China
Restarting LifeBiodata
| Feature | Information |
|---|---|
| Name | China (中国) |
| Occupation / Role | Primary national setting and domestic market for Chen Guiliang's internet, gaming, smartphone, and cloud-computing ventures |
| First Appearance | Chapter 42 — discussion of the Chinese online-game market 42 |
History
Domestic game and internet market
China's early online-game market is depicted as heavily reliant on foreign titles. Legend, MU, Magic Baby, and Westward Journey 2 controlled half of the market; only Westward Journey 2 was domestically produced, while Japanese and Korean games held more than 85% of the wider market. Chen Guiliang argues that domestic developers could eventually reclaim 75% of the market. 42
By late 2005, China had 111 million internet users. Its online-game market was intensely competitive, with major titles entering beta phases, adding servers, updating content, or changing to free-to-play models within days of one another. 201 210
| Development | Details | Chapter |
|---|---|---|
| Foreign-game dominance | Japanese and Korean games account for over 85% of the Chinese online-game market outside the few leading domestic titles. | 42 |
| Domestic game support | The Press and Publication Administration advocates domestic game development, self-reliance, and proprietary engines. | 206 |
| National Online Game Project | Sanguosha and Power Over the World are selected for official support, including subsidies and tax refunds. | 252 |
| Internet growth | China's internet-user population reaches 111 million by the end of 2005. | 210 |
| Overseas publishing | Sanguosha expands from Hong Kong, Taiwan, Korea, Japan, and Singapore into Southeast Asia, including Vietnam. | 181 320 |
Cultural and industrial policy
Government bodies play an active role in the development, review, and promotion of China’s game industry. The Press and Publication Administration supports games considered historically or culturally significant, regarding My Own Swordsman's research into Ming-era history as a way to improve public perceptions of online games. 306
Sanguosha receives national-project recognition, while its finals are arranged at the National Museum of China with coverage from CCTV and Dragon TV. 252 Officials also encourage Chinese studios to use games to develop domestic technology rather than remain dependent on foreign products. 206
Chinese games become vehicles for cultural export. Youke adapts each market to local preferences while incorporating Chinese history, literature, goods, music, and cultural concepts into games distributed overseas. 595
Mobile and technology development
China's mobile market shifts from feature phones toward smartphones, creating an opening for domestic manufacturers. Hongmeng Technology's products challenge foreign brands, while the Ministry of Industry and Information Technology praises the company’s domestic smartphone development and its industry-academia-research cooperation with universities and the Chinese Academy of Sciences. 474
Hongmeng's system comes to occupy more than 85% of the smartphone market among mainland Chinese brands, though foreign manufacturers such as Samsung and HTC retain appeal among consumers. 513
China also becomes a major base for cloud computing. At the Jingnan Cloud Industrial Park gathering, the Ministry of Industry and Information Technology calls for domestic industry cooperation and investment; Chen Guiliang commits to establishing multiple central nodes nationwide. 501
International tensions
China's technology sector is increasingly affected by friction with the United States. Chen Guiliang describes U.S.–China trade friction as expected, though Hongmeng had not yet been directly affected at the time of his interview. 514
ByteDance's TikTok is later caught between Chinese and American laws during negotiations over a U.S. ban. 616 In the epilogue, Tianwen AI is presented as a Chinese-developed model trained at less than one-fiftieth of GPT-4's cost; its development had been prepared for through the prior acquisition of high-end chips before U.S. export controls. 603
Notable Quotes
“Chinese people are no worse than foreigners, it's just that we started later. Within ten years, domestic games can reclaim 75% of the market share!” — Chen Guiliang 42