Next year's game industry fostering budget, 3.9% higher than this year, 67.1 billion won
A game is an organized type of play, usually carried out for enjoyment or fun, and also in some cases used as an academic device. Gamings stand out from job, which is generally accomplished for remuneration, and from art, which is extra frequently an expression of visual or ideological aspects. Nevertheless, the distinction is not precise, and also many games are additionally thought about to be work (such as specialist gamers of spectator sporting activities or games) or art (such as jigsaw challenges or games entailing a creative design such as Mahjong, solitaire, or some computer game). Games are in some cases played simply for pleasure, sometimes for accomplishment or benefit too. They can be played alone, in groups, or online; by novices or by specialists. The players might have an audience of non-players, such as when individuals are delighted by seeing a chess champion. On the various other hand, gamers in a game may comprise their very own target market as they take their count on play. Often, component of the entertainment for youngsters playing a game is deciding that is component of their target market and who is a player. A toy and a game are not the same. Toys generally permit unrestricted play whereas games included existing guidelines. Secret elements of video games are goals, guidelines, challenge, and communication. Gamings normally include psychological or physical stimulation, and often both. Numerous video games assist establish sensible skills, offer as a kind of exercise, or otherwise carry out an instructional, simulational, or emotional function. Testified as early as 2600 BC, games are an universal component of human experience and present in all societies. The Royal Game of Ur, Senet, as well as Mancala are a few of the oldest known video games.
The style of the law announced the budget in September 1, in 2022. The game industry fostering budget is about 3.9% (W2.5bn) to 67.1 billion won from $ 64.6bn in the previous year. Game industry fostering budgets include game production support, distribution support, healthcare cultural activation support, and global game hub center operations.
There are three major changes in the game budget, including the game industry fostering, ▲ Game Human Resources Operation ▲ Beating Game Cultural Activation Support ▲ Game Postcing. Among them, the healthcare cultural activation and game post-management are analyzed by budgeting for subsequent reinforcement to enhance the compulsory shutdown from the government to selective shutdown (game time selector).
Balance gaming cultural activation support budget increased by 12.7% from 11.64 billion won this year. First, we expand the training of adolescents and guardians (literacy) education. This increases the education personnel from 15,000 to 45,000. The second is one-stop service support for game time selector convenience and efficacy. One-stop service is a game time selector integrated complaint.
The game post-management budget was then 512.2% from the previous year to 1647 million won. Concretely, a new local office constructs a week. Currently, there are one in Seoul and Busan, respectively, withdrawal, Hunan, and the new post-management area of the Kyungbuk. Through this, the string explained that we would have a comprehensive post-management system for the national game proprietary.
Finally, in 2019, the game is a game specialist training personnel game Human resource education personnel. Game Human Resources The Operation Budget rose 119.8% from the previous year to 39.85 billion won. Game Human Resources continue to educate 65 people a year, and next year, we will further support 55 bases in the second half of the year. In this regard, the string will expand the game talent emissions with high proficiency and resolve the game industry.
In addition, there is a business that is directly connected to the game. First of all, we included, and marketing support, and marketing support, such as game and animation, and marketing support, and cultural contents R & D (R & D), This is new and the budget is 970 million won. In addition to realistic content production and experience support such as VR, which is renowned IP, the entire budget is 6 billion won.
Finally, content enterprise investment and loan support, including games are expanded. Circular content Korea fund investment budget is W173.7bn, which has increased by 51.3%, and content completion guarantees (publishing agreements, and investment agreements to support the issuance of warranty issues for content that have been concluded, and to enable funds to make production funds to financing) The appearance and warranty scale increase to W30bn and W200bn, respectively. This year's contrast increase rate is 20% and 11%, respectively. Finally, for content companies and burdens of interest costs (2.5% P), we assigned $ 2 billion to 23% this year to support the support of interest cost (2.5% p).
This budget can change the amount in the parliamentary examination process, but it can be confirmed that the budget is focused on what business next year. As a result of the presentation, it can be seen that the text is a game time selector seating and game talent cultivation, with the production of linkage content using the game.
In addition, in addition to the development of the game industry, the entire budget in which the game-related budget is organized in other fields may be more than 67.1 billion won, which is a game industry fostering budget. Actually, the entire budget of the game was 82.9 billion won in the game field this year. Specific organizations for each business, such as the game industry-fostered budget detail,
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