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经济第一大省,渴望下一个“爆款”
Mei Ri Jing Ji Xin Wen·2025-05-28 15:41

Core Insights - The journey of "Tianmingren" has ended, but the impact of "Black Myth: Wukong" on the industry continues [1] - Guangdong has released specific policy measures to enhance the innovation capability and international competitiveness of its gaming industry [1] - The gaming industry in Guangdong is facing strong competition from emerging challengers as it enters a new development phase [1] Industry Overview - Guangdong's gaming industry revenue reached 260.43 billion yuan in the previous year, with a year-on-year growth of 6.26%, but its national market share decreased from 80.9% in 2023 to 79.94% in 2024 [1] - The decline in market share is attributed to fewer new game launches in Guangdong compared to other regions [1] Challenges and Opportunities - The core task of the new policy measures is to address the issue of a lack of blockbuster games and to support the production of original high-quality online games [4] - The gaming industry in Guangdong has historically been a center for blockbuster games, but it now faces challenges in maintaining its leading position [4][9] Competitive Landscape - "Honor of Kings" remains one of the highest-grossing games globally, with an estimated total revenue of 1.87 billion USD (approximately 13.53 billion yuan) last year [6] - New competitors like "Love and Producer" and "Honkai: Star Rail" are emerging, indicating a shift in the gaming landscape [6][7] - The rise of "ACG" (Anime, Comic, and Game) culture has led to the emergence of a new wave of games, particularly in Shanghai, which is becoming a hub for "二次元" (two-dimensional) games [7][8] Historical Context - Guangdong has historically been a trendsetter in the gaming industry, with significant contributions to the development of various game genres [9] - The province's gaming revenue reached 134.52 billion yuan by 2016, accounting for over 70% of the national market share [9] Future Directions - Guangdong is accelerating its efforts to catch up with emerging trends, particularly in the "二次元" gaming sector [12] - The emphasis on "mini-program games" in the new policy measures highlights a potential growth area, with mini-game revenue reaching 26.29 billion yuan last year, a 119.1% increase [19]