From January to June 2022, the actual sales revenue of China’s game market was 147.789 billion yuan, a year-on-year decrease of 1.8% From China phonological and digital Association

The following is the From January to June 2022, the actual sales revenue of China’s game market was 147.789 billion yuan, a year-on-year decrease of 1.8% From China phonological and digital Association recommended by recordtrend.com. And this article belongs to the classification: network game.

For any industry, half a year is enough for a comprehensive review. This is especially true in the game industry, which is often at the center of public opinion and hot topics of discussion. Recently, the game Working Committee of China audio visual and Digital Publishing Association (hereinafter referred to as “China Audio Digital Association”) and China Game Industry Research Institute released the “report on China’s game industry from January to June 2022”. The report shows that in the first half of this year, the actual sales revenue of China’s game market was 147.789 billion yuan, a year-on-year decrease of 1.8%; The number of users was about 666million, a year-on-year decrease of 0.13%.

On the same day, the Forum on “technological productivity of games in the process of digital reality integration”, directed by the China Association for audio and digital, and co sponsored by the China Association for audio and digital games and the China Institute of game industry, once again focused on the development possibilities of the game industry.

Ao ran, executive vice president and Secretary General of the China Association for music and statistics, said: “games are not just about playing, nor about culture. They are becoming a ‘super digital scene’ composed of various cutting-edge digital technologies, constantly creating new values and new possibilities.”

Ao ran, executive vice president and Secretary General of the China audio and digital Association source: provided by the organizer

Giant players’ entry intensifies competition in overseas markets

According to the above report, in the first half of this year, the development of China’s game market was blocked, and the sales revenue and user scale fell year-on-year. The main reason is still the repeated impact of the epidemic, resulting in reduced user income, reduced consumption willingness, and high enterprise costs.

As a content industry, users are one of the core elements of the development of the game industry. According to the report, the number of users in the game industry reached a peak of 667million during the Spring Festival in 2021, and has not been broken through since then. In the past year and a half, it has basically reached 666million, with a slight microwave movement.

Image source: report screenshot

In the first half of this year, the year-on-year decline in user size shows that the current “demographic dividend” of the game industry has basically disappeared, and the industry may have entered the era of stock competition.

The number of users is at its peak, and quality is undoubtedly the next “engine”. In fact, under the influence of the epidemic, leading enterprises in the industry have made many improvements in deepening the protection of minors, improving R & D and operation capabilities, strengthening the application of digital technology, and accelerating cross-border integration of industries.

Taking the protection of minors as an example, as the key improvement work of the game industry in the past period of time, all major head enterprises have launched the youth mode to limit the game duration and recharge behavior. Tencent, China Mobile Games, Netease and other enterprises have further reduced the proportion of minors’ flowing water contribution. According to Gamma data, in 2021, more than 80% of minors were regulated by the game addiction prevention system.

As China enters the era of user stock competition, it is bound to further promote game enterprises to go to sea.

In recent years, the growth rate of sales revenue in overseas game market has been higher than that in domestic market. The report shows that in the first half of this year, Chinese enterprises continued to actively deploy overseas, and the actual overseas sales revenue of Chinese independently developed games reached US $8.989 billion, an increase of 6.16% year-on-year.

Image source: report screenshot

Tencent, Netease and other leading enterprises are actively expanding overseas markets. In addition, many Internet giants have also joined them. For example, Netflix, a streaming media giant, previously announced its entry into the game, and Microsoft’s acquisition of Activision Blizzard shocked the industry. The participation of giant players will undoubtedly make the competition in overseas markets more intense.

In addition to the pressure on the regulatory side, the “tight availability” of game titles also makes the competition fierce. In April this year, the game version number was issued again after 263 days, and the game stocks immediately became popular, which greatly increased the confidence of the industry. In the following June and July, version numbers were also issued. The recovery of version numbers seemed to be on track, but in absolute terms, it was not significant. A total of 172 version numbers were issued in three months.

Game technology contributes to “digital real integration”

In the era of accelerated technological take-off, the value of games is being further reconstructed and defined.

At the game technology forum, Ao ran said, “at present, we are on the eve of the transformation of Internet technology and paradigm. The game industry is deeply and closely related to the next generation Internet technology.”

“Games are an important part of the digital economy, and game technology has also become an important force to help ‘digital and real integration’. Games are not just about playing, nor about culture. It is going beyond traditional narrow cognition and becoming a ‘super digital scene’ composed of various cutting-edge technologies that constantly create new values and new possibilities.” Ao ran said.

In the field of games, the upgrading of technology often means the multiplication of experience. But the potential of game technology goes far beyond that. Past experience has proved that the game industry and technology have always been complementary.

For example, the game “island crisis”, which was born in 2007, has boosted the rapid development of the graphics card industry with its excellent picture performance and extremely high requirements for graphics card performance. The report “game technology – new technology cluster in the process of digital real integration” shows that the contribution rate of game technology to the scientific and technological progress of the chip industry is 14.9%, which has become an important part of the chip industry technology cluster.

In addition, game technology also contributed 46.3% and 71.6% to the high-speed communication network industry and ar/vr industry respectively. “Game technology will become an important infrastructure for the next generation of a digital real integration society.” Ao ran said.

Ao ran said that game programs represent the progressiveness and creativity of a country in the field of computer artificial intelligence. In the future, technology units such as game engine, virtual human, cloud game and XR in game technology may become the next generation of important infrastructure in a digital real integration society and an important field of scientific and technological games in large countries.

In fact, today’s game technology is also gradually breaking through the traditional field and being applied to a broader social field.

In addition to the cultural tourism and cultural protection and film and television production fields that have been widely discussed and practiced, game technology has also made new breakthroughs in the medical and pharmaceutical field. It is reported that currently, game technology has been applied in emerging fields such as auxiliary diagnosis and treatment, drug research and development, simulation training, etc.

“Looking back on the development history of games, from the 1960s to 1970s, the United States and the Soviet Union still vividly remembered the situation of dominating game programs and showing technological competition. Now, at the time of a new round of technological revolution, game technology has once again become a hot word in the field of digital technology and the digital industry. Taken together, the importance of video game related technologies in the digital real integration society determines the research and industrial value of this digital technology cluster.” Ao ran said.

Read more from the daily economic news: q&me: ranking of various apps in Vietnam from March to may 2018 Baidu data research: 2011 China’s large client online game market analysis Baidu data research: 2011 China’s game operators and game analysis newzoo: in the first half of 2017, the world’s top 25 game companies earned us $41.4 billion Baidu data research: 2011 Q1 China’s online game operators search attention analysis 2013 China’s seven major online game manufacturers wealth The newspaper interprets that the total revenue is 86.7 billion yuan newzoo: after the acquisition of Activision Blizzard, Microsoft’s total revenue can reach 21billion dollars, which will surpass Sony to become the second largest game company wechat China: from July 2021 to mid March 2022, the total number of 12 enterprises leaving the company is 216800, and the net employment is 79100. Sohu portal continued to decline in the third quarter, The search business is not performing well due to regulatory impact. Ministry of industry and information technology: in 2012, Chinese Internet enterprise Top100, Tencent Netease Baidu ranked among the top three camia: in 2018 Q1, the top 100 download list of Southeast Asian application games, Thailand, China’s four IT giants “bant” challenged the United States “Fang” In 2013, the total revenue of the six online game companies in Q3 exceeded 14billion, making a grand parallel to Changyou Tencent: 2008-2018 QQ platform decade hot word iResearch: top20, the largest Internet company in China in the first half of 2012

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