2 CONTENT ANALYSIS OF
CHINA'S GAME INDUSTRY
China's game industry has shown diversified
development characteristics in recent years, including
property rights protection, minor protection and
cross-media narrative. Property rights protection is
crucial to the innovation of the game industry.
Domestic games attach increasing importance to
property rights protection. Major game industries
have released a considerable number of game patents
in recent years, such as Shanghai Chengqi
Technology Information Company, which has
published 186 copyrights and 286 software
copyrights. With the increasing improvement of the
legal protection mechanism, more and more audio-
visual works have been included in the protection
scope of the copyright law of the People's Republic of
China, providing an effective legal guarantee for
game enterprises and creators. At the same time, the
increased punishment for pirated and infringing
games has defended the green development of the
industry (Hong & Xu, 2006). Notice on further strict
management and effective prevention of minors from
indulging in online games also pointed out that game
enterprises must establish a strict review system,
divide according to age-age factors, guide minors to
play games, adopt a strict age limit mechanism, and
access the anti-addiction real-name verification
system to set the game time limit for minors to protect
minors. At the same time, the society has actively
carried out anti-addiction publicity and education to
improve minors' correct understanding of online
games. The industry has formulated the Internet
Enterprise Minor Network Protection Management
System to further prevent minors from being addicted
to games. It is worth noting that the popular game
cross-media narrative in recent years, as an effective
narrative method, realizes the display and
demonstration of game pictures through different
media platforms, enhances the sense of silence of
players, and enriches the content of the game story by
building all character backgrounds, props and other
aspects. In this way, the audience can participate
more actively in the game and build a complete game
world together (Yang & Guo, 2004). Black Myth:
Wukong, which was popular in 2024, combines
simple game symbols with traditional Chinese culture
through the cross-media narrative of the story of
Journey to the West, and emerged all over the world.
In addition, the scale of China's game industry
continues to expand, the convenience of cloud games
has been fully reflected, and the actual sales growth
rate of console games has reached a higher level.
3 THE EVOLUTION OF CHINA'S
GAME INDUSTRY POLICY
China's game industry is divided into the initial
exploration stage, the slow development stage, the
stable development stage and the high-speed
development stage, and the relevant industrial policy
industry changes accordingly. From the 1980s to the
beginning of this century, China's game industry had
just started, mainly in the purchase of games from
Japan and other countries and began to open Internet
cafes to the outside world, marking the beginning of
the era of online games in China. Although the game
industry in this period was greatly influenced by
foreign game companies, agile and emerging
domestic enterprises have captured games and began
to research and explore independently with strong
development potential in the new century. In 2000,
the State Council issued Circular No. 44, which
restricted the retail of video games, causing China's
game industry to fall into a depression to a certain
extent. In the stage of slow development, China's
game industry began to develop slowly with the
universalization of Internet cafes. Domestic games
are the first to produce patents on computers, but
mainly cooperate with foreign businessmen for
delivery. In 2003, online games were officially
included in the national 863 plan, and the country
began to pay attention to industrial development.
Three years later, the 17th National Congress of the
Communist Party of China clearly put forward the
deployment decision to support the development of
the game industry for many industrial adjustments.
After 2010, the domestic game industry began to
develop rapidly, and the listing boom began to
appear. The popularity and performance
improvement of smartphones have promoted the
large-scale growth of the domestic mobile game
market and the development of the entire game
market. In 2013, Shanghai allowed foreign investors
to engage in the production of game equipment. In
2014, the revenue of China's game market reached
114.8 billion yuan, and the number of users exceeded
500 million. This huge market potential has attracted
many domestic game manufacturers to participate in
the competition. In the 13th Five-Year Plan, the state
deployed the game industry for the first time in the
plan, emphasizing the acceleration of the
development of emerging industries such as mobile,
multimedia and animation games to promote cultural
innovation. The following 14th Five-Year Plan and
the Outline of the Long-term Objectives for 2035
point out that it is necessary to further implement the
development strategy of the cultural digital industry