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2001年7月,金山公司总裁雷军专程到韩国拜访韩国游戏协会。回来之后,雷军带着一肚子的想法,一头扎入金山自己的游戏制作公司——西山居:“太让人震惊了!韩国游戏业有很多东西值得我们认真借鉴。” 2000年,全球电子游戏相关产业的产值第一次超过长久以来踞娱乐产业价值榜首的影视业,这被评价为一个里程碑:人类对感官享受的追求已经从满足于被动接受提升到了寻求主动介入的境界;相应地,从经济意义
July 2001, Jinshan Lei Jun, president of the company made a special trip to South Korea visited the Korean Game Association. After returning, Lei Jun with a belly of ideas, plunged into Jinshan’s own game production company - Xishanju: “It is shocking! South Korea’s game industry has many things worth our careful reference.” In 2000, the global video game For the first time, the output value of related industries surpassed that of the entertainment industry for a long time, which was rated as a milestone: the pursuit of sensual pleasure has been raised from satisfying passive acceptance to pursuing active intervention. Correspondingly, Economic significance