Chapter 149: The First Stop at Sea, South Korea (Ask for the First Order!! )
In the early years, entertainment stars were actually more taboo to announce their relationships, on the one hand, they were worried that the dreams of fans who had illusions about idols would be shattered, or they would lose their fans because they didn't like their idols' partners.
On the one hand, it is also a thing like feelings, which may be stable and rotten, and if it is unstable or a small misunderstanding, it will be broken, and there will be a follow-up drama of mutual accusations, as a public figure, no one is good-looking.
Or it is also possible that the agency itself prohibits artists from falling in love, for fear of affecting their work status.
Later, as the society became more open and tolerant, there were many celebrities who announced their romances, and of course there were many who were just ambiguous hype and hype.
These things, Xia Qingyu doesn't consider at all.
They are not celebrities, they don't rely on the fan economy to support them, their relationship is stable, and they don't need to stir up heat to add popularity to the company and the game.
It's purely to show affection, what's the matter?
It's just that she didn't expect that this kind of approach, which in her opinion is no different from planting a flag to declare sovereignty, directly pushed the heat of public opinion to another climax, and also made the two people seem to have become Internet celebrities.
She did underestimate the extent of the good things that netizens had.
Compared with this kind of earth-shattering gossip, game routine skills and company strategic policies are nothing.
But the same is true for Xia Qingyu, she is fearless.
In 08 years of China, the concept of so-called Internet celebrities gradually formed, and some people began to join the ranks because of some events or advanced PS skills.
The Internet is still very young, many people have just entered this virtual world, and the aesthetic taste is still in the seedling stage.
Of course, this may not change for many years.
The initial influencers are often created by accident, because the outrageous behavior is sought after by the online world, and then more and more people see in them a shortcut to fame.
As a result, various network promoters also came into being, and the formation of this culture is also the product of the comprehensive action of celebrities, promoters, media and viewers under the network media.
At this time, Internet celebrities are mainly divided into several genres, the most important is of course the grandstanding faction dominated by Hibiscus, they are the largest part of this group, and the technical content is also the lowest.
Then the technical school based on spoof videos, the representative characters are Hu Ge, who often have a certain comedy talent and talent, and the videos they produce can also have unbridled imagination to touch the audience's laughter.
There are also some who became passively famous, just like Zhou Zhenglong who patted the tiger, or later milk tea, sometimes they don't know that they have become the focus of the Internet.
However, people are finding that a new category of influencers seems to be taking shape.
Perhaps, it can be called an elite Internet celebrity or an intellectual Internet celebrity?
They are themselves leaders in the industry, successful people, who have achieved extraordinary achievements in their fields of interest, and are also keen to communicate with the general public on the Internet, sharing their views on many things, and even their personal lives.
It seems to have injected a breath of fresh water into the Internet celebrity world.
……
……
After the discussion between the two bigwigs, Qingyu Network decided to make the first stop of "Eternal War", South Korea.
First of all, South Korea is currently the third largest gaming market in the world, while the other two regions, the United States and Japan, are relatively more complicated.
Well, Japan is not complicated, it can be eliminated directly, they almost don't play PC online games.
The United States is the world's largest game market, whether it is console, stand-alone or online games, accounting for 31% of the global market share of online games last year.
However, whether it is the preferences, habits, and sensitive points of game users, these elements do not have a clear positioning for domestic manufacturers, and it is difficult to depict user portraits.
At the same time, the laws and regulations of Western countries and the local cultural environment are also very different from those of Asian countries, which is not the best choice for the first stop of the herring network.
South Korea is also a large market for online games, accounting for 23% of the global online game market share last year.
At present, South Korea is a well-deserved game exporter, which is inseparable from the strong support of their government.
Since 2001, the Korea Cultural Industry Promotion Agency has published the "White Paper on the Korean Game Industry" every year and held various research forums to provide game companies with information about the game industry at home and abroad. At the same time, we support Korean small and medium-sized game companies to participate in various overseas game exhibitions every year, and all expenses are borne by the government.
According to relevant data, South Korea's annual overseas exports of the game industry account for more than half of the entire cultural industry exports.
Of course, an industry needs to develop, the most important thing is talent, since 1996 South Korea began to cultivate professional game talents, and after 2000 gradually formalized, they have slowly formed a multi-level game talent training system from high school to graduate school, in formal educational institutions to open game major related courses.
There are even exams for the qualification of Game Specialists, including those of Game Planning Specialists, Game Effects Specialists, and Game Programming Specialists.
Corresponding to its status as a major game producer, South Korea is also a major game consumer.
Their young people spend a lot of time in games every day, and this enthusiasm for games led the government to enact the "Cinderella Act" to limit the amount of time teenagers spend playing each day 11 years later, the same purpose of our anti-addiction system.
And when it comes to esports, they are far ahead of the curve.
It's not that they have good results in each project, and they also have projects that can't be supported, but they will operate the event well through the E-sports Association KeSPA, and also standardize the management of players, and even established a special e-sports hall as early as 05 years, which is responsible for holding e-sports competitions and promoting the development of the industry.
Esports is a serious industry for them, and winning tournaments earns the same respect, not just love, as other cultural celebrities.
It's the difference, respect and not just affection.
In other countries, esports are still a game for most outsiders.
National cultural tendencies, social identity, professional organizations, normative events, and the self-worth of practitioners have all made Korean esports maintain its vigorous vitality.
Whether from the perspective of games or competitions, "Eternal War", as a competitive game, is the most suitable to set the first target to go overseas in South Korea.