游戏
Search documents
中国音数协常务副理事长兼秘书长敖然:游戏产业正在成为助力千行百业发展的新经济力量
Xin Lang Cai Jing· 2025-12-19 14:22
中国音像与数字出版协会常务副理事长兼秘书长 敖然 今年,在ChinaJoy、BW(Bilibili-World)等众多游戏嘉年华的带动下,上海释放出蓬勃的青年引力和 澎湃的消费动能。就在会场外不远处的"元界"特色街区,游戏IP与城市生活场景的深度融合,正成为上 海新的文化地标,也是游戏产业赋能实体商业的典范。与此同时,全国多地因游戏场景创新而迸发的新 活力,都充分说明游戏正在成为新的城市能量场:北京《王者荣耀》总决赛吸引6万名全球观众来到鸟 巢,刷新电竞观赛人数的吉尼斯世界纪录;杭州《黑神话:悟空》艺术展及主题零售店持续火热;东莞 电竞游戏产业联盟快速聚集起产值超300亿元的高新产业链。 来源:环球网 12月19日,2025年游戏产业年会"游戏助力经济生态发展"主题论坛在上海举行。中国音像与数字出版协 会常务副理事长兼秘书长敖然表示,游戏产业早已超越单一的娱乐范畴,正在逐步构建起融汇文化与科 技、助力千行百业发展的新经济力量。 文化传承、创新与全球传播。凭借产业链长、协同效应强等特点,游戏产业广泛连接、深度赋能千行百 业。通过可再生商业模式、强社交属性与用户共创,游戏产业已经打造出可持续增长的消费市场。 针对 ...
中国音数协理事长孙寿山:让游戏成为新时代的礼乐诗书
Xin Lang Cai Jing· 2025-12-19 14:22
Core Viewpoint - The Chinese gaming industry is encouraged to embody the cultural values of "礼乐诗书" (ritual, music, poetry, and literature) in order to foster social development and innovation through gaming experiences [1][8]. Group 1: Cultural Significance of Games - Games should serve as a "礼" (ritual), acting as a calibrator for civilization and values in the digital age, guiding players towards understanding order, respect, and cooperation [3][4]. - Notable games like "剑侠情缘" and "隐形守护者" integrate positive cultural themes, demonstrating the potential of games to internalize virtues such as integrity and kindness [4][6]. Group 2: Aesthetic and Emotional Impact - Games are positioned as "乐" (music), enhancing national aesthetics and enriching individual emotions, transcending mere entertainment to become a source of emotional balance and inner strength [5][6]. - Titles like "明日方舟" and "原神" showcase the fusion of traditional Chinese aesthetics with modern technology, expanding players' artistic appreciation [5][6]. Group 3: Cultural Transmission and Identity - Games are seen as "诗" (poetry), capable of conveying cultural roots and expressing contemporary spirit, with works like "黑神话:悟空" sparking discussions on Chinese philosophical values [6][7]. - These games not only enhance players' understanding of Chinese culture but also attract international audiences, making them vital for cultural dissemination [6][7]. Group 4: Educational Role of Games - Games are described as "书" (books), serving as interactive classrooms that facilitate knowledge acquisition and lifelong learning, exemplified by titles like "碳碳岛" and "我是航天员" [7][8]. - The development of "functional games" is reshaping how knowledge is presented and learned, promoting exploration and innovation [7][8]. Group 5: Future Directions for the Industry - To fulfill the cultural mission of "礼乐诗书," the industry must establish guidelines that promote quality content, artistic innovation, and a commitment to cultural heritage [8]. - Emphasizing the "content is king" philosophy will ensure that games effectively convey cultural narratives and values, while also advancing the "game+" strategy for educational and entertainment purposes [8].
2025年国内游戏市场收入3507.89亿元 市场规模和用户规模均创新高
Huan Qiu Wang· 2025-12-19 14:11
Core Insights - The report indicates that the domestic game market in China is projected to achieve actual sales revenue of 350.79 billion yuan in 2025, representing a year-on-year growth of 7.68% with a user base of 683 million, an increase of 1.35% [1] Market Performance - The growth in market revenue and user base is attributed to several factors including improved quality of mobile games, innovative gameplay in popular titles, strong growth in mini-program games, and cross-platform product compatibility [4] - In 2025, the actual sales revenue from self-developed games in the domestic market is expected to reach 291.10 billion yuan, marking an 11.64% increase year-on-year [4] - The overseas market for self-developed games is projected to generate 20.46 billion USD, with a year-on-year growth of 10.23%, maintaining a scale exceeding 100 billion yuan for six consecutive years [4] - The primary overseas markets for China's self-developed mobile games remain the US, Japan, and South Korea, accounting for 32.31%, 16.35%, and 9.15% respectively [4] Game Segmentation - In the domestic market, mobile games account for 73.29% of actual sales revenue, while client games show significant growth at 22.28%, and web games continue to decline at 1.23% [5] - The actual sales revenue from the domestic mobile game market is projected to reach 257.08 billion yuan in 2025, reflecting a year-on-year increase of 7.92% [6] - Among the top 100 mobile games by revenue, role-playing games hold the largest share at 20%, followed by tactical strategy games at 11% [6] - The client game market is expected to generate 78.16 billion yuan, with a substantial year-on-year growth of 14.97% [6] - The domestic e-sports game market is projected to achieve actual sales revenue of 170.05 billion yuan, reflecting an 18.96% increase [8] Emerging Trends - The mini-program game market is expected to see significant growth, with projected revenue of 53.54 billion yuan, a year-on-year increase of 34.39% [8] - The report highlights that the gaming industry has positively contributed to the protection of minors, consumer stability, technological innovation, and cultural dissemination [9] - Looking ahead to 2026, the gaming industry is expected to continue the rapid growth of mini-program games, with an increase in the share of PC and console games, and a dual development trend of heavy and lightweight games [9]
上海发布系列“政策包” 支持游戏电竞产业发展
Zhong Guo Xin Wen Wang· 2025-12-19 14:11
Core Insights - Shanghai is set to release the "Game Shanghai Ten Measures" and related district-level policies to provide comprehensive support for game companies, aiming to enhance the quality development of the gaming industry in Shanghai and China [1][2] - The 2025 China Game Industry Annual Conference was held in Shanghai, marking the city's recognition as a hub for the gaming industry and its improved business environment [1] Group 1: Industry Development - Shanghai has established a complete industrial chain covering technology, research and development, operations, overseas expansion, and derivative product development [2] - The network game industry in Shanghai is projected to achieve sales revenue of 170.7 billion yuan in 2025, representing a year-on-year growth of 9.57%, with overseas revenue expected to reach 30.3 billion yuan, growing by 13.7% [2] Group 2: Policy Initiatives - The upcoming "Game Shanghai Ten Measures" will include systematic support policies focusing on key areas such as building influential gaming and esports industry clusters in districts like Xuhui, Yangpu, and Jing'an [2] - Specific initiatives will support AI and game development tools, explore multi-terminal development possibilities, and enhance financial support through the establishment of industry investment funds [2] - The implementation details for supporting the gaming and esports industry in Xuhui District were also released, covering aspects like enterprise clustering, product development, and talent cultivation [2]
2025年中国游戏市场实际销售收入3507.89亿元
Zhong Guo Xin Wen Wang· 2025-12-19 14:10
Core Insights - The report indicates that the actual sales revenue of China's gaming market will reach 350.79 billion yuan in 2025, representing a year-on-year growth of 7.68% [1] - The user base is projected to grow to 683 million, an increase of 1.35% year-on-year [1] Group 1: Market Performance - The mobile gaming market in China is expected to generate actual sales revenue of 257.08 billion yuan in 2025, with a year-on-year growth of 7.92% [1] - The console gaming market is projected to achieve actual sales revenue of 8.36 billion yuan, reflecting a significant year-on-year growth of 86.33% [1] - The esports gaming market is anticipated to reach actual sales revenue of 170.05 billion yuan, marking an 18.96% year-on-year increase [1] - The mini-program gaming market is expected to see revenue of 53.54 billion yuan, with a substantial year-on-year growth of 34.39% [1] Group 2: Industry Trends - The report highlights that the actual sales revenue from domestically developed games in China will be 291.10 billion yuan, showing an 11.64% year-on-year increase [2] - The overseas market for self-developed games is projected to generate actual sales revenue of 20.46 billion USD, with a year-on-year growth of 10.23% [2] - The gaming industry in China is expected to maintain a positive trend in areas such as minor protection, consumption stabilization, technological innovation, cultural dissemination, and cross-industry collaboration [2] - Three major trends for 2026 are identified: rapid growth of mini-program games, continued multi-platform distribution, and a dual development trend of heavy and lightweight games [2]
中国女性对游戏需求增长 2025年国内游戏市场收入逾3500亿元
Xin Hua Cai Jing· 2025-12-19 13:12
Core Insights - The Chinese gaming market is projected to reach a record high in both actual sales revenue and user scale by 2025, with significant growth driven by female gamers [1] Market Performance - The actual sales revenue of the domestic gaming market in 2025 is expected to be 350.79 billion yuan, representing a year-on-year growth of 7.68% [1] - The gaming user base is anticipated to reach 683 million, showing a year-on-year increase of 1.35% [1] International Expansion - China's self-developed games are expected to generate overseas sales revenue of 20.455 billion USD in 2025, marking a year-on-year growth of 10.23% [1] - The overseas sales revenue for self-developed mobile games is projected to be 18.478 billion USD, with a year-on-year increase of 13.16% [1] Female Gaming Segment - Female-oriented games are emerging as one of the fastest-growing segments in the Chinese gaming industry [1] - The primary demographic of female gamers consists of highly educated individuals from the post-90s and post-00s generations [1] - Female-oriented games focus on emotional experiences and character empathy, catering to women's diverse needs for virtual companionship, emotional regulation, and self-growth, thus creating a substantial consumer market [1]
2025游戏工委未保报告:游戏防沉迷进入“家庭攻坚”阶段
Zheng Quan Ri Bao Wang· 2025-12-19 13:10
Group 1 - The report indicates that by 2025, 71% of minors will have their gaming time limited to 3 hours per week, a figure that has remained stable for four consecutive years [1] - A significant issue is the lack of family supervision, with 73.4% of minors exceeding gaming limits using parents' or guardians' accounts to bypass restrictions [1] - The report highlights that parents, instead of fulfilling their supervisory roles, are often assisting children in circumventing anti-addiction measures, with 44.84% of parents having registered accounts using their IDs [1] Group 2 - Game companies are actively exploring ways to empower family supervision, with Tencent introducing tools to facilitate parental management of gaming time [2] - Tencent's new tools include a "temporary game switch" for flexible time settings and a "parental self-service facial recognition" feature to prevent children from misusing parents' accounts [2] - The integration of technology and services aims to help parents learn effective supervision methods, with initiatives like AI assistants and visual behavior insight reports [2] Group 3 - The report also shows a shift in minors' online entertainment preferences, with gaming accounting for less than 20% of their online time by 2025, indicating a need for parental oversight [3] - The collaboration of government, enterprises, and families is essential to create a comprehensive governance framework to ensure the healthy development of minors [3]
中国游戏及相关产业经济规模超1.2万亿 “游戏经济”助力多产业发展
Zheng Quan Shi Bao Wang· 2025-12-19 13:03
Core Insights - The gaming industry is increasingly recognized as a vital component of the cultural and economic landscape, with significant contributions to economic development projected for 2025 [1][2] Group 1: Economic Contribution - By 2025, the overall contribution of China's gaming and related industries is expected to exceed 12,250 billion RMB, with the core layer contributing 4,972 billion RMB, the associated layer approximately 5,548 billion RMB, and the radiating layer over 1,730 billion RMB [1] - The domestic gaming market's actual sales revenue is projected to reach 3,507.89 billion RMB, while the actual sales revenue from self-developed games in overseas markets is anticipated to be 20.455 billion USD [1] Group 2: Industry Innovation and Development - The gaming industry is positioned as a dual engine driving both cultural and digital economic innovation, injecting new content and stimulating new consumption [2] - The integration of AI in production processes, as exemplified by Century Huatong, has significantly enhanced creative efficiency and contributed to advancements in quality control within the software industry [2] Group 3: Future Directions and Recommendations - There is a call for improved visibility of gaming's economic value through a comprehensive evaluation system and scientific monitoring to reflect its contributions to consumption, investment, cultural export, and employment [3] - Emphasis is placed on leading with high-quality content, fostering cross-industry collaboration, and enhancing talent development to maximize the gaming industry's dual driving role in cultural and digital economies [3] - The exploration of gaming applications in various sectors such as education, healthcare, industry, agriculture, and transportation is encouraged to expand the industry's impact on economic and social development [3]
2025年国内游戏市场实际销售收入超3500亿元
Xin Hua Wang· 2025-12-19 12:55
新华社上海12月19日电(记者邢拓、程思琪)2025年度中国游戏产业年会大会19日在上海举办。中 国音像与数字出版协会游戏出版工作委员会在会上发布的《2025年中国游戏产业报告》显示,2025年, 国内游戏市场实际销售收入达3507.89亿元,同比增长7.68%;用户规模为6.83亿,同比增长1.35%。 "市场收入与用户规模实现同步增长,主要得益于移动游戏品质提升,新品市场表现出色,多款头 部长青游戏创新玩法、优化运营,小程序游戏增长强劲。"中国音像与数字出版协会第一副理事长、游 戏工委主任委员张毅君说,产品多端互通同时也带动玩家数量扩张。 同日举办的"游戏助力经济生态发展"论坛上,中国音像与数字出版协会常务副理事长兼秘书长敖然 表示,游戏产业早已超越单一的娱乐范畴,正在逐步成为融汇文化与科技、助力千行百业发展的新力 量。 2025年度中国游戏产业年会于12月17日至19日在上海徐汇举办,由国家新闻出版署主管,上海市新 闻出版局支持,中国音像与数字出版协会、上海市徐汇区人民政府主办。 【纠错】 【责任编辑:邱丽芳】 报告指出,2025年,自主研发游戏国内市场实际销售收入达2910.95亿元;自研游戏海外市场 ...
中国音数协孙寿山:让游戏成为新时代的礼乐诗书 承载文明赋能创新
Xin Lang Cai Jing· 2025-12-19 12:42
来源:上海证券报·中国证券网 中国音像与数字出版协会理事长孙寿山 孙寿山表示,今年是"十四五"规划的收官之年,值此背景下,游戏产业也处在品质升级与格局重塑的关键节点,创新动能持续释放,呈现量质齐升、结构 优化、国际化加速的良好态势。 具体来看,一是全球游戏产业热度显著提升,中国国际数码互动娱乐展览会、科隆国际游戏展等国际展会规模再创历史新高;二是精品化发展战略成为全 球共识,中国游戏也正逐步成长为具有辨识度的"文化名片"。三是游戏经济持续拓展其广度与深度,我国游戏产业不仅以优质的内容供给持续推动文化经 济向高质量发展阶段进阶,更成为前沿技术应用的重要领域;四是人才教育更重产学研协同,高校人才培养体系正在加速完善。此外,科技赋能、文化引 领、责任治理也正在成为全球游戏产业新的发展底色。 在肯定成绩的同时,孙寿山认为,行业亦需清醒认识到,产业发展仍面临着开发成本持续攀升、同质化竞争严重、创新动能不足、全球市场竞争日趋激烈 以及市场发展不均衡加剧等问题,亟需寻找破局路径。 面向即将开启的"十五五"规划,孙寿山认为,面向未来,中国游戏产业要紧扣时代脉搏与大势所趋,要让游戏成为新时代的"礼乐诗书",让承载文明、传 承文 ...