《天涯明月刀》

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艾瑞咨询:2025年中国游戏科技发展白皮书
Sou Hu Cai Jing· 2025-05-24 10:46
Core Insights - The report from iResearch highlights that game technology has become a core engine driving new productive forces, serving as both a testing ground for technological innovation and a universal interface for cross-domain empowerment [1][6][7]. Global Game Industry Overview - The global game industry revenue has grown from $66.3 billion in 2012 to an estimated $187.7 billion by 2024, with a compound annual growth rate (CAGR) of 9.1% [15][16]. - The user base of the global game industry is projected to increase from 2.03 billion in 2015 to 3.42 billion in 2024, reflecting a CAGR of 6% [17]. China's Game Industry Contribution - By 2024, China's game industry revenue is expected to reach 455.06 billion yuan, with a CAGR of 26.8% over the past two decades, showcasing strong growth momentum [28][29]. - The user base in China is projected to exceed 750 million by 2024, with a CAGR of 18.6% over the same period [28][29]. Self-Developed Games - Self-developed games have become a cornerstone of China's game industry, with their revenue share rising from approximately 60% in earlier years to over 80% recently, indicating significant progress in domestic innovation capabilities [30][31]. International Market Expansion - China's game industry has achieved over 100 billion yuan in overseas revenue by 2024, with North America, Japan, and South Korea being the core markets, accounting for 57.3% of this revenue [33][34]. Technological Advancements - Game technology encompasses a comprehensive system including game engines, artificial intelligence, and virtual digital humans, which enhance the realism and interactivity of gaming experiences [1][2][6]. - The integration of real-time rendering, generative AI, and extended reality technologies is expected to further advance, expanding the virtual and real-world integration [2][6]. Policy and Market Environment - The development environment for China's game industry is favorable, supported by government policies, economic stability, and a large consumer base, which collectively foster growth and innovation [35][36].
《天涯明月刀》主创离职背后:MMO 要往哪走?
雷峰网· 2025-03-03 12:03
Core Viewpoint - The departure of key personnel from Tencent's Polar Aurora studio, particularly the producer of "Tianya Mingyue Dao," highlights the challenges faced by MMORPGs in adapting to changing user demographics and market conditions [2][5][6]. Group 1: Personnel Changes - Yang Feng, the producer of "Tianya Mingyue Dao," and Gu Tingting, the market head, have left Tencent, which is significant given their high-level positions [2]. - Their departures are rumored to be linked to the unsuccessful implementation of a seasonal model in "Tianya Mingyue Dao Mobile," which saw a brief rise in rankings but subsequently fell out of the top 500 in sales [2][3]. - Gu Tingting's departure coincided with discussions about the need for MMORPGs to evolve to meet the expectations of different player demographics [6][8]. Group 2: Project Challenges - The new project "Glow," which was developed over three years with significant investment, ultimately failed despite substantial resources being allocated from the "Tianya Mingyue Dao" team [3]. - The internal dissatisfaction stemmed from both the failure to innovate under Yang Feng's leadership and the perceived inadequate financial rewards for the team [4][5]. Group 3: Market Dynamics - The article emphasizes that the MMORPG market is changing, with older players seeking nostalgia and younger players desiring quick, engaging experiences [6]. - The need for MMORPGs to adapt to these shifting player expectations is critical for future success [5][6].