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据统计,2003年中国网络游戏市场规模达到13.2亿元,并将于2007年达到67亿人民币。中国网络游戏用户数已达到1380万。预计到2007年中国网络游戏用户数将达到4180万,2003年,网络游戏对电信产业的直接贡献就达到了87.1亿元。

网络游戏的巨大市场促使商家不断提高竞争力。索尼声称,该公司已于近日推出了能将互联网远端玩家相互连接的适配器。只要购买了39.99美元的连接器,北美的玩家就能连接至索尼的网络玩到一系列游戏。

网络游戏公司行动迅速

据美国一家咨询公司的调查报告预测,2002-2005年全球电玩业将有每年16.5%的成长率。预计2004年大约有4500万人倾向网络电脑游戏,美国将成为最大的在线游戏市场。由以上的调研数据中我们不难得出结论:网络游戏将是未来电子娱乐业中首屈一指的利润增长点。

如今,平均每个电脑使用者70%的上机时间是在玩游戏。连续3年,35%的美国人认为电视或电脑游戏是最有趣的娱乐活动,远远超过看电视、看电影等活动。另据粗略统计,有19%的互联网用户会在网上玩游戏。在按访问量大小排名的100种网站中,游戏网站胜过体育网站。而且,游戏网站还具有“吸附力”,访问者都会在它上面花一些时间。

网络游戏市场即将进入百家争鸣时代,各家商人争相推出新产品,而且众多公司自行开发或策略联盟方式,宣布加入战场。可以想见,今年网络游戏市场将有一番激烈的厮杀。

中国市场潜力巨大

国际业者纷纷看好中国市场。以中国国内现有的计算机3500多万台计算,如果有1/3电脑玩游戏,每个家庭每年消费100元在网络游戏上,就会产生至少10亿元人民币的市场。网络游戏的收费作为如今网络上最成功的盈利模式。据估算,国内2003年网络游戏用户平均每月花费19.6元,预计到2006年预计每个游戏用户每月平均花费将达到31.2元。届时,中国网络游戏市场整个的规模将达85亿元。

业内权威人士认为,在网络游戏软件生产方面,现状还不容乐观。目前,在中国网络游戏市场上,基本是以韩国的游戏软件为主,包括台湾地区在内的中国厂商生产的网络游戏所占比例仅为40%左右。

网络游戏人才缺口不小

网络游戏在我国已成为一个飞速发展的产业,信息产业部、科技部已将游戏产业列为IT领域重点扶持的支柱产业之一,但目前国内游戏专业人才的缺口却高达60万,成为网游产业发展最大的瓶颈。业内权威人士认为,应大力培养网游“蓝领”。

长期以来,我国在网络游戏产业高速发展的同时,专业人才却成为这一产业发展最大的瓶颈,目前中国市场的游戏软件主要来自日本、美国、韩国等地,完全由本土游戏制作人自己创作的游戏少之又少。

作为培养网络游戏人才的一项战略举措,国家信息产业部电子教育中心、香港职业训练局、北京汇众益智科技有限公司目前已联合推出游戏学院。目前,“游戏设计开发课程”已成为最受欢迎的职业培训项目之一。(

Statistics have indicated, in 2003 the Chinese network game market scale achieved 1,320,000,000 Yuan, and will achieve 6,700,000,000 Renminbi in 2007.The Chinese network game number of users has achieved 13,800,000.Estimated the Chinese network game number of users will achieve to 2007 41,800,000, in 2003, the network game has amounted to 8,710,000,000 Yuan to the telecommunication industry direct contribution.

The network game giant market urges the business to enhance the competitive power unceasingly.Sony declared that, this company in has recently promoted had been able to play the Internet far-end the adapter which the family connects mutually.So long as has purchased 39.99 US dollars couplings, North America plays the family to be able to connect to Sony's network plays to a series of games.

The network game company moves rapidly.

According to a US consultant firm's report of investigation forecast, 2002-2005 year global computer game industry will have the every year 16.5% growth rates.Estimated in 2004 will probably have 45,000,000 people to favor the network computer games, US becomes the biggest online game market.We are not rare by above investigation and study data in the conclusion: The network game will be the profit point of growth which in the future electron entertainment industry will be second to none.

Now, the average each computer user 70% hands-on time are is playing the game.The continual 3 years, 35% American thought the television or the computer games are the most interesting recreational activity, goes far beyond looked the television, looks at activities and so on movie.Also according to the sketchy statistics, some 19% Internet user can play the game on-line.

In presses the visit quantity size place in 100 kind of websites, the game website exceeds the sports website.Moreover, the game website also has "the adsorptive attraction",the visitor can above it flowered some time.

The network game market soon enters hundred school of thought contends the time, various merchant struggles promotes the new product, moreover the multitudinous companies develop or the strategy alliance way voluntarily, announced joins the battlefield.May infer that, the network game market will have an intense slaughtering this year.

The China market potential is huge.

The international entrepreneur favors the Chinese market in abundance.By Chinese domestic existing computer more than 3500 ten thousand computations, if has 1/3 computer to play the game, each family the annual consumption 100 Yuan at the network game, can produce at least 1,000,000,000 Yuan markets.The network game charge takes in the present network the most successful profit pattern.According to the estimate, domestic in 2003 network game user average each month spent 19.6 Yuan, estimated to 2006 estimated each game user each monthly mean expenditure will amount to 31.2 Yuan.At the appointed time, the Chinese network game market entire scale will amount to 8,500,000,000 Yuan.

Industry in the authoritative source believed that, in the network game software production aspect, the present situation is also unoptimistic.At present, in the Chinese network game market, basic is by South Korea's game software primarily, accounts for the proportion including the Taiwan area Chinese manufacturer production network game is only about 40%.

The network game talented person gap is not small.

The network game has become a rapid development in our country the industry, the information industrial department, the technical department played the industry to list as one of IT domain key support pillar industries, but the present domestic game professional's gap reaches as high as actually 600,000, becomes the net to swim the industry to develop the biggest bottleneck.Industry in the authoritative source believed that, should raise the net to swim vigorously "the blue collar".

Since long ago, our country while network game industry high speed development, the professional becomes this industry to develop the biggest bottleneck actually, at present the Chinese market game software mainly comes from places such as Japan, US, South Korea, plays by the native place the game which producer create few also to be few completely.

As a raise network game talented person's strategic action, the national information industrial department electron education center, Hong Kong Occupation Training Bureau, Beijing collect the numerous longan science and technology limited company jointly to promote the game institute at present.At present, "the game designs the development curriculum"already one of occupation training projects which becomes most receives welcome.
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