Firstly, this book has a huge reader market. With the development of video games technology, and change of gaming habit in China, games and entertainment consumption continues to increase,; which is effectively driving the rapid development of gamegames industry. According to the 2017 China Gaming Industry Report, the amount of gamers in China has increased from 67 million in 2008 to 583 million in 2017. In 2013, China took in 203 billion dollars in sales revenue (CNG, 2017). The development of the video gamegames industry showed an upward increase. These figures illustrate how many potential readers there might be. Since this book told many “triumphant, turbulent stories behind how video games are made” (Schreier, 2009), it might have a huge reader market in China. Not many books of gamein the gaming field can be seen in Chinese book market,; however, the demand exceeds the book amount. This book wonwas both a WSJ and USA Today bestsellingbestseller, which means it is popular and fun to read, as well as to translate. This book has not been translated before. It is worth translating due to the large reader market.
Besides, it is helpful for game lovers. Game lovers can gain a better understanding after reading this book.

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