ArirangTv2014.2.9---21世纪的未来增长引擎=游戏产业
ArirangTv2014.2.9---21世纪的未来增长引擎=游戏产业
發佈時間:2014年02月09日
Future Growth Engine of the 21st Century - Game Industry
Games as comprehensive IT art
Korean online games have evolved into a comprehensive IT art thanks to their impressive 3D graphics, state-of-the-art gesture recognition technologies, original soundtracks written by world-renowned composers and performed by famous orchestras, and the participation of best-selling writers and action directors.
G-Star 2010 as proof of Korean games' unrivaled status
G-Star 2010 set various records as it was attended by 316 game companies from 22 countries and more than 280,000 visitors. We take a look at blockbuster games showcased at the event and its results.
Console game superpower vs. online game superpower - Japan vs. Korea
Korean online games have overcome the high barriers of the Japanese game market. Meanwhile, the Chinese game market has been catching up fast. We take a look at the fierce competition among the three countries.
Changing the world
New types of functional games have been changing the world. We take a look at G-learning classes that help students understand and discuss food shortages, world peace and environmental issues through games.
Social network games
Can social network games, which help users build their social networks on Facebook and Twitter, become a future growth engine of the game industry?
Arirang Prime looks at the past, present and future of the Korean and global game industries.
游戏产业 - 21世纪的未来增长引擎
游戏作为全面的IT技术
韩国网游已经演变成一个全面的IT技术由于其令人印象深刻的3D图形,一个国家的最先进的手势识别技术,原来写的配乐由世界著名的作曲家和著名乐团合作演出,以及最畅销的作家的参与和动作导演。
G-Star的2010年的韩国游戏“无与伦比的身份证明
G-Star的2010年确定的各种记录,出席会议的有来自22个国家,超过280,000人次316游戏公司。我们来看看陈列在事件及其结果一鸣惊人的游戏。
控制台游戏的超级大国与网游第一大国 - 日本与韩国
韩国网游已经胜了日本游戏市场的门槛较高。同时,中国游戏市场已经迎头赶上。我们来看看这三个国家之间的激烈竞争。
改变世界
新型功能性游戏已经改变了世界。我们来看看G-学习班,帮助学生理解,并通过游戏讨论粮食短缺,世界和平和环境问题。
社交网络游戏
社交网络游戏,它帮助用户建立自己的社交网络Facebook和Twitter能,成为游戏行业的未来增长引擎?
阿里郎首相着眼于过去,现在韩国和全球游戏产业和未来。
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment