In the first half of 2021, the actual sales revenue of China’s game market was 150.493 billion yuan, a year-on-year increase of 7.89% From GPC

The following is the In the first half of 2021, the actual sales revenue of China’s game market was 150.493 billion yuan, a year-on-year increase of 7.89% From GPC recommended by recordtrend.com. And this article belongs to the classification: Mobile games, network game.
The game Working Committee of China music and digital Association (GPC) and China Game Industry Research Institute released the report on China’s game industry from January to June 2021. Gamma data, as a strategic partner, provides exclusive data services.
The report shows:
In the first half of 2021, the actual sales revenue of China’s game market was 150.493 billion yuan, a year-on-year increase of 7.89%
In the first half of 2021, China’s game users reached 667 million
In the first half of 2021, the actual sales revenue of China’s independently developed games in overseas markets was US $8.468 billion, a year-on-year increase of 11.58%
In the first half of 2021, the actual sales revenue of China’s e-sports game market was 72.061 billion yuan, a year-on-year increase of 0.17%
With the success of epidemic prevention and control in China, Chinese consumers gradually go out of their homes. Even though it increased by more than 22.34% in the first half of last year, it still maintained a significant growth in the first half of this year, indicating that China’s game industry is moving towards a benign track of high-quality development and showing an increasingly healthy and prosperous development trend:
The national real name authentication system has been basically completed, and the protection of minors has entered a new stage
With the improvement of local support, the game has ushered in new policy opportunities
The industrial development trend is stable and good, and the market segments bring new growth points
Upgrade the strategic layout of game enterprises, integrate double effects and practice high-quality development
The development of high-quality games will promote the long-term layout in an all-round way
The game pays attention to globalization strategy and explores diversified management methods
“E-sports +” releases the core strength of the industry and promotes the all-round development of the industrial chain
The following is the summary of China’s game industry report from January to June 2021. The report is only for internal reference, and also includes more comprehensive market analysis, user behavior survey of China’s game market and other details. For more data, please pay attention to the official WeChat public number of the Gamma data official account of the game industry, and please contact the staff (micro signal: vincent795280) to get the report.
Revenue of China’s game industry from January to June 2021: 150.493 billion, a year-on-year increase of 7.89%
According to the report on China’s game industry from January to June 2021 (as a strategic partner, Gamma data (micro signal: Game Industry Report) released by the game Working Committee (GPC) of China music and digital Association and China Game Industry Research Institute, the actual sales revenue of China’s game market reached 150.493 billion yuan from January to June 2021, a year-on-year increase of 7.89%, The game industry has entered a new stage of development.
Actual sales revenue and growth rate of China’s game market from January to June 2021
Data source: China Game Industry Research Institute, game Working Committee (GPC) of China music and digital Association Gamma data
From January to June 2021, the actual sales revenue of China’s independently developed games in the domestic market reached 130.112 billion yuan, a year-on-year increase of 8.3%.
Actual sales revenue and growth rate of China’s independently developed online game market from January to June 2021
Data source: GPC China Game Industry Research Institute Gamma data
From January to June 2021, the actual sales revenue of China’s mobile game market was 114.772 billion yuan, a year-on-year increase of 9.65%.
Actual sales revenue and growth rate of China’s mobile game market from January to June 2021
Data source: GPC China Game Industry Research Institute Gamma data
China’s game industry has nearly 667 million users and 480 million E-sports users
From January to June 2021, the number of game users in China was nearly 667 million, a year-on-year increase of 1.38%.
Scale and growth rate of game users in China
Data source: GPC China Game Industry Research Institute Gamma data
From January to June 2021, the number of E-sports users in China was 489 million, with a year-on-year increase of 1.13%.
User scale and growth rate of E-sports in China
Data source: GPC China Game Industry Research Institute Gamma data
China’s E-sports market from January to June 2021: revenue of RMB 72.061 billion, with a year-on-year increase of 0.17%
From January to June 2021, the actual sales revenue of China’s e-sports game market was 72.061 billion yuan, a year-on-year increase of 0.17%, and the growth rate slowed down.
Actual sales revenue and growth rate of China’s e-sports game market from January to June 2021
Data source: GPC China Game Industry Research Institute Gamma data
Overseas revenue from January to June 2021: USD 8.468 billion, with a year-on-year increase of 11.58%
From January to June 2021, the actual sales revenue of China’s independently developed games in the overseas market reached US $8.468 billion, a year-on-year increase of 11.58%, higher than that in the domestic market.
Actual sales revenue and growth rate of China’s independently developed games in overseas markets from January to June 2021
Data source: GPC China Game Industry Research Institute Gamma data
The top 5 regions in the overseas market revenue of China’s independently developed mobile games are: the United States, Japan, South Korea, Germany and the United Kingdom. Among them, more than 30% in the United States and more than 20% in Japan.
Income distribution of overseas key regions of China’s independently developed mobile games
Data source: GPC China Game Industry Research Institute Gamma data
Among the sea mobile games, strategy, shooting and role-playing games are the most popular. The strategy category reached 41.47%, far ahead of other types.
Distribution of types of mobile games independently developed in China (according to Top100 products)
Data source: GPC China Game Industry Research Institute Gamma data
If you are interested in overseas markets, Gamma data has also conducted detailed research in Japan, South Korea, Germany, France, Britain and other countries, and produced multi-national game market analysis reports. The number of effective survey users in each country is more than 3000, and each questionnaire has nearly 50 questions, which contains a lot of valuable information. For further details of the report, please contact the staff wechat: Mr. Wang WangHan 2012; Mr. Guo daguanrenya; Or add Gamma data to the official wechat: vincent795280 for consultation.
Three noticeable trends of China’s game industry from January to June 2021
In 2021 1~6, China novel coronavirus pneumonia epidemic prevention and control has made greater achievements, and the life of the whole country is becoming more and more normalized. Compared with 2020, many users have increased their out time. Even though the growth rate exceeded 22.34% in the first half of last year, it still maintained a significant growth in the first half of this year, indicating that China’s online game industry is moving towards a benign track of high-quality development and showing a more healthy and prosperous development trend.
In the first half of 2021, there are several noteworthy trends in China’s game industry:
1、 The field of secondary element is developing rapidly
From January to June 2021, the actual sales revenue of China’s secondary mobile game market reached 15.810 billion yuan, a year-on-year increase of 50.15%.
Actual sales revenue of China’s secondary mobile game market
Data source: GPC China Game Industry Research Institute Gamma data
On the one hand, the flow of long-term products such as Naruto, Yin Yang master and tomorrow’s Ark increased over the same period last year; On the other hand, new tours such as the original God, Douluo continent: Awakening of the soul of Wu, the hot blood route of the king of navigation, the robbery of heaven and earth: the return of the secluded City, and the game king: Duel link have brought greater increments.
2、 There is great potential in the field of mobile casual games
From January to June 2021, the actual sales revenue of China’s mobile casual game market reached 16.951 billion yuan, a year-on-year increase of 8.57%.
On the one hand, new tours such as master emerald and national harvest have brought increment; On the other hand, the number of downloads of products such as “defending radish 3 stand-alone version” and “crazy zoo” increased significantly compared with the same period last year.
China Mobile leisure game revenue
Data source: GPC China Game Industry Research Institute Gamma data
In addition, in terms of market revenue, the scale of leisure e-sports game market has reached 10 billion yuan, and it is expected to reach 11.64 billion yuan in 2021. The growth rate is expected to be around 10%.
3、 High quality development has become an industry consensus
Online games are an important part of the internet entertainment industry. In 2020, when Chinese people’s home epidemic prevention and outdoor entertainment activities are greatly reduced, online games have become a powerful way to relieve people’s tension; In 2021, consumers’ outdoor time has greatly increased, but the game industry is still growing, indicating that high-quality development has become the core force driving China’s game industry.
In the first half of 2021, Chinese game enterprises should continue to pay attention to new technologies, layout new fields, tap new needs, develop new scenes, launch new businesses, constantly explore new content presentation methods and implementation ways, and accelerate the innovative development of the game industry.
At the same time, the increasing improvement of the relevant system of the digital entertainment industry, the continuous strengthening of the control and guidance of the management department on the Internet content, and the further implementation of a series of youth protection work such as anti addiction have effectively promoted the sustainable and healthy development of the game industry. Game enterprises actively explore the cultural, social and scientific values of games and actively fulfill their social responsibilities.
There are still six bottlenecks
In the first half of 2021, the game market completed the horizontal expansion of user scale and regional market, and the market share and product recognition have been qualitatively improved. However, the development of the game industry still encountered the development bottleneck of individual links, mainly in the following aspects:
First, there is still room for improvement in the anti addiction work, and the protection measures for minors need to be further expanded;
Second, the centralization trend of leading enterprises is obvious, and the market competition mechanism needs to be further improved;
Third, the pressure of small and medium-sized enterprises is prominent, and promoting the diversified development of their ecological chain has become the direction of efforts in the future;
Fourth, the homogenization of game products is still obvious, and the high-quality works are slightly insufficient;
Fifth, the difficulty of talent training is upgraded, and there is still some room for improvement in the academic and theoretical research on games;
Sixth, the foundation of e-sports game industry is still weak, and it still needs strong support from the state and local governments at multiple levels and channels such as technology, talents and capital.
More reading: GPC & IDC: the revenue of China’s game industry reached 73.203 billion yuan in Q1 2020. Newzoo: it is expected that the global game revenue will reach 137.9 billion dollars in 2018. GPC & CNG & IDC: 405 million mobile game users in China in the first half of 2016, an increase of 10.7% year-on-year. GPC & IDC: Interpretation of China’s game industry report from January to June 2017. GPC & CNG: China’s game industry report in the first half of 2018 Q1 global technology company’s game in 2014 Tencent is far ahead in the revenue ranking with us $1.714 billion. In the first half of 2020, the revenue of China’s game market was nearly 140 billion, with a year-on-year increase of 22.34%. Korea cultural revitalization Institute: in 2012, the flow of Korea’s game industry was US $2.64 billion, which was surpassed by China. CNG: the report on China’s game industry in the first half of 2014 (attached Q2) Korea Trade Association: in 2013, the sales of China’s game market was 83.17 billion yuan, with a year-on-year increase of 38.0% In the first half of 2014, the revenue of China’s game market exceeded 49.6 billion yuan, and the revenue of mobile games reached 12.52 billion yuan. Newzoo: the top 100 countries and regions with expected global game revenue in 2014. Newzoo: 2017 global game market development trend & China regional insight report (with report Download) the most influential game market report in the world in the first half of 2014 top 10 newzoo: 2014 China game market trend report
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