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The market revenue increased by 20% to 278.6 billion yuan, exceeding 100 billion yuan overseas for the first time From Report on China’s game industry in 2020

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The following is the The market revenue increased by 20% to 278.6 billion yuan, exceeding 100 billion yuan overseas for the first time From Report on China’s game industry in 2020 recommended by recordtrend.com. And this article belongs to the classification: Industry information.

Source: gamelook

Today, the game Working Committee (GPC) of China Association for audio-visual communication (GPC) and China Game Industry Research Institute released the “China Game Industry Report 2020”. As a strategic partner, Gamma data provides data services. The report summarizes the development status of China’s game industry in 2020, and makes a detailed interpretation from multiple dimensions such as economic value and social value.

In 2020, the game revenue will reach 278.687 billion, with a growth rate of over 20%, and the growth rate of mobile will reach 32%

According to the data provided by Gamma data, in 2020, the actual sales revenue of China’s game market is 278.687 billion yuan, an increase of 47.81 billion yuan compared with that of 2019, with a year-on-year growth of 20.71%, maintaining a rapid growth.

Actual sales revenue and growth rate of China’s game market

In 2020, the actual sales revenue of China’s mobile game market will reach 209.676 billion yuan, an increase of 51.565 billion yuan compared with that in 2019, with a year-on-year increase of 32.61%, accounting for 75.24%.

Actual sales revenue and growth rate of China mobile game market

Compared with the brilliant performance of mobile games, the actual sales revenue of China’s client-side game market in 2020 is 55.92 billion yuan, which is 5.594 billion yuan less than that in 2019, with a year-on-year decrease of 9.09%, accounting for 20.07%. The actual sales revenue of the web game market was only 7.608 billion yuan, a decrease of 2.261 billion yuan compared with that in 2019, a year-on-year decrease of 22.9%, accounting for 2.73%.

Actual sales revenue and growth rate of Chinese client game market

Actual sales revenue and growth rate of Chinese web game market

The total number of game users in China has reached 665 million

China’s game industry will maintain stable growth in 2020. The number of users reached 665 million, a year-on-year increase of 3.7%.

The scale and growth rate of Chinese game users

For the first time, China’s overseas game revenue exceeded 100 billion, reaching US $15.45 billion, up 33.25%

In 2020, the actual sales revenue of China’s independent R & D games overseas market will reach US $15.45 billion, an increase of US $3.855 billion compared with that in 2019, with a year-on-year growth of 33.25%, which will continue to maintain a stable growth.

Actual sales revenue and growth rate of overseas market of China’s independent R & D games

In 2020, the income distribution of China’s independent R & D mobile games in overseas regions is 27.55% in the United States, 23.91% in Japan and 8.81% in South Korea. The three regions together account for 60.27%. It is worth noting that the United States has been an important target market for Chinese game companies to go abroad in the past two years.

Proportion of revenue in overseas key regions of China’s independent research and development of mobile games

2020 E-sports Market: 136.557 billion, with an increase of 44.16%

China’s e-sports game market revenue increased from 94.727 billion yuan in 2019 to 136.557 billion yuan in 2020, an increase of 41.83 billion yuan, a year-on-year increase of 44.16%.

Actual sales revenue and growth rate of China’s e-sports game market

The domestic market revenue of independent R & D games exceeds 240 billion

In 2020, the actual sales revenue of China’s self-developed games in the domestic market will reach 240.192 billion yuan, an increase of 50.678 billion yuan compared with that in 2019, with a year-on-year growth of 26.74%.

Actual sales revenue and growth rate of China’s independent R & D games in domestic market

The role of IP is becoming more and more important in 2020

In 2020, among the top 100 mobile game products with IP types, the largest proportion is self created IP, accounting for 36%. Another 24%, 9% and 8% of mobile games are adapted from client games, fiction and host / stand-alone games, respectively.

Proportion of IP types of top 100 mobile game products

Product type in 2020: domestic RPG ranked first, overseas strategy ranked first

In 2020, among the top 100 products of China Mobile’s game revenue, role-playing games accounted for 19.48%; multiplayer online tactical competitive games developed rapidly and the market expanded rapidly, accounting for 15.28%; shooting games were second only to multiplayer online tactical competitive games, accounting for 15.04%; the three accounted for 49.8% of the total revenue, accounting for nearly half of the total revenue.

Proportion of top 100 mobile game products’ current revenue

In 2020, among the top 100 categories of China’s independent R & D mobile games, the revenue from strategy games accounted for 37.18%, shooting games accounted for 17.97%, and role-playing games accounted for 11.35%. The three types of games accounted for 66.5%.

Proportion of top 100 types of income in overseas market of China’s independent R & D mobile games

In 2020, among the top 100 products of China Mobile’s game revenue, among the game types with the highest flowing income, the top three types are modern theme and fantasy / magic

Themes and cultural integration themes accounted for 16.75%, 15.5% and 15.06% respectively. The three types of games with the highest proportion of theme types are fantasy / magic, history and weak theme games, accounting for 24%, 16% and 14% respectively. Fantasy / Magic theme games are in the top three in terms of stream income and quantity.

Top 100 mobile game product theme type stream revenue proportion

Top 100 revenue The number of mobile game product types accounts for more reading: report of small and medium-sized game enterprises issued by the game Working Committee: the hot spot and pain point of going out of the sea is monopoly; music, film, game and security smart TV survey: top three in video, game and educational application in North Asia Olympic Park business circle new position of mutual entertainment industry Hong Kong and Taiwan game market analysis: Gambling in Taiwan Opportunities for female gamers are not fully tapped NPD: Americans of all ages are spending more on video games. Carter Dotson: should developers avoid releasing games during the Christmas holidays? Popular game promotes hardware popularization 5g promotes VR industry scale application dataeye: 2015 Q2 HTML5 game data report Sony: 3q17 revenue increased 12% year on year, operating profit increased 3.8 times. Behavioral economics in free games: a little change brings 10 times payment conversion pricing strategy Nielsen: Mobile, E-sports and virtual reality are expanding the game field. How to use big data to find girlfriends in games? Adobe: 2016 game report VR helps to improve the popularity of games Nielsen: games are the most popular app for mobile phone users

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