Guangdong is the most populous province according to the 2010 population census of China. As shown in Table 1, among the top 20 cities, 3 are located in Guangdong province. The total number of the 20 cities is over 2.52 million and accounts for 31.82% of all QQ game players in the whole China. In Table 2, we list the top 20 cities with most QQ game players at the time of 21:00, March 11, 2013. It is the same condition for Guangzhou, the capital city of Guangdong (Canton) province. It is not strange that Shenzhen has the highest player-to-population ratio because of the plenty of young people aged from 18 to 40. Shenzhen is the youngest big city located in the south of China and is adjacent to Hong Kong, which owns a number of factories and armies of young migrant workers. With approximately 0.16 and 0.14 million online game users, Shenzhen and Guangzhou rank fourth and fifth correspondingly. It is worth mentioning that all the top 3 cities are municipalities directly under the China central government, which are usually big cities with large population. The number 3 city is Chongqing with approximately 0.21 million players and a relative low player-to-population ratio (0.72%). Beijing ranks number 2 with slightly less players as Shanghai but the second highest ratio of players to population (1.39%). Shanghai is the most active city in China in terms of online game playing, with over 0.27 million players online at the time, which accounts for about 1.18% of its population. Most nodes are clustered together in the east coastal regions, north China plain (including Beijing, Tianjin and Shandong province), when the dark west China form a powerful contrast to the dazzling east regions. There are approximate 7.55 million players online at this time point. The white shining spot in the center of the node means that someone of the region is beginning to play game. The node size is correlated to the number of players of the city. 1 shows the geographical distribution of QQ game players at 21:00 on March 11, 2013. Our data is collected from the website of QQ Game Map ( For the 183 QQ games and 376 cities in China, the number of online players of each game in each city is recorded at the time 21:20, March 11, 2013, as table 1 shows. Besides general distribution of the total QQ game players, the map also provide visualization for any single QQ game. It provides real-time visualization map of geographical distribution QQ game online players. QQ Game Map is a service launched by Tencent, Inc. Online players once peaked to 9.4 million in December 2012. There are approximately 8 million active online players during peak hours, generally 21:00 – 23:00. 183 board and card games are available through the client. QQ Game is a casual games client, offering only multi-player online games. By the end of 2012, there were 798 million active user accounts with approximately 170 million users online at a time. Now QQ is the most popular instant messenger software in China. QQ is an abbreviation of Tencent QQ, which had been called OICQ during the period of 1998 – 2000. ![]() In this study, using a kind of novel large sample usage data, we try to cluster Chinese cultures from a new perspective. However, these classifications are rather rough and lack of evidence. There are some other classifications, including three zones (the eastern, central, and western region), six economic zones (northeast, eastern, central and western economic region), etc. For a long time, Chinese culture are roughly divided into two parts, south and north, along the Qinling Mountains-Huaihe River line. China has as many as 292 living languages, people in different cities usually can ’ t standard each other if they speak dialect, especially in south China. As one of the world's earliest civilization, most populous and second largest country by land area, China has diversified cultures. religious and linguistic commonality, geographic proximity, and mass migrations and ethnic social capital are relevant factors in the clustering of societies(Crang & Zhang, 2012 Gupta et al., 2002 Haandrikman & Hutter, 2012 Ho & Hatfield, 2011). studies have shown that many factors, i.e.
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