Today, the Game working Committee of China Audio and Digital Association (GPC), Gamma data (CNG) and International data Company (IDC) jointly released the 2017 China Game Industry report. The report summarizes the overall situation of China's game industry, makes a detailed interpretation of the market segmentation and industrial chain, and makes an in-depth analysis of the situation of typical game enterprises.
Overall market: income 203.61 billion yuan, mobile games revenue accounts for 57%
This year, China's game industry has gradually picked up in terms of overall income growth. According to the report, the actual sales revenue of China's game market reached 203.61 billion yuan in 2017, an increase of 23.0% over the same period last year. The decline in income growth since 2014 has eased this year, and China's game market is showing good momentum.
However, compared with last year, the increase in the number of game users in China is not significant. The number of game users in China reached 583 million, up 3.1 per cent from a year earlier, according to the report. Based on the user data from 2014 to 2017, the growth rate of game users in China has been in a low state, and the number of game users has become saturated.
In addition, the report also gives relevant data on the situation of Chinese game enterprises. According to the report, by the end of this year, the number of listed game companies in China had reached 185, including 151 A-share listed game companies, accounting for 81.6%; 26 Hong Kong stock listed game companies, accounting for 14.1%; and 8 US stock listed game companies, accounting for 4.3%.
If we focus on the segments of China's game market revenue, we will find that mobile games are still the most important component of China's game market revenue, and there is a growing trend. According to the report, in this year's Chinese game market, the actual sales revenue of the mobile game market is 116.12 billion yuan, accounting for 57.0%; the actual sales revenue of the client game market is 64.86 billion yuan, accounting for 31.9%; the actual sales revenue of the web game market is 15.6 billion yuan, accounting for 7.6%. The actual sales income of the home game console market is 1.37 billion yuan, accounting for 0.7% of the total.
Judging from the games published this year, domestic games are still the most important part of Chinese game products. According to the report, the State Administration of Press, publication, Radio, Film and Television has approved the publication of about 9800 games, including 9310 domestic games and 490 imported games. Of the about 9310 domestic games, client games account for about 1.5%, web games account for 2.3%, mobile games account for about 96.0%, and home game console games account for about 0.2%. Due to the excellent performance of mobile games in recent years, it is still a must for Chinese game enterprises this year.
Mobile game revenue exceeded 100 billion yuan, an increase of more than 30 billion.
Mobile games have achieved remarkable results in terms of revenue this year. According to the report, the actual sales revenue of China Mobile Limited's game market reached 116.12 billion yuan, an increase of 41.7% over the same period last year, still maintaining a high income growth. Similar to the situation last year, China Mobile Limited's game market income this year still maintained a growth rate of more than 30 billion, which to a certain extent shows that China Mobile Limited's game is still in the stage of rapid development.
However, the number of China Mobile Limited game users in the growth, has shown a relatively weak trend. According to the report, the number of China Mobile Limited game users reached 554 million, an increase of 4.9% over the same period last year.
The growth of PC game revenue has picked up, with an increase of 11.4%.
In addition to the gratifying income of mobile games, the revenue situation of client games has also shown some signs of recovery this year. According to the report, the actual sales revenue of China's client game market reached 64.86 billion yuan, an increase of 11.4% over the same period last year.
In terms of users, the number of users of client-side games in China has stabilized in recent years, and the fluctuation this year is still small. According to the report, the number of client game users in China reached 158 million this year, an increase of 1.7 per cent over the same period last year.
The income of page games is only 15.6 billion, showing negative growth for two consecutive years.
Compared with mobile games and client games, web games show a continuous decline. According to the report, the actual sales revenue of China's online game market reached 15.6 billion yuan this year, down 16.6 percent from the same period last year, with revenue showing negative growth for two consecutive years. Affected by the change of user demand, the reduction of new products and other factors, the web game market has further shrunk, the actual sales revenue of the market has decreased significantly, and the number of users has decreased.
The decline in the number of online games in China also shows that the size of its market is still shrinking. According to the report, the number of users of the top 10 web games this year is about 100000, down 30, 000 from 2016. At the same time, about 290000 web games have been released by front-line platforms this year, a decrease of 16000 compared with 2016. The decline in both aspects of the data can support the development of the web game market.
The number of users of online games in China also confirms that it is on a downward trend. The report shows that the number of online game users in China reached 257 million, down 6.6% from the same period last year, and this year is the fourth consecutive year of negative growth in the number of online game users.
E-sports 's market revenue exceeds 70 billion, and e-sports 's game revenue on the mobile side approaches the client.
In addition, the report also interprets the game industry chain through the e-sports market, the integrated development of the game industry, overseas markets, board games, two-dimensional games and other aspects.
In terms of the e-sports market, the report shows that the actual sales revenue of China's e-sports game market this year reached 73.05 billion yuan, an increase of 44.8% over the same period last year: of which, the actual sales revenue of the client-side e-sports game market reached 38.4 billion yuan, an increase of 15.2% over the same period last year; the actual sales revenue of the mobile e-sports game market reached 34.65 billion yuan, an increase of 102.2% over the same period last year.
From the observation of the composition of the e-sports platform, e-sports based on client games have maintained a steady growth. At the same time, driven by "Arena of Valor" and other well-known e-sports products, the actual sales revenue of the mobile e-sports game market has increased significantly, and has become an important part of the e-sports market. It can be analyzed through the following four aspects.
The main contents are as follows: 1. The industry chain of e-sports games has been gradually improved and the e-sports competition system has taken shape.
2. The development trend of e-sports is improving, but the problem of talent shortage is still serious.
3. The combination of e-sports and variety shows. The maturity of e-sports brings e-sports and variety together.
4. Games, live broadcast platforms, venues, clubs and event organizations will be further integrated and developed.
The revenue from IP games reached 74.56 billion, accounting for 64.2% of the revenue from mobile games.
With regard to the integrated development of the game industry, the report shows that the actual sales revenue of China's intellectual property (IP) mobile game market reached 74.56 billion yuan this year, an increase of 36.2% over the same period last year, accounting for 64.2% of China Mobile Limited's actual sales revenue in the game market.
With intellectual property (IP) as the medium, there are more and more game products linked with other entertainment industries, and there are various forms of integration, which has become an important part of the game industry. On the one hand, the traditional intellectual property (IP) games are still the main force of integration, but also constitute the main force of the actual sales revenue of the market. On the other hand, the integration model is diversified, creating more diversified cultural works with the existing game intellectual property rights (IP).
Overseas market revenue reaches 8.28 billion US dollars.
In terms of overseas markets, the report shows that the actual sales revenue of China's independent R & D online games overseas reached 8.28 billion US dollars this year, an increase of 14.5 per cent over the same period last year.
On the other hand, the "going out" of Chinese game enterprises in 2017 is different from the past, showing some new characteristics:
1. Optimization of the actual sales revenue structure of China's independent R & D online games in overseas markets.
2. Large, medium and Mini Game companies compete in the global game market in different ways.
3. The overseas influence of China's independent research and development of mobile games has been enhanced, and the product brand status has been significantly improved.
The revenue of board games reached 14.51 billion, with a growth rate of 107.4%.
In terms of board games, the report shows that the actual sales revenue of China's board and card games market this year reached 14.51 billion yuan, an increase of 107.4 percent over the same period last year. With the development of mobile communication technology, a large number of client board game users migrate to the mobile end, and the scale of mobile board game market increases rapidly.
And the number of users of board games has also increased to a certain extent this year. According to the report, the number of users of board games in China reached 279 million this year, an increase of 8.1 per cent over the same period last year. Driven by the room card model, board games ushered in the rapid growth of users. This is mainly because the room card model relies on the spread of the real social relationship chain, activates offline chess and card lovers, and realizes the transfer of users from offline to online with the help of the high popularity and fragmented characteristics of the mobile Internet.
The revenue of two-dimensional games reached 15.98 billion, an increase of 45%.
In terms of QR games, the report shows that the actual sales revenue of China's QR mobile games market this year reached 15.98 billion yuan, an increase of 45% over the same period last year. Products such as "Onmyoji" and "broken 3", which were launched in 2016, have a stable performance, and revenue from products such as "Shenwuyue", which was newly launched in 2017, has grown rapidly, thus improving the performance of secondary products in the game market. the two-dimensional game market has become an important segment of the mobile game market.
Among the two-dimensional game types, role-playing (RPG), card category and action category are the three most common types in China's two-dimensional game market, and they are also the most preferred by two-dimensional users. Although the degree of user preference is not high, the ability of users to pay is higher, and the number of products is second only to the three common types. In addition, only 16.2% of the second-dimensional users have no special preference, which also shows that the second-dimensional users have a clear tendency to choose their own product types.
After years of animation culture cultivation, "Quadric" represents "youth" and "huge consumption potential". The main body of second-dimensional mobile game users, "post-90s" and "post-1995", are gradually becoming a social group with higher disposable income and strong spending power. At the same time, the development of mobile communication technology has broken the label of "niche" of the two-dimensional game, and successfully pushed it to more pan-two-dimensional users.