018, 450 Swedish graduates were employed by gaming companies every year. Vii means that a considerable number of students without graduation qualifications still enter the game industry, which shows the lack of talent and the need for talent in the Swedish game industry.

The greatest value of games and game companies is that IP and good IP are able to continuously develop games or game franchises. Develop sequels, take the game to new platforms, or use IP in other environments, such as selling merchandise or licensing the game as a movie. Good intellectual property is also a foundation on which companies can build communities and attract fans.

Sweden is a member of most international conventions and treaties relating to intellectual property rights. Sweden as one of the most popular industry involving intellectual property rights, intellectual property office of the Swedish on its website, specially set up for game developers page for game developers, provides a comprehensive intellectual property services to guide developers to build the intellectual property strategy, including branding and protection, the website domain name, the legal aid and so on various aspects.

The Swedish game industry has established a complete intellectual property system. Each company has its own IP directory dedicated to IP protection and trading and the valuation of intangible assets of individual companies. The Swedish government has also set up a review mechanism for the trading operations of the gaming industry to understand the intellectual property transactions and investments in the industry.

Despite this, the Swedish game industry association said in a report that trademark infringement, piracy and other problems still exist. "Computer games are not immune from illegal competition, nor can they solve problems entirely on their own."

Aside from Stockholm, the most famous gaming hub in Sweden is the southern city of malmo. Malmo became a hub for the game industry largely through policy.

In malmo, there is a non-profit organization called gamer's home, which was founded to maintain the Swedish developer community, share information and keep in touch. From the second year of its existence, the Swedish government began to provide financial support for game house. It fills an early gap in the gaming industry where unions were absent, taking on the role of organising, inviting lectures from industry insiders and allowing interested parties to sit in. The game house is also the talent reserve base of the Swedish game industry. Any senior developer or even founder of a game company may enter the classroom to carry out on-site teaching at any time. Malmo is also a breeding ground for new Swedish game companies, and is the site of the Swedish game developers conference, which is held every October.

Swedish game industry products from console games, PC games, mobile games everything, the type of game including FPS, TPS, RTS, RPG, MMO, sandbox and almost all types, its products have been quite complete. At the same time, Sweden also has a complete game industry chain, in addition to the channel link is relatively weak, the development and release link strength is very strong.

From game products to game engines, Swedish game companies have reached the top level of technology. After more than 30 years of development, through education and industrial practice, the professional talent group in game has reached a certain scale. "My world", "battlefield" and other products of Swedish enterprises are undoubtedly innovative content and produced a wide range of influence of the game, Swedish innovation ability is beyond doubt.

Whether it is game professional education, intellectual property rights, or investment, finance, securities trading, the Swedish government is trying to create a good industrial environment for the game industry. In terms of its current situation, Sweden has become one of the regions with the best development environment for the global game industry. So much supporting support provides a basic guarantee for the Swedish game industry to become bigger and stronger.

Swedish game industry products from console games, PC games, mobile games have everything, game types including FPS, TPS, RTS, sandbox and almost all types, its products have been quite complete. At the same time, Sweden also has a complete game industry chain, its development and distribution link strength is very strong.

Since EA started to acquire DICE in 2004, a number of Swedish game enterprises have been acquired by foreign capital. Blizzard, Microsoft and others have subsidiaries or studios in Sweden. Other listed game companies, still swedish-owned, have also sold stakes to foreign companies, most famously tensing's purchase of a 5% stake in Paradox. Swedish enterprises lack of funds with the help of foreign capital quickly take off, foreign capital has a certain degree of control over the Swedish game industry, in the development of the Swedish game industry has played a very important role.

In conclusion, after 30 years of development, Swedish game industry has developed into a mature one, formed an export-oriented industrial management model, built a complete industrial chain, and produced extensive influence. Sweden in the human resources, financial support is not enough to develop a world-class game industry, which is related to the joint efforts of the whole industry and the Swedish government in policy, higher education and other aspects of support. Swedish game industry is a good example, worthy of our country's game industry and relevant government departments to learn from them, learn the experience and lessons of the development of the game industry.

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