[Planning] Chinese game regulations that will continue indefinitely, afterwards?
In the middle of last month, the 20th National Representative Meeting was held in Beijing City Hall, China. The result is the confirmation of the three-year term of President Xi Jinping, who was an existing president. In the past, the Communist Party's commentator was allowed for until the second consecutive term, but in 2018, the city, which removed the legal obstacles to the restrictions on reappointment, achieved the first three consecutive terms and solidified the foundation for long-term rule.
And Korea is inevitably sensitive to China's political changes, whether it is good or not. There is a geopolitical problem, there are not many industries that depend on the huge market, and China and the Republic of Korea belong to 'East Asia', which is expressed in a chunk that we say, 'Europe is like this'.
Therefore, the result of the 20th National Representative Meeting, the short-term 'twenty' is a big event that affects various industries at home and abroad, but today it is a medium that contains game news, so China's politics is limited to the game industry. I want to infer what results the change will produce.
■ Regulation that has been continued since August 2021 -The continues to continue in the future
Before we say this, there is one thing to think about. The Communist Party's National Council is a big event for Chinese political history, but it is not an inflection point where career changes. Mr. Xi has been retired and solidified the governing system, and at the same time, he sprinkled his ideas throughout the continent, so this event is actually close to the form of an indefinite form of the regime that would have been 'ended'.
As a result, the direction of the Chinese game industry means that the existing flow is more clear and continuous. In addition, this 'existing flow' is never good for the Chinese game industry. In order to understand this, it is necessary to look back on the 19th National Representative Meeting, which was held in 2017, five years ago.
At the 19th representative meeting, Mr. Xi advocated the reign philosophy of 'Socialism with China Characteristics for a New Era' and presented a development blueprint from 2021 to 2049. Deng Xiaoping tried to raise the state's status to all other countries through Dokwangyang Society and Black Graveyard theory. And one of the points I claim here is the improvement of public welfare and welfare, that is, the Balkan Society (So gang Society: 小康 会).
'Balkan Society' is a moderate summary of resolving the gap between the rich and poor, which is the side effect of Deng Xiaoping's partial opening, and the ability to all people can lead the minimum standard of living. Mr. Shi planned to achieve by 2021.
And the concept of this plan is more concrete, and the concept of 2021, and the concept of 'common rich'. In summary, it means that everyone can live well by preventing the bias of wealth and redistribution. The problem here is that most of the country of capitalist economy, the Chinese Communist Party, which has a strong power of the central regime, will be able to solve the resolution of the gap between the rich and the poor. I did it, and this is the beginning of a large system.
In August 2021, the Communist Party implemented very strong regulations across society and culture. The main sectors targeted here are 'entertainment', 'real estate' and 'game & it'. All three were industries with great high income in China. The real estate was shaken by the bankruptcy crisis of Honda Group following the previous year's loan regulation, and the entertainment industry was tattered by the 'wind movement'.
The 'Game & IT' industry was also hurt, but first, the high-level shutdown system in Korea, which will be seen as a love, reduces the overall game time and blocks minors' game contact. Remove it.
Tencent's share price dropped nearly 40% Qom, but he donated 50 billion yuan to avoid the sword of the regime, and Alibaba also made a friction with the regime due to Ant Financial Issues and donated 100 billion won to donate 100 billion won. Although the company announced its intention to participate, the stock price in 2021 plunged in less than half compared to 2020. In addition, many IT companies have been in the form of arguing with the regime, and they have made voluntary donations and lowered their tails.
As such, it is a situation that has been hit by domestic IT and game companies that have entered China because they are struggling with their own companies. The problem is that as a result of 'twenties', this trend will continue to lead to the future, and maybe it may be bigger.
■ The door closed Chinese market -The issuance of foreign arts will be 'impossible' for the time being
It was difficult to advance into the market because the issue was not well issued since the 'Han Han-ryeong', which began with the issue of the Said missile deployment, and it is difficult to say that the outlook for the future is difficult, and the existing games have been difficult.
First, the issuance of service licensing, or Panto, which is the biggest barrier to China, is still frozen. In the case of the issue, the so-called 'NASA Panto', which is targeted for games developed in China, has not been issued for more than half a year from July last year to March this year.
It was not until April this year, but the issue of its own games was resumed, but it was even smaller than before regulation. Although Eternal Return was issued through local publishers, the number of issuance of foreign-made Panto for foreign games has not been made since resuming in April.
As a result, Chinese games are steadily raising their income in Korea, but domestic games are very unfair because they are blocked into the Chinese market, but there is no way to solve it. This is because it is unknown whether China will respond to the arbitration measure even if you try to arbitrate through the WTO complaint.
However, it is hard to see it as an extension of protection trade that simply preferring its developers and discriminates against foreign games. The Communist Party expressed the game as 'mental opium' at the time of regulation in 2021, and it was a great pain due to opium, and even now, it is compared to China's emotional opium without forgiveness. It's a drug than a mention of a drug.
It is still difficult to decide whether to see this as a 'taming' or one of the processes of the test operation, but the Korea Creative Content Agency recognizes it as a strong taming. The report of the Korea Creative Content Agency, which was issued in March, analyzed the intention of making the game market control level by inducing the closure and liquidation of game companies that were difficult to manage directly with this regulation.
As a result, it is difficult for domestic games to enter China until the moment when the communist regime takes full time to hold the neckline of the game industry, and after that point, it is impossible to guarantee what attitude the Chinese government will show on overseas games. The observation so far is hard to expect to be good afterwards.
■ The position of 'Chinese games' in Korea -The best results are the best results
On the contrary, it is hard to say that the future of Chinese game companies in Korea is also bright. The Chinese games in Korea are more likely to reduce the types of games in service without much change. Since China is a big Brother country that collects and utilizes facial information of all individuals, games that are still concerned about their cultural identity cannot be serviced abroad.
In the end, Chinese games, which are being serviced all over the world, are games that have passed the cultural censorship of their country, so they will be able to continue their services. However, game companies that are relatively weak in China, which have not survived the game industry regulation in China, will have to reduce the size of the business. It can lead to the withdrawal of business. This is because China's posture is not evenly protecting the country's industry and rejecting foreign acids, but evenly being beaten by the game industry.
A little further here, it can turn into a somewhat strange appearance. Although it is not discussed with extreme nationalization, the assumption that the Korea Creative Content Agency's analysis is correct, the tough taming policy that China is carrying out on its own game companies in its own country will be changed only after a clear neck in the game industry. Do. And this means that the direction of the Chinese game industry changes in the direction the Communist Party desires, not the 'supply to the demand' according to the logic of capitalist, and this change is the point of the problem.
Previously, Chinese games used to create these cultural conflict issues in Korea once they were forgotten. Representatives, such as notation problems surrounding harbor, differences in consciousness of traditional culture, and notation problems, may not have been known before, but it is a simple mistake. The game industry in China was an industry that followed the capitalist system before regulation, and to survive the capitalist system, it requires demand, which is suitable for the taste of Korean gamers.
However, it is not known whether Chinese games will be the same as the existing game industry. China is quite blatant to absorb culture, and through these media,
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