In the first quarter, the spring game market revenue increased by 25% from 73.2 billion.twenty two%

In the first quarter, the spring game market revenue increased by 25% from 73.2 billion.twenty two%
Sauna Night News (Reporter Lu Yifu) On April 17th, the Game Industry Committee of the China Music and Sound Association released the “Chinese Game Industry Report for the First Quarter of 2020″, saying that due to the impact of the new crown pneumonia epidemic, the actual sales revenue of the Chinese game industry has reached a stageWith explosive growth, many game products have achieved relatively good results.Although the game version number was restarted last year, the annual increase in the domestic game market is not obvious, but under the influence of the new crown epidemic, people’s main activities are mainly home leisure, and online entertainment has achieved considerable development during this period.”Report” shows that the actual sales revenue of the game market before the first quarter of this year was 732.03 trillion, driven by the increase in actual sales revenue of mobile games, an increase of 25 quarter-on-quarter.22%; but the growth of new users tends to increase, with an increase of only 2 million people, a month-on-month increase of 0.31%.From the perspective of game types, mobile games are still the main force in the game market, accounting for 75% in the first quarter.64%, end games and page games continued to shrink, and the proportion of income dropped to 19 respectively.60% and 2.82%.Through 5G’s commercial popularity and improvement, the previous cloud gaming market accounted for 0%.48%, this figure is lower than AR / VR games (1.07%), but higher than stand-alone games (0.20%) and home console games (0.20%).In addition, from the perspective of income distribution, in the first quarter of China Mobile’s top 100 games revenue, role-playing games still have an absolute advantage, accounting for 45%.49%; multiplayer competitive games are developing rapidly, and the market is expanding rapidly, accounting for 14.73%; Strategy games accounted for 13.62%; the three accounted for more than 70% of total income.In recent years, the number of female users has increased, and two-dimensional games have become popular, becoming a new driving force in the gaming market.According to the “Report”, the contribution of female users to China’s game revenue increased rapidly to 192 in the first quarter of this year.400 million, an increase of 49.49%; the scale of female game users increased by 17.05%, 2 from the same period last year.90 billion people grew to 3.5.7 billion people.The actual sales revenue of the two-dimensional game market reached 76.2 billion yuan, an increase of 40.59%; Two-dimensional game user scale reached 1.3.1 billion, an increase of 12.93%, the highest growth rate since the first quarter of 2019.In the e-sports market, actual sales revenue in the first quarter of this year was 391.02 billion yuan, an increase of 67.32% of e-sports users are from 4 in the third quarter of 2019.45 billion people increased to 4 in the first quarter of 2020.8.2 billion people, an increase of 8.31%.It is worth mentioning that Chinese game companies have made outstanding achievements in going overseas. The “Report” shows that the actual sales revenue of China’s independently developed games overseas market reached 37 in the first quarter of this year.$ 8.1 billion, an increase of 31 quarter-on-quarter.19%, higher than the growth rate of the domestic game market.Among them, the United States, Japan and South Korea are the top three in the overseas market, with revenue accounting for 29% respectively.80%, 23.38% and 14.40%, the three places together accounted for 67.58%.In the “Report”, the Game Working Committee of the China Music and Number Association specifically mentioned that the merged companies’ game products have performed well in terms of revenue during the epidemic, but the general game products and the products of small and medium-sized companies have not increased, and the top of the Chinese mobile game marketThe effect is still obvious-Among the top ten products, Tencent and NetEase overlap by eight seats, and the Matthew effect is obvious.Sauna, Ye Wang Lu Yifu editor Li Weijia against Chun Zeng