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腾讯、网易、米哈游,7月出海收入大增!
Core Insights - The gaming industry in China has shown significant growth in overseas revenue, with major companies reporting substantial increases in July [1][2][3] Group 1: Industry Performance - In July, 32 Chinese gaming companies entered the global mobile game publisher revenue ranking, collectively earning $1.95 billion, which accounts for 34% of the top 100 global mobile game publishers' revenue [2] - Tencent's games, including "Honor of Kings" and "PUBG MOBILE," saw a 20% increase in global revenue in July, maintaining Tencent's position as the top Chinese mobile game publisher [3] - Century Huatong's subsidiary, DianDian Interactive, reported a 10% increase in overall revenue, driven by significant growth in its games "Kingshot" and "Tasty Travels: Merge Game," which saw revenue increases of 34% and 52% respectively [3] Group 2: Company Highlights - Other notable A-share companies like 37 Interactive Entertainment and Giant Network also performed well, with Giant Network's game "Supernatural Action Group" becoming a hit, leading to a significant revenue increase [4] - NetEase and miHoYo ranked third and fourth in the revenue ranking, with NetEase's "Egg Party" and miHoYo's "Honkai: Star Rail" achieving revenue growth of 23% and 28% respectively in July [4] - Year-to-date stock performance for Century Huatong and Giant Network has been impressive, with increases of approximately 167% and 133% respectively, leading the A-share gaming sector [4] Group 3: Market Outlook - The global gaming market continues to grow, with projections indicating that the combined market for mobile and PC games will exceed $120 billion by 2028 [5] - The report anticipates a 4% year-over-year growth in global mobile game in-app purchase revenue in 2024, reaching $85.4 billion, with further growth expected in 2025 [5] - There remains significant market opportunity for Chinese gaming companies in overseas markets, as evidenced by the 11.07% year-over-year growth in actual sales revenue from self-developed games in the first half of the year [4][5]
库洛游戏首届嘉年华吸引超万人,“游戏+”成实体经济新动能
Guo Ji Jin Rong Bao· 2025-08-11 02:06
Core Insights - Kuro Game held its first large-scale offline carnival, KUROFEST, in Guangzhou, attracting over 10,000 attendees [1][3] - The event focused on immersive experiences, cultural integration, and creator engagement, featuring popular IPs like "Ningchao" and "War Dual: Paramecia" [1][3] Group 1: Event Highlights - The carnival showcased realistic game scenes, with a 1:1 recreation of classic scenes from "Ningchao" and interactive elements from "War Dual: Paramecia" [1][3] - Various cultural and public welfare initiatives were integrated, including a collaboration with the China Green Foundation for environmental projects [3] - The event featured a themed market area for fans to interact with creators, enhancing community engagement [3] Group 2: Company Background and Strategy - Kuro Game, established in 2014, has become a representative of Chinese gaming companies going global, with successful titles topping app store charts [4] - The company benefits from Guangdong's policies aimed at promoting high-quality development in the gaming industry, supporting its focus on original IPs [4] - Kuro Game aims to continue linking passion and innovation through its IPs, contributing to cultural export and digital cultural innovation in Guangdong [4]
游戏产业:2025市场变局观察
2025-08-07 15:04
Summary of Conference Call Records Industry Overview: Gaming Industry Key Points - **Market Dynamics**: The gaming industry is experiencing a shift with mid-tier companies performing well in mini-programs and overseas markets due to lower costs and technical requirements. In contrast, leading companies are facing challenges in transformation due to high costs and complex processes. It is anticipated that by the end of 2026 or 2027, these leading companies will leverage their technological advantages to capture market share with higher quality products [1][2][3]. - **Product Delays**: Major gaming companies have delayed the release of several products originally scheduled for the first half of 2025 due to changes in player preferences and the rise of new game genres. This has led to a reassessment of R&D investments to capture market share in the latter half of the year [1][3][4]. - **Mobile Market Competition**: The competition in the mobile game publishing and operation sector has slowed down in the first half of 2025, with increased costs in a saturated market. Companies are shifting towards private traffic strategies to maintain user engagement and reduce costs [5]. - **User Demographics**: Changes in user age demographics are influencing game genre preferences. Younger users prioritize fairness and freedom, leading to increased customer acquisition costs for traditional games. Games emphasizing fair competition and content, such as "Soda Car" games, are gaining popularity [6]. - **Domestic Two-Dimensional Market**: The domestic two-dimensional market is polarized, with leading products attracting significant user bases while mid-tier products struggle to survive. High-quality and innovative experiences are essential for development, as smaller productions face challenges in gaining market recognition [7][11]. - **Overseas SLG Market**: Companies like Yuanqu and Jiangyu have successfully navigated the overseas SLG market by innovating and focusing on niche segments, surpassing the 10 million user threshold. The challenge remains to attract non-SLG users, as only 30% of users have previously engaged with SLG games [8][9][10]. - **High Investment Trends**: The trend towards high-investment, high-quality products is creating barriers for smaller companies. While some can match investment levels, they struggle with gameplay differentiation, leading to a reliance on quality to outperform competitors [12]. - **Mini-Game Market**: The mini-game market is growing rapidly, but profitability remains low due to high platform costs and user retention challenges. Companies are exploring new business models to adapt to changing user expectations [13]. - **Regulatory Environment**: The normalization of licensing policies has stabilized time and cost expectations, promoting healthier industry development. This stability encourages the production of high-quality cultural products and supports their international expansion [19]. - **Emerging Game Trends**: The end-game market is witnessing a steady rise, driven by high-quality domestic single-player games and independent games. The emergence of interactive film games is also noted, although success rates in this area are low [16][17][18]. Additional Insights - **Community Engagement**: TapTap has become a significant player in the market, benefiting from user migration and changing demographics, with a 50%-60% share in new user acquisition for projects launched [2][15]. - **Market Risks**: Certain games, such as a tomb-raiding themed game, show growth potential but face risks due to content similarities and competition. The need for innovation and differentiation is critical for maintaining market position [21][22]. - **Military Simulation Games**: The potential for military-themed games like "World of Tanks" is limited due to their aging user base and gameplay. Without innovation, these games may struggle to attract new users [23]. This summary encapsulates the key insights and trends within the gaming industry as discussed in the conference call records, highlighting both opportunities and challenges faced by companies in this dynamic market.
海南澄迈:游戏出海“加速度”
Xin Hua She· 2025-08-07 12:15
一款国产小游戏,登上游戏出海平台后,海外玩家可一键跳转"即点即玩"——这是目前海南省澄迈县游 戏出海的日常。 "上架一款游戏到海外应用商店,光审核就得3个月。"一名游戏开发者感慨,过去在海外发行游戏,本 地化适配成本过高,且面临支付方式、语言不同等难题。 作为我国游戏出海试点地区之一,澄迈打造了"无须App化"的游戏出海平台PlayOL。该平台创新设计 成"万能适配器",依托全球云游戏架构,改写了游戏出海的"闯关模式"。 出海平台PlayOL网页截图。(海南老城科技新城管委会供图) 海南游戏出海公共服务有限公司总经理王旭光介绍,无论是移动端网页、微信小程序还是原生App游 戏,该平台都能兼容,并无缝对接海外社交平台。中小微游戏企业不用二次开发,实现"零代码改 造""零渠道成本"。 此外,平台提供全链路保障服务,由专业团队帮助游戏企业了解海外市场规则和玩家喜好,精准制定发 行策略,针对性优化游戏内容、界面风格、玩法设计等,确保游戏快速获得目标用户群体关注。 依托PlayOL及海南自贸港"数据安全有序流动""跨境服务贸易开放"等政策优势,澄迈还构建了"海南游 戏出海公共服务平台",整合产品测试、多语言翻译、跨境支 ...
日本市场游戏出海指南:七成用户偏爱单独游戏乐趣
3 6 Ke· 2025-08-07 08:28
Core Insights - The report titled "China Game Going Abroad Guide - France Edition" was jointly compiled by Gamma Data (CNG) and the China Audio-Video and Digital Publishing Association Game Committee, focusing on the Japanese gaming market and its latest data [1] - The report aims to provide insights from an industry perspective to help Chinese gaming companies successfully enter the Japanese market [1] Market Overview - The Japanese gaming market is expected to reach 2.1583 trillion JPY (approximately 101.9 billion RMB) in 2024, making it the third-largest gaming market globally [2][4] - In 2023, the Japanese gaming user base was approximately 55.53 million, reflecting a growth of 2.8% from the previous year [2][7] - The content market size (excluding hardware) in Japan was 1.858 trillion JPY in 2023, marking a 2% increase from 2022 [2] User Preferences - 70% of users prefer to play games individually, showing a low preference for team-based content [21] - Over 40% of users have played a single game for more than three years, indicating a high proportion of long-term users [27] - More than 60% of users favor Japanese anime styles, while realistic, cartoon, and pixel styles also have a certain audience [35] Platform Distribution - Online gaming platforms dominate the market, accounting for 1.4715 trillion JPY in 2023, while the home console market reached 654 billion JPY [5] - Mobile game users make up the largest segment at 43.55 million, followed by home console users at 29.71 million and PC game users at 14.45 million [9] Game Genre Trends - Role-playing games (RPGs) lead the mobile game market with a revenue share of 31.02%, followed by card games at 13.91%, although both genres are experiencing a decline in revenue share [19] - Users are increasingly interested in diverse gameplay, moving away from traditional genres [19] Localization and Marketing Strategies - Japanese users have high localization expectations, emphasizing the importance of adapting game mechanics, language, and cultural elements [59][40] - Long video platforms are the primary source for discovering new games, with social recommendations also playing a significant role [43] - Marketing strategies that incorporate humor and cuteness are preferred, with collaborations with popular KOLs being effective [49][51] Distribution and Collaboration - The report suggests a multi-platform launch strategy to cater to the diverse user base across different gaming platforms [55] - Different distribution models, such as agency publishing and joint operations, are recommended based on the scale of the outbound company [65][68] Long-term Operations - The trend of long-term game operation is significant, with 28 top games operating for over ten years in 2024, indicating sustained user engagement and willingness to pay [69][73]
海外市场生变 游戏出海如何坚持“长期主义”?
Core Insights - The global gaming market is transitioning from "incremental growth" to "efficiency competition," with a notable shift in focus from expansion to refined operations and efficiency [1][4] - The share of gaming apps in the overseas market is projected to decline from 57.5% in 2020 to 51.8% by 2025, indicating a competitive landscape [1] - China's self-developed games generated $18.557 billion in actual sales revenue in overseas markets in 2024, accounting for 10% of the global gaming market [1] Industry Trends - The global gaming app market has seen a 397% increase in total installations from 2016 to 2025, but growth momentum has weakened since 2023 [1] - The overseas market for self-developed games in China achieved actual sales revenue of $9.501 billion in the first half of 2025, reflecting a year-on-year growth of over 11.07% [2] - The emergence of "mixed monetization" as a mainstream trend, where both in-app purchases (IAP) and advertising monetization (IAA) are utilized [4][5] Company Strategies - Companies like DianDian Interactive have reported an 81% revenue increase in the first half of 2025, driven by successful titles like Whiteout Survival and Kingshot [3] - The focus on long-term operations is emphasized, with companies aiming for product lifecycles of 8-10 years and adopting mixed monetization strategies to enhance sustainability [6] - The need for Chinese gaming companies to overcome challenges in producing high-quality AAA games is highlighted as essential for global competitiveness [3][4] Government Support - Various countries are implementing supportive measures for the gaming industry, such as tax incentives and funding for startups, to enhance their gaming sectors [4]
中国以超三成占比稳居这个国家移动游戏市场第一来源国
3 6 Ke· 2025-08-06 03:36
Core Insights - The report titled "China Game Overseas Guide - France Edition" was jointly published by Gamma Data and the China Audio-Video and Digital Publishing Association Game Working Committee, providing insights into the French gaming market for Chinese companies looking to expand [1][2]. Market Overview - The French gaming industry is in a stable growth phase, with a market size projected at €5.7 billion (approximately ¥48 billion) in 2024, reflecting a year-on-year decline of 5.8% but still marking the second-highest historical value [2][6]. - France is the third-largest gaming market in Europe, with mobile gaming experiencing rapid growth [6][21]. Talent and Education - Over 60% of gaming professionals in France have at least five years of higher education, supported by a robust educational system that produces a significant number of skilled graduates annually [4][6]. Market Segmentation - The gaming market is characterized by three main segments: console games (45% market share), PC games, and mobile games, with mobile games surpassing PC games as the second-largest segment starting in 2023 [11][17]. - The console gaming market reached a historical peak in 2023, driven by the release of major titles, but is expected to decline by 18.9% in 2024 [13][15]. Tax Incentives - France has implemented a tax rebate policy for video games since 2008, with a deduction rate of 30% for qualifying games, resulting in a total tax reduction of €322 million from 2017 to 2023 [7][9]. Player Preferences - The primary demographic of gamers in France is aged 20-35, contributing 58% of total market revenue, while older players (50+) represent 10% of the gaming population [29][32]. - French players show a strong preference for historical-themed games, with local historical events resonating more with them [36][37]. Marketing and Localization - Effective marketing strategies, including media reviews and influencer promotions, significantly influence player purchasing decisions, with 82% of users indicating that media ratings affect their buying intentions [39][41]. - All games must adhere to the "French language first" principle, prohibiting the use of English terms in game content [46][44]. Growth Potential - The mobile gaming market in France is projected to reach €1.6 billion in 2024, with an annual growth rate of 8.2%, driven by the popularity of hyper-casual games and an increase in female and older players [21][25]. - China is the largest supplier of mobile games in France, holding over 30% market share, indicating significant opportunities for Chinese developers [6][27].
中国游戏市场2025上半年呈现强劲增长,预计增长势头有望延续,游戏ETF(159869)现涨超1%
Mei Ri Jing Ji Xin Wen· 2025-08-06 02:50
中航证券表示,游戏版号发放节奏稳健且提速,AI技术与出海战略共振将驱动行业成长。中国游戏业 正步入"内容精细化+AI工业化+出海系统化"的新发展阶段,具备多重驱动因素:短期政策环境稳定, 中期AI落地提升效率,长期全球化红利空间广阔,当前板块估值仍具吸引力。 招商证券国际指出,中国游戏市场2025年上半年呈现强劲增长,预计在全年丰富游戏储备的推动下,增 长势头有望延续,利润率扩张预期维持不变。 (文章来源:每日经济新闻) 8月6日,游戏板块延续近两日强劲态势,游戏ETF(159869)现涨超1%,持仓股中,北纬科技盘中再 度涨停,掌趣科技、宝通科技、冰川网络等涨幅居前,下跌方面,光线传媒、巨人网络、神州泰岳等跌 幅居前。 消息面上,国内游戏市场的利好信号频传。据《中国游戏产业报告》显示,2025年1-6月,中国国内游 戏市场实际销售收入达人民币1680亿元,同比增长14.08%,创历史新高;同期游戏用户规模达6.79亿 人,同比增长0.72%,亦为历史新高点。此外,《中国游戏产业报告》还指出,上半年市场收入与用户 规模同步增长主要得益于三点:一是多款游戏新品上市后表现不凡,超出预期;二是多款长青游戏运营 良好 ...
竞得2261万股ST华通后仅4个交易日,“牛散”魏巍浮盈已超4200万元
Xin Lang Cai Jing· 2025-08-05 14:48
Core Viewpoint - The stock of Zhejiang Century Huatong Group Co., Ltd. (ST Huatong) has seen significant gains, with a year-to-date increase of 176.46% and a monthly increase of 11.80%, benefiting notable investor Wei Wei who has realized substantial profits from his recent acquisition of shares through judicial auction [1][3]. Company Overview - ST Huatong was established in 2005 and successfully listed on the Shenzhen Stock Exchange in July 2011. The company initially focused on automotive parts but transitioned to the internet gaming industry in 2014, completing a major acquisition of Shengqu Games for 29.8 billion yuan in 2019, positioning itself as a leading player in the cultural media sector in A-shares [7]. - The company currently operates in three main business areas: internet gaming, automotive parts manufacturing, and artificial intelligence cloud data, while also engaging in brain science research and investment [7]. Recent Financial Performance - ST Huatong's financial forecast for the first half of 2025 indicates a net profit attributable to shareholders ranging from 2.4 billion to 3 billion yuan, representing a year-on-year growth of 107.20% to 159.00%. The expected consolidated revenue is approximately 17 billion yuan, reflecting an 83.27% increase compared to the previous year [8][9]. - The strong performance is attributed to the excellent results of its subsidiary, Diandian Interactive, which has shown robust growth in both domestic and international markets. Notable products include "Whiteout Survival" and "Kingshot," which have achieved significant revenue milestones [8][9].
出海指南-英国篇:出海第五大游戏市场,超六成英国用户是中轻度游戏玩家
3 6 Ke· 2025-08-05 02:13
Core Insights - The report titled "2025 China Game Overseas Guide - UK Edition" was jointly developed by Gamma Data and the China Audio-Video and Digital Publishing Association's Game Working Committee, providing a comprehensive analysis of the UK gaming market for Chinese game companies looking to expand overseas [1][2]. Group 1: UK Gaming Market Overview - The UK gaming industry is a key pillar of the digital entertainment sector, contributing significantly to the country's cultural soft power [2]. - The market size peaked at £4.9 billion (approximately ¥46 billion) during the COVID-19 pandemic in 2020, reflecting a 29% year-on-year growth compared to 2019, and accounted for about 50% of the digital entertainment industry [2][6]. - In 2024, the UK gaming industry is projected to be worth £4.6 billion, making it the second-largest gaming market in Europe [6]. Group 2: Market Segmentation and Trends - The console gaming segment remains the largest in the UK, holding a 51% market share, while mobile gaming is steadily increasing, accounting for 34% [11][13]. - The mobile gaming market has shown consistent growth over the past five years, with a market size of £1.58 billion in 2024, driven by a high willingness to pay among younger players [17][25]. - Casual gaming genres such as puzzle, gambling, and strategy dominate the mobile gaming market, collectively accounting for 53% of revenue [19][21]. Group 3: Tax Incentives and Compliance - The UK has implemented a video game tax relief policy, allowing companies to claim a 34% tax deduction on qualifying expenditures, with over £5 billion in tax relief provided since its inception [7][8]. - Compliance with regulations such as the General Data Protection Regulation (GDPR) and the Online Safety Act (OSA) is essential for game developers operating in the UK [45][46]. Group 4: Player Behavior and Preferences - Over 62% of UK gamers identify as casual or light gamers, indicating a preference for simple and accessible gaming experiences [31]. - The smartphone is the most popular gaming platform among UK players, with a 36.2% preference, highlighting a shift towards mobile gaming [33]. - Female players tend to favor casual genres like puzzle and life simulation, while male players are more inclined towards competitive and strategy games [35]. Group 5: Marketing and Localization Strategies - UK players prefer "cold humor" in game narratives, contrasting with the more exaggerated "hot humor" typical in American media, suggesting a need for culturally sensitive storytelling [37][38]. - Recommendations for new games primarily come from friends and gaming influencers, emphasizing the importance of community engagement and local marketing strategies [40]. - Social media platforms like TikTok are gaining traction, especially among female users, indicating potential for targeted marketing campaigns [41].