State Administration of Radio, Film and Television: China’s game market earns nearly 100 billion yuan in half a year, 4 times the total box office of movies.

        CCTV News:The State Administration of Press, Publication, Radio, Film and Television recently released a report on China’s game industry in the first half of this year. The report shows that in the first half of this year, the actual sales revenue of China’s game market reached 99.78 billion yuan, up 26.7% year-on-year, nearly four times the total box office of China’s film industry in the first half of this year.

        The rise of mobile games occupies half of the country.

        According to the statistics of the industry report released by the General Administration of Press, Publication, Radio, Film and Television, the number of game users in China has exceeded 500 million in the first half of this year. With the further development of mobile internet technology, the number of users of client games and web games has declined, and the number of mobile game users has increased by 7.5%, reaching 435 million. Correspondingly, the sales revenue of the mobile game market in the first half of this year has reached 56.1 billion, which doubled year-on-year.

In the first half of the year, the sales revenue of the mobile game market reached 56.1 billion, which doubled year on year.

In the first half of the year, the sales revenue of the mobile game market reached 56.1 billion, which doubled year on year.

        Paying attention to independent research and development, and laying out long-term mobile games has become the main strategy of game enterprises. Taking military games as an example, at present, domestic self-developed game products, including Battleship Hunter, world of tanks, World Military, etc., have firmly attracted 80 million fans and become typical representatives in the vertical segmentation field of domestic games.

        In addition, the report also shows that with the continuous expansion of the market scale of China’s game industry, the degree of concentration of the game industry is getting higher and higher, and enterprises are also expanding and integrating from simple game development to cultural pan-entertainment industries such as internet, movies and television. For example, there are more than 700 games on the mobile game platform of Sanqi Mutual Entertainment, with more than 580 million players on the page game platform and more than 65 million overseas registered users. With the help of the user resources and market operation of online games, mobile games and overseas business platforms, the industrial chain of Sanqi Mutual Entertainment Pan-Entertainment has also been continuously expanded, and the development of pan-entertainment such as film and television, show and animation has been achieved.

        Cultural confidence, strong export of original games

        According to the data of the semi-annual report of the game industry, in the first half of this year, the overseas market income of China’s independent research and development of online games was 3.99 billion US dollars, about 26.7 billion yuan, up 57.7% year-on-year. The independent research and development of game products with China elements became the main growth driving force for accelerating the expansion of overseas markets. 

More and more game companies pay more attention to the research and development of products with China cultural symbols.

Game companies pay more attention to research and development of connotative products with China cultural symbols.

        Excavating traditional culture, implementing the boutique strategy and taking the best-selling and long-selling route have become the main means and goals for powerful enterprises to expand overseas markets. More and more game companies pay more attention to the research and development of products with China cultural symbols. Statistics of gamma data, professional analysis data from the game industry, are adapted from Jin Yong’s martial arts novels, such as The Legend of the Condor Heroes and The Legend of the Dragon Slayer, and Zhu Xian, which is adapted from the story of Shan Hai Jing, have received good market response in overseas markets and maintained an average annual growth rate of 20%.

        When the game goes overseas, not only the story should be beautiful, but also the channels should be accessible. Powerful enterprises have begun to set up R&D centers overseas. With the help of six R&D centers established in Shanghai, Singapore, Germany and other places, more than ten domestic game products, such as Legendary World, legend of mir and Dragon Valley, have entered more than 100 countries and regions. Some games have more than 1 million online users at the same time, and the number of active users of Legendary World has been among the top ten in the world for many years. 

        E-sports market revenue of 36 billion, an increase of more than 40%.

        The game industry report released by the State Administration of Press, Publication, Radio, Film and Television also shows that from January to June this year, the actual sales revenue of the e-sports game market reached 36 billion yuan, up 43.2% year-on-year, accounting for nearly 40% of the total game industry revenue.

In the first half of the year, more than 100 large and medium-sized e-sports events were held in China.

In the first half of the year, more than 100 large and medium-sized e-sports events were held in China.

        According to the report data of the game industry in the first half of the year, at present, the global users of Knife Tower 2 exceed 100 million, while the players in China account for 12.6%. E-sports has not only loyal players, but also loyal audiences. According to the report, 35% of the audience in China spend six hours a week watching professional e-sports competitions, just like watching sports events. In the first half of the year, more than 100 large and medium-sized e-sports events were held in China. It is estimated that the total prize money for this year will exceed 64 million US dollars, about 430 million yuan. In 2010, the scale of China’s e-sports market was only 4.41 billion yuan, which increased tenfold in six years. China’s e-sports is gradually changing from a follower of the world’s e-sports to a leader and leader.

Easy and casual esports games are favored by players.

Easy and casual esports games are favored by players.

        In addition, in the e-sports market, in addition to highly antagonistic game products, some relaxed and casual e-sports games are also favored by players. A game called "Ball Fight" is loved by all age groups because of its various operating modes and strong interactivity. It has more than 300 million users worldwide and has become a light e-sports game with the largest number of players in the world.

        Industry experts believe that China’s e-sports industry has grown rapidly and benefited from the optimization of the industrial environment. Last year, the General Administration of Press, Publication, Radio, Film and Television organized the "China Original Game Boutique Publishing Project"; The Ministry of Culture also issued a document to support the creation of regional, national and even international game entertainment competitions; In addition, the Ministry of Education listed "E-sports and Management" as one of the 13 supplementary majors in colleges and universities in 2017. 

        Experts pointed out that China’s game industry still needs innovative ways to train talents to accelerate its development and achieve stability. We can find and train talents through various ways such as joint recommendation and training by enterprises and colleges, and competition selection and training.