16 September 2006

Back Catalogue of eGames Interviews

Here are five interviews we carried out with presenters from eGames 2005 - we thought they were worth digging up and sharing with you.

Interview #1: Karim Rahemtulla, MD, Infocomm Group

1. Where’s mobile gaming headed?
The mobile games market will be over US$1 billion in 2005 and probably US$3 billion in 2006. The market’s getting closer to video games, this means simultaneous releases with the original game (game available on PS2, Xbox, Mobile..). It also means that the number of game versions will go on increasing, because of the technology fragmentation and lastly it means that the development time will dramatically increase because handsets are more and more powerful – for example, 3D capabilities and many different engines. UMTS (Universal Mobile Telecommunications System) networks will also bring a lot to connected games if it brings in terms of speed and time latency what it’s expected to bring and if there’s harmonization of multiplayer platforms.

2. What type of future has mobile gaming?
Does it have a future? It is the future. I don't think we've really seen any mobile games yet, I mean there are lots of games available for your phone, but they’re all cut down versions of games you see on your Playstation. In the not too distant future, we’ll start seeing games that simply couldn't exist on a Playstation or PC, games that use the phone's camera or are based on the physical location of you and your phone.

3. Is there a difference between the games played by youngsters and adults?
There are titles in the market that appeal to everyone from early teens to adults. Teenagers are of course very much in tune with the latest movies and music scene, and there are plenty of games and downloads based on these trends. Young adults are likely to enjoy the arcade classics, sports and action games, as well as puzzles and quizzes like The Weakest Link. A clearer segmentation is the male/female divide. Action, adventure, sports and arcade games are more likely to be played by boys and young men, whereas we’re seeing that puzzle, romance and quiz games appeal to a more evenly balanced male/female user base.

4. When the mobile gaming business kicks off in Oman, how will people pay for downloadable games?
In time - and judging from how things work elsewhere in the world - I imagine that the Oman-based tech savvy consumer will be given a wide choice of how to purchase Java games. They’ll probably be able to buy the games in a box from retail stores and pay up front; they’ll be able to buy them from mobile network operators and have the game charge added to their monthly bill; and they’ll be able to select them from a games page on a web portal or magazine and pay for them via premium rate phone line or SMS.

5. What’s involved in producing a mobile phone game?
The stages involved in developing a wireless game don't differ too much from those associated with PC and console development, but the work is compressed into a much shorter cycle - typically three months. One of the biggest challenges in developing games for wireless platforms is appreciating the techniques essential for writing compelling games on low memory embedded systems. This has implications for every stage of the development cycle from the reuse of early design art to the number of objects used in an engineer’s J2ME code. Of course, another issue that's unique to wireless gaming development is the number of ports a development team has to make of each title to deliver it to each carrier's portfolio of handsets. With games as small as 64K targeting such low memory phones you can often be looking at a significant rewrite to achieve a quality port.

6. Where’s the innovation in mobile gaming?
For wireless gaming the arrival of colour screens coupled with higher bandwidth speeds i.e. 2.5G, 3G and 4G has been a big market driver. As screen resolution improves, system memory increases and embedded processors get faster, the opportunities for enhancing the gaming experience and growing the market rise significantly. Handset manufactures recognise wireless gaming as a significant market and the form factor of many new handsets are being adapted for easier game play. On the local scene, we’ll see Oman-based telco operators making significant steps forward in attracting wireless gamers through the availability of new content services and higher data rates .

7. Tell us about e-Games
That’s fairly simple. In my mind, e-Games is all about bringing together people from various parts of the World that love to make and play games so they can meet in person, form alliances and help each other. Being the first event of its kind in the Middle East we’re proud to be associated with the event and are really looking forward to it.

Interview #2: Mohammed Al Ghassani, Deputy CEO, PEIE

1.How’s the mobile gaming industry developing?
On the gaming front, pundits estimate that the mobile gaming industry is growing at a compound rate of around 150% a year. I should think this trend will contine for another 2 - 3 years after which it’ll stabilize. For every player in this particular value chain, there are tremedous growth opportunities. However, growth will be governed by the hardware technology in mobiles. If mobiles can meet computing power offered by the specialized gaming devices, then that would open up the doors of the core gaming industry, which is currently slated to be a trillion dollar industry. Companies like Nokia have already started doing that with "N-Gage". This is a phone whose ergonomics and processors have been optimized for handheld gaming. While that’s a great initiative, it’s still got a way to go to compare with a gaming platform like GameBoy.

From a business perspective, mobile games will contribute sizeable revenues to mobile operators. Data services are the future and I think Gulf-based telcos recognize that. Around the world, we’re witnessing large technology investments by mobile operators, high-end handset released by equipment vendors, stabilized mobile community portals and support to mobile developers who are creating a closely coupled network, one that’s delivering high values to end users.

Mobile advertising via mobile games is another boom area. Now, is anybody thinking about that in the Gulf? I haven’t seen it yet. On the bigger stage, the entertainment industry has already started investing in mobile games as a promotional channel. For example, film trailers, ring tones etc. This is just the beginning. In the future, you’ll certainly see mobile games being used as powerful mass communication tools.

2.How do you see mobile games developing?
Mobile hardware technology is advancing at a significant clip and I expect it to follow Moore's Law. If I’m right in this regard, we should see some really powerful gadgets capable of handling very high-end 3D graphics and audio. The way the mobile gaming industry has evolved I can see more demand giving rise to smarter and better products. If manufacturers produce devices that offer a powerful computing platform that run compelling content, then that’ll accelerate acceptance from end users.

3.What’s your advice to young game developers?
From a Gulf perspective, it's a great time to be in the market, as it’s just growing and demand is there for better games and more variety. It’ll all depend on how the developer positions him/herself in the value chain. My advice for developers, build a niche in the market and have a well-defined line of offerings.

4.e-Games has a sesion on Education and Gaming – Why’s that?
It would seem that many schools in the Gulf are using a pre-information-society model in teaching. Kids are playing games when they aren’t in school, and they go from this digital environment into the classroom, and they're suddenly in Dickens. It would appear that the teaching profession doesn’t know what games are, or how to use them to their advantage.

The gaming industry makes more money than Hollywood, which means that millions of people are paying substantial amounts of money for games that take on average 50 to 100 hours to complete - roughly the amount of time spent in one semester of college courses. If a young person is going to spend RO20 on a game, yet they won't take 50 minutes to learn algebra, we need to know why.

Research shows that people learn best when they’re entertained, when they can use creativity to work toward complex goals, when lesson plans incorporate both thinking and emotion and when the consequences of actions can be observed. Those needs, perhaps aren't met in classrooms, where students are often given lists of facts, told to memorize them and expected to regurgitate them in exams.

Video games, on the other hand, immerse people in worlds and make them rely on problem-solving skills to reach defined goals. In a well-designed game, people can even learn new skills and see the consequences of their knowledge, or their ignorance, as their scores climb or fall. Assessment is a cinch - every keystroke and high score is recordable. People have always been intimidated by new technologies, I think we need to appreciate that games aren’t going away and we should build good things out of their potential. Tim Price-Walker’s session will address these issues, a topic that should be of real interest and value to Gulf-based educators.

Interview #3: Tim Price-Walker, Business Development Manager- Schools, Immersive Education Ltd, UK

1. What got you into gaming?
If I think far enough back in my life, my trusty Commodore Vic 20 was the computer that really started me off in gaming, playing all of those hi-tech, magnetic tape loaded games.However, the games that really got me hooked was Manic Miner for the Spectrum 48K and a little more recently the original Doom game there was nothing like pairing up with a gaming partner at night, turning the light out and waiting for something to jump out at you from the screen!

2. If you could be one gaming character who would it be and why?
A Sim in Sim City what an amazing place to be!

3. Do you think that gaming going mainstream has had a positive or negative impact on the industry?
I work for a software company (Immersive Education) that utilises games technology in education gaming going mainstream has helped us as a company to embrace gaming as a tool to learn I have seen the results of some of our games-styled software at work in the classroom with students I have seen it support learning of difficult topics (such as Shakespeare); support special needs education; embrace inclusive learning; encourage creativity in lessons as well as being extremely motivating!

4. Who's your favourite developer/publisher and why?
I have to support our technical guys at Immersive Education forging the links between education and games technology is no easy challenge what do you leave out to keep teachers happy but what do you put in that motivates students? But then I am biased.

5. Do you feel that gender affects the way we play games? Are there fundamental differences that affect not only what we play, but how we play?
Working at Immersive Education, I have been observing how children use games-styled software in the classroom to learn and I do believe there are subtle differences in how students use our software, but generally both genders see positive improvements in motivation. It's not only gender but also different age groups and ability groups that also provide an insight into how we play games and it's a dynamic state of affairs.

Our software was first designed for 11-19 age range in 2001 now one of our best titles using the same software interface is designed for students age 5 and 6. For example, In Sheffield, UK, a school reported that a class of difficult students with poorly behaved boys became so addicted to our Kar2ouche storyboarding software (an English lesson learning Shakespeare) that the teacher had to physically prise them away from the computers at the end of the lesson. In previous lessons it was stated that it was difficult to maintain their presence in the classroom.

6. What are your thoughts on the greater development costs needed to produce even a marginal game and the impact this has on backyard developers?
Mmm.... getting a bit like Hollywood here. I just hope it does not stifle creativity.

7. What is your first gaming memory?
Desperate trying get Manic Miner to load from magnetic tape recorder plugged into my Spectrum 48K using those tape recorders, the first frustratingly attempt never seemed to work!

8. What do you think will be the next revolution in game design? A truly 3D controller? Greater online capabilities? Player created content?
I am someone who always thought that fantastic graphics was the route to addiction in games. Recently my view of this has changed with the advent of on-line gaming. I believe that greater online capabilities will be the way forward for games in the future. From an educational perspective, I perceive that more on-line community learning combined with rich graphic environments really will be the way forward in school learning.

9. Can you foresee a day when the gaming industry as a whole, finally recognizes the female gamer as an equal to her male counterpart and not just a plaything to help sell games?
Yes, definitely and it's going to happen sooner than you think. I have just been training some of those 5 - 6 year olds and half of them are girls.

10. What is your favourite game genre?
Go and see the trailers on eve-online.com then you'll know my favourite game genre.

11. Do you prefer PC or Console gaming and why?
PC my PC is everything.

12. How important is the 'social' aspect in games (not just online games - getting your friends round for a bit of console head-to-head, LAN gaming, or just watching over your shoulder and giving suggestions)? How can this social aspect be encouraged through games design?
Social aspect is really important our educational software works best when children collaborate around a PC - discussing how characters backgrounds or props should look in our Kar2ouche storyboarding software. Some the best storyboards created by children are where more than one student is involved. Therefore, our software design is carefully aware of this need to encourage social interaction. Also, IT resources in many UK schools are still limited few schools have a ratio of one computer to one child. Therefore, our software is designed for lots of different classroom scenarios e.g. Using an interactive whiteboard to teach to whole groups.This shared learning social experience is starting to gain momentum with on-line gaming environments.

13. Will game piracy ever be defeated? Technology supporting 'gaming as a service,' like Valve Software's Steam system is on the rise and is beating back pirates. In the Gulf we've organizations such as the Arabia Anti Piracy Association who are working hard to stamp out piracy. What could be done to further support anti-piracy initiatives?
In schools, our MediaStage software (virtual 3D production studio for teaching Media Studies) sells for RO255 for a single user licence - we operate a system where customers have to contact us by telephone in order to unlock their software this helps us to track our customers and be able to recognise illegal or illegitimate use of our software. Luckily schools.

Interview #4: Tim Stokes, Marketing & Sales Manager, Sony Computer Entertainment Europe (SCEE)

1. What got you into gaming?
A competitive nature.

2. If you could be one gaming character who would it be and why?
My pseudonym in Tiger Woods Golf 2005 – I would love to have a -15 handicap!

3. Do you think that gaming going mainstream has had a positive or negative impact on the industry?
Certainly a positive impact, however most gamers still tend to be male and aged between 14-34 years old. Compare that with other entertainment industries and there is still a long way to go to becoming truly mainstream.

4. Who’s your favourite developer/publisher and why?
I really loved the first Tomb Raider games on PlayStation 1 developed by Core Design – but to tow the company line I really have to say Sony Computer Entertainment Europe, don’t I?

5. Do you feel that gender affects the way we play games?
Are there fundamental differences that affect not only what we play, but how we play? Obviously, there is a difference in the type of games that appeal to different genders, but I don’t think this really affects the way the games are played. Both genders are equally competitive!

6. What are your thoughts on the greater development costs needed to produce even a marginal game and the impact this has on 'backyard developers’.
Gaming is becoming big business and generally similar to other entertainment industries there is a link between investment and return.

7. What is your first gaming memory?
Donkey Kong on Nintendo Game & Watch.

8. What do you think will be the next revolution in game design? A truly 3D controller? Greater online capabilities? Player created content?
I strongly believe to take gaming truly mass market, gamers should be able to determine different outcomes in games dependent on their actions, so they feel that they are really playing the part of the main character in the story. This has happened to a degree with some games such as The Sims and The Getaway: Black Monday, but there is still some way to go.

9. How important is the 'social' aspect in games (not just online games - getting your friends round for a bit of console head-to-head, LAN gaming, or just watching over your shoulder and giving suggestions)? How can this social aspect be encouraged through games design?
Very important. To really make gaming a mass market form of entertainment we have to remove the perception that gaming is just for 14 year old boys locked away in their darkened bedroom. Personally, one of the greatest pleasures I get out of gaming is playing sports games against a friend(s), the more the merrier; try out doubles in Smash Court Tennis, a 4 on 4 match in This Is Football or a 100m sprint in Athens 2004 on dancemats!

10. Will game piracy ever be defeated? Technology supporting 'gaming as a service,' like Valve Software's Steam system, is on the rise and is beating back pirates. In the Gulf we’ve organizations such as the Arabia Anti Piracy Alliance who are working hard to stamp out piracy. What could be done to further support anti-piracy initiatives?
Generally, in the region we need greater recognition from the local authorities that game piracy is a crime. Most governments do not recognise piracy as their problem or that their country is any worse, when in actual fact their local economies are also losing out due to losses of import duties, distribution margins and marketing investments.

Interview #5: Petr Hosek - Senior Sales Manager, Multimedia, Nokia Middle East and Africa

1. Petr thanks for taking the time to talk with us. How did the idea for N-Gage initially come about?
Nokia’s vision is Life Goes Mobile. This means that anything that people do today stationery, whether this is communications, business, general commerce, Internet browsing or gaming will eventually become mobile enabled.

The N-Gage was conceptualized several years before launch. We saw how successful online gaming was becoming and real opportunities for ourselves, game developers and for service providers through online mobile gaming using GPRS. The N-Gage was therefore designed to create a new market for gamers on the move.

We now have a strong product, a huge portfolio of games and unrivaled technology and connectivity options to create a rich experience.

2. Who is the N-Gage QD primarily aimed at: gamers or people who want a flash mobile phone?
The N-Gage QD is optimized for mobile online gaming. It has an ergonomically designed form factor, with features such as raised buttons and a large screen to enable a full gaming experience. Its connectivity options – Bluetooth and GPRS are suitable for competitive multiplayer gaming allowing up to 8 persons to compete on certain games.

3. You're looking for new titles for N-Gage. What do you look for in new developers?
A real innovation and a commitment to mobile online gaming. N-Gage QD incorporates Nokia’s Series 60 software platform, which is the most popular smart phone software in the world with 84% market share (Canalys, Sept 2004). Using free to download software from www.forumnokia.com, anyone can begin producing software for the N-Gage. These can then be distributed through retail outlets or directly for download over the web through sites such as
www.softwaremarket.com. Mobile gaming is a new and open space and we welcome any and all developers to contribute to providing rich experiences for gamers.

4. What sort of size development teams are making N-Gage games right now (as opposed to ports)?
All sizes from companies such as Electronic Arts who have entire units developed, to smaller, single-person development hot shops.

5. How about genres? Does N-Gage presently have preferences that way?
Any and all games are supported by N-Gage, from simulations such as the highly acclaimed The Sims, strategy games such as Worms, arcade games such as Colin Mcrae Rally, platform games including the Tom Clancy portfolio of titles, and first person shoot-em ups such as Pathway to Glory.

6. Mobile phone games can be basic, so what do you see being possible in future, say two years from now?
Please try the N-Gage QD and its multiplayer games – you will see that the quality and sophistication of gaming is comparative in experience to that of a Play Station or PC game.

7. Where do we stand on Arabizing games for the mobile phone?
Anyone can develop N-Gage games, as described earlier. The development and roll-out of Arabic titles, depends solely on the development house themselves. We encourage all companies to offer Arabic versions of their games – presently however, there are no Arabic gaming titles.

8. How can Nokia encourage and help develop the Middle East’s gaming industry?
We have free software available from Forum Nokia and an easy to use marketplace for trade at Software Market. Every element is there to support a fledgling industry in the Middle East.

9. If you were to build your dream mobile phone game what would it do?
It would combine the graphics of Pathway to Glory with massively multiplayer capabilities or an landline connection with the depth of X-Men legends and the fun of Worms of the Sims (all games which are available on the N-Gage QD).

10. Finally, what do you think the outlook is for mobile gaming?
Positive. This is a new market which is growing with new entrants expected throughout 2005. With the advent of 3G, more players will be able to compete together creating the opportunity for extended multi-player adventures.

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ライブチャット出会い出会い無料出会い系出会い 喫茶出会い カフェ出会い パーティー優良 出会い出会い人妻出会い掲示板フィリピンデリヘルチャットレディチャットレディー出会いテレクラ出会い系サイト優良出会い系サイトテレクラバイク買取セフレセックスフレンド不倫出会い喫茶出会いカフェデリヘルアダルトライブチャット出会い山口車買取転職出会い出会い系チャットレディーチャットレディノンアダルトチャットレディーアダルトチャットレディーテレフォンレディー携帯チャットレディー車買取京都きもの不動産出会い長崎ソープランド・・・天然オリゴ糖在宅仕事爪水虫在宅ワーク出会い福岡出会い大阪出会い青森出会い山口出会い北九州出会い

Anonymous said...

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Anonymous said...

传统的上海商业地产在当前正面临痛苦的决断,在部分城市,随着北京写字楼市场的量价齐跌,“断供”、“抛售”等现象正日益刺激着投资者已经脆弱的信心,回报率下降、投资风险增加,使得上海办公楼类产品的投资价值正遭受着空前的置疑,那么在目前股市走熊、住宅低潮的情况,是不是所有的房产产品都不具备投资价值呢?其实不然,上海写字楼、商铺、上海商务楼等商务性质的房产产品依然保有较高的投资价值,目前在广州、上海等发达城市,上海写字楼租赁与功能多样化的办公楼出租正成为投资者的新宠。
一元租金写字楼
二元租金写字楼
三元租金写字楼
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五元租金写字楼
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九元租金写字楼
十元租金写字楼
十五元租金写字楼
二十元租金写字楼
商铺
商住楼
商务中心
创意园区
厂房
酒店公寓
随着物权法的完善,“住宅禁商”的逐步实施,这些企业将不得不寻求于上海写字楼
上海办公楼。中小型企业多为成长型,企业发展战略多存在不稳定性,低成本入驻与较高的外在形象是这类企业考虑办公场所的重点,而上海办公楼的租售价格、物业管理费用相对较高,更多的中小型企业会选择既能满足上海写字楼出租的用途,又可以实现居住功能的商住楼商务楼。客源上的充足保证了商用办公房的低空置率,写字楼租金回报更稳定。
更多链接;
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上海办公楼,上海卢湾区办公楼

Anonymous said...

労働問題 収益物件不動産売却などにはマンション査定土地売買1戸建て売却が含まれる賃貸 住宅不動産 賃貸賃貸マンション新築マンションもしっかりカバーしてありすごく充実したさいとでもちろん投資を目的の方やリフォームをしたい人もすごく参考になるだう。ところで今,SEO対策などいまはやっているがホームページ制作会社にいらいしてもうまくはいかないようだ。最近私は、資産運用にこっていて税金対策にインテリアを集めている。もちろんファッションにこだわりブランド品や下着,ランジェリーにはこだわりがある。 化粧品ダイエット用品高価なものがよく家具も最高級しか買わない、先日海外旅行にいってきてお土産に外車結婚指輪と高級時計をかったが、日本でしらべたら通販ですごく安く売っていた。 物件探しは広島 不動産 岡山 不動産 松山市 不動産 香川県 不動産 徳島 不動産 高知 不動産 高松 不動産をフルカバーしてます大手で 和歌山 富山 滋賀 石川 山梨 新潟 沖縄 大分 鹿児島 宮崎 熊本 高知

Anonymous said...

マンション 投資 マンション 買取 1戸建て 査定 1戸建て 買取 アロマテラピー 甘味処 編物教室 足裏療法(リフレクソロジー)アメリカ車販売 アウトレットショップ あんみつ店 SEO対策 アイスクリームショップ 結婚式場 アクセサリーショップ アウトドアショップ 明石焼き SEO対策 東京 いか焼店 囲碁教室 居合道 イギリス車販売 福岡 賃貸 車買取 自動車保険 バイク買取 美容整形

Anonymous said...

不動産投資 新築マンション 引越し マンション 売却インテリアコーディネータ 不動産 査定 不動産 売買 広島 不動産 システム開発 土壌汚染 webシステム開発 原油 紹介土地 買取 不動産会社 鹿児島 熊本 宮崎 長崎 岡山 沖縄 大分 島根 山口 アロマテラピー 全国 甘味処 全国 編物教室 足裏療法(リフレクソロジー) アメリカ車販売 アイスクリームショップ 結婚式場 アクセサリーショップ アウトドアショップ 明石焼き

Anonymous said...

不動産 買取
マンション 売買 
土地 売却 
札幌 不動産 
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大阪 不動産 
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浜松 不動産 
堺市 不動産 
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相模原市 不動産 
姫路 不動産 
岡山 不動産 
明石 不動産 
鹿児島 不動産 
北九州市 不動産 
熊本 不動産 
SEO対策
投資 
土地 査定 

Anonymous said...

ライブチャット出会い出会い無料出会い系出会い 喫茶出会い カフェ出会い パーティー優良 出会い出会い人妻出会い掲示板フィリピンデリヘルチャットレディチャットレディー出会いテレクラ出会い系サイト優良出会い系サイトテレクラバイク買取セフレセックスフレンド不倫出会い喫茶出会いカフェデリヘルアダルトライブチャット出会い山口車買取転職出会い出会い系チャットレディーチャットレディノンアダルトチャットレディーアダルトチャットレディーテレフォンレディー携帯チャットレディー車買取京都きもの不動産出会い長崎ソープランド・・・天然オリゴ糖在宅仕事爪水虫出会い福岡出会い大阪出会い青森出会い山口出会い北九州出会い在宅ワーク在宅アルバイトデータ入力在宅翻訳在宅チャットレディ出会い在宅アルバイトコレステロール中性脂肪花粉症内職乾燥肌

SEO said...

SEOSEO対策レーシックレーシックレーシックインプラントFXFXFXキャッシングキャッシング家庭教師美容整形エステレンタルサーバーオークションサプリメント生命保険自動車保険医療保険年金保険ガン保険介護保険学資保険終身保険傷害保険生命保険クレジットカードビジネスマナーサイト売買バイク買取インテリア投資信託

Anonymous said...

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Anonymous said...

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Roberts said...

传统的 上海商业地产 在当前正面临痛苦的决断,在部分城市,随着 北京写字楼市场 的量价齐跌,“断供”、“抛售”等现象正日益刺激着投资者已经脆弱的信心,回报率下降、投资风险增加,使得 上海办公楼 类产品的投资价值正遭受着空前的置疑,那么在目前股市走熊、住宅低潮的情况,是不是所有的房产产品都不具备投资价值呢?其实不然, 上海写字楼 、商铺、 上海商务楼 等商务性质的房产产品依然保有较高的投资价值,目前在广州、上海等发达城市, 上海写字楼租赁 与功能多样化的 办公楼出租 正成为投资者的新宠。 一元租金写字楼 二元租金写字楼 三元租金写字楼 四元租金写字楼 五元租金写字楼 六元租金写字楼 七元租金写字楼 八元租金写字楼 九元租金写字楼 十元租金写字楼 十五元租金写字楼 二十元租金写字楼 商铺 商住楼 商务中心 创意园区 厂房 酒店公寓 随着物权法的完善,“住宅禁商”的逐步实施,这些企业将不得不寻求于 上海写字楼 或 上海办公楼 。中小型企业多为成长型,企业发展战略多存在不稳定性,低成本入驻与较高的外在形象是这类企业考虑办公场所的重点,而 上海办公楼 的租售价格、物业管理费用相对较高,更多的中小型企业会选择既能满足 上海写字楼出租 的用途,又可以实现居住功能的 商住楼商务楼 。客源上的充足保证了 商用办公房 的低空置率, 写字楼租金 回报更稳定。 更多链接; 上海办公楼中介 上海浦东办公楼 静安区办公楼 黄浦区办公楼 长宁区办公楼 卢湾区办公楼 徐汇区办公楼 普陀区办公楼 上海商铺出租 上海厂房租赁 上海创意产业园区租赁 上海商务中心出租 华敏翰尊 虹桥银城 上海华都大厦 胜康廖氏 华源世界广场 沙田大厦 彩虹QQ 情 五月天 情色五月天 qq游戏马 QQ记牌器下载 qq空间全黑背景代码 关中义事分集介绍 qq空间蓝色背景代码 qq空间白色背景代码 qq空间粉色背景代码 qq空间小窝背景代码 QQ空间FLASH代码 梦幻西游qq表情下载 炮炮兵qq表情下载 黄金价格 黄金价格走势,黄金价格(每盎司) 今日黄金价格,黄金价格(每克) 国际黄金价格,黄金价格(每公斤) 汇率换算,各国汇率换算 上海办公楼中介 浦东办公楼中介 静安写字楼,静安办公楼中介 黄埔写字楼,黄埔办公楼中介 徐汇写字楼,徐汇办公楼中介 卢湾写字楼,卢湾办公楼中介 上海办公楼中介 浦东办公楼出租 静安写字楼租赁 上海黄埔办公楼 长宁区写字楼租赁 卢湾写字楼租赁 徐汇办公楼出租 普陀写字楼租售 创意园区 商务中心 上海写字楼中介 浦东办公楼 静安办公楼 黄埔办公楼 徐汇办公楼 卢湾办公楼 上海写字楼中介 上海写字楼中介 上海办公楼,上海办公楼中介 黄浦区办公楼,上海黄浦区办公楼租售 徐汇区办公楼,徐汇区办公楼租赁 静安区办公楼,静安区办公楼出租 浦东办公楼,上海浦东办公楼 长宁区办公楼,长宁区办公楼中介 上海办公楼,上海卢湾区办公楼