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游戏氪金模式
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女校长诈骗数千万为游戏充值,国产游戏缘何“氪金”不止?
3 6 Ke· 2025-07-11 01:35
Group 1 - The case involving a school principal who defrauded over 50 million yuan for game recharges has gained significant attention, with the second trial recently held in Sichuan's Luzhou Intermediate People's Court [1] - The principal, Tong Min, used the guise of investing in educational facilities to defraud friends and family, with over 30 million yuan specifically used for recharging the game "Datiang Wushuang" by NetEase [1] - Following Tong Min's suicide in May 2021, the police closed the criminal case, leading 29 victims to pursue civil litigation against her estate and involved companies, seeking the return of over 3,100 million yuan from NetEase and 220 million yuan from Tencent [1] Group 2 - The gaming industry has seen a shift towards "pay-to-win" models, with significant revenue generated from in-game purchases, raising concerns about consumer protection and ethical practices [3][5] - The evolution of game monetization has transitioned from traditional purchase models to subscription and free-to-play models, with the latter often incorporating in-game purchases that can lead to excessive spending [5][6] - The Chinese gaming market is projected to reach 325.78 billion yuan in actual sales revenue in 2024, reflecting a 7.53% year-on-year growth, indicating a robust market despite ongoing controversies [17] Group 3 - Major gaming companies like Tencent and NetEase dominate the global market, with Tencent leading at 8.2 billion dollars in revenue, while NetEase ranks fifth with 2.15 billion dollars [14] - Despite high revenues, Chinese game developers struggle to produce critically acclaimed titles, with top-rated games predominantly coming from non-Chinese developers [16] - The success of titles like "Black Myth: Wukong" demonstrates the potential for high-quality game development in China, prompting a shift towards a focus on quality over quick profits [21][22]