摘要
这已经不是一个新兴的产业了。它最初奠基于一款韩国游戏,这款游戏迅速让中国的一家代理商成为了财富神话的第一个缔造者,也随即把这家公司推向了道德舆论争议的风口浪尖。
This is no longer a newly emerging industry.It was founded based on a South Korean game at the beginning and made a Chinese agent the first wealth myth creator,which also pushed this company to the forefront of a debate on ethics soon. Looking back from this Internet era,which Chinese companies left the deepest imprints in the past?This list may be very long, including such lnternet companies as sina.com,sohu. com,baidu.com and alibaba.com and numerous big and small IT hardware and software companies. But some unexpected enthusiasm and undulation are needed under the rational business imprints.When online games are mentioned, Shanda Entertainment and theg.com will inevitably occur to people's mind firstly.They are the founding companies of the online game industry in China.They are classified into the cultural creation industry by the state regulatory policy,and they are not ordinary Intemet companies in people's eyes; nonetheless,the field penetrated most deeply by cyberculture is theirs. Not another industry is so enchanting and debatable,gaining the greatest and continued consumption support while being attacked unreasonably by its consumers;and it's hard for a second industry to receive hot money frequently and appear in the Wall Street as a group while being regarded by investors as the field supervised by the high-risk policy. They also finished the transition from offering products and services only to emphasizing creation and cooperation in the change of the external perception from questioning to being surprised.This is the best label in the Internet era and it's not as shallow as despised by its criticizers.The Game Legend, which debuted in 2001,brought Shanda brilliance that lasted for a whole era.Nowadays all its rivals want to copy its original glory,but,when online game companies have already had a group effect and are amplified by the social voice,they will face still more unexpected risks collectively. This is really an era for creating wealth myths,but also an era for saying frightening things.It's especially true for online game companies which have almost swum to the wave peak.
出处
《互联网周刊》
2008年第5期32-39,共8页
China Internet Week