Follow the format to make a outline.
Boris Wong Ka Chu
CMST220: T&H 5:45pm-7:50pm
Informative Speech outline
2/28/2019
Topic: PC games jobs (PUBG, LOL etc) in China
General Purpose: To inform
Specific Purpose: After listening to my speech, audience member will have an understanding of the PC games jobs market.
Thesis Statement: China has a big market in gaming; so many people start to teach players in the company. There are some different style players. Government creates some policy to protect the online games activity.
INTRODUCTION
Nowadays, PC gaming is very popular; most of the teenage always play the games at free time. Do you things playing games can get the salary and make a huge of money? I can share some actual case is a case that everyone may have heard. If you want to succeed, and if you want to make a lot of money, then please listen carefully to what follows. China has a population of 1.3 billion. The exaggeration is that there are about 560 million people playing games in China. Nearly half of the population is in the game world, and how big the market is. The game is no longer a time to kill, the pursuit of fun, is a business opportunity.
First, I will talk about the current market about the game in China.
BODY
A. In the 21st century, it is no longer the traditional industry, and the game has become a new industry.
i. China's online game industry revenue reached RMB 32.3 billion, surpassing the total revenue of traditional movies, TV and audio and video production.( Liu, C. 2013, November)
ii. China accounts for a quarter of total global online game sales in 2014. ( Liu, C. 2013, November)
iii. Since 2009, it seems to retain some competitive advantages in the domestic market, accounting for 57.3% of the market share in 2010. ( Liu, C. 2013, November)
After tell the audience the markets in China, Next is let them know how PC games player make money in games.
B. Recognize clearly different game’s performer in China.
i. Use personal conditions to perform different types of game performances (Hen, C., & Chen, W. 2014, November 22)
2. Technical: Live broadcasts using superb technology and viewers will reward them when they are live.
3. Language Skills: Use language skills to make the audience happy and reach the required click-through rate to get a bonus.
ii. Company model
1. Skill teaching: teaching people raiders and things to pay attention to
2. Buying and selling game product, Buy at a low price and sell at a high price. Earn the difference in the middle
Lastly, Policy protection overplaying games and parental supervision
C. Worry about the addiction problem, game restrictions and solution.
i. Investing 15 billion Yuan ($1.8 billion) in the next three years to accelerate the development of the domestic online game industry. (Landreth, J. 2005, August 29)
1. Online time: After five hours of play, all scores and prizes will be cleared, but the player's connection will not be automatically disconnected. (Landreth, J. 2005, August 29)
2. Real name verification: To defense crime prevention (Landreth, J. 2005, August 29)
CONCLUSION
This is a new industry, and students who like to play games can refer to it. This is a new industry, and students who like to play games can refer to it. According to the above data, this industry is still developing. Whether it's a game performer or a company model, it's something new. According to the above data, this industry is still developing. Whether it's a game performer or a company model, it's something new. I hope everyone will change the game because the game market is a big business opportunity, and many people have changed their life with games.
Words Cited
Liu, C. (2013, November). Raising the golden goose: A retrospective analysis of the state's role in China's online game industry. Retrieved from http://go.galegroup.com.offcampus.lib.washington.edu/ps/i.do?id=GALE|A363973097&v=2.1&u=wash_main&it=r&p=ITBC&sw=w
Shen, C., & Chen, W. (2014, November 22). Gamers’ confidants: Massively Multiplayer Online Game participation and core networks in China. Retrieved from https://www-sciencedirect-com.offcampus.lib.washington.edu/science/article/pii/S0378873314000598
Landreth, J. (2005, August 29). China mulls online game limits. Retrieved from http://go.galegroup.com.offcampus.lib.washington.edu/ps/i.do?id=GALE|A136263202&v=2.1&u=wash_main&it=r&p=ITOF&sw=w