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重磅,年度海外游戏买量数据:收入$1888亿,增3.4%,出海素材突破630万,一品类投放下降39%
3 6 Ke· 2026-01-19 00:47
Group 1: Global Game Market Overview - The global game market is projected to reach $188.8 billion in 2025, with a year-on-year growth of 3.4%, indicating a stable recovery phase [2] - Mobile games remain the core revenue source, accounting for 55% of the total market, with an estimated revenue of $103 billion, growing by 2.9% [2] Group 2: Chinese Mobile Game Revenue - Chinese mobile game revenue from overseas markets is expected to reach $18.478 billion in 2025, a year-on-year increase of 13.16%, surpassing the previous year's growth of 11.14% [4] - The growth in overseas markets is increasingly driven by product structure optimization, regional diversification, and long-term operational capabilities [4] Group 3: Revenue Distribution by Game Category - Strategy games dominate the revenue distribution among the top 100 overseas mobile games, accounting for nearly half of the total, showing a significant upward trend [7] - Shooting and RPG genres remain in the second tier, while casual games have shown rapid growth, particularly in North America [7] Group 4: Overseas Mobile Game Advertising Trends - The number of mobile games advertised overseas is expected to average around 49,000 per month in 2025, with nearly 2.75 million creative materials [9] - The advertising trend shows a "steady start, mid-rise, and late surge" pattern throughout the year [9] Group 5: Company Participation in Overseas Advertising - Approximately 22,000 companies are expected to participate in overseas mobile game advertising monthly in 2025, indicating a gradual recovery in market participation [11] - The market is experiencing a return of mid-tier companies as the advertising environment stabilizes [11] Group 6: Monetization Structure of Overseas Mobile Games - The monetization structure remains stable, with an average of 17,500 IAP products, 9,300 IAA products, and 11,200 hybrid monetization products advertised monthly [13] - Companies are adopting a more robust monetization mix to mitigate market uncertainties [13] Group 7: Creative Material Trends - High-frequency keywords in advertising materials focus on emotional themes such as "family," "betrayal," and "revenge," reflecting a shift towards narrative-driven content [16] - This contrasts with the previous year's emphasis on gameplay mechanics [16] Group 8: Popular Markets for Chinese Mobile Games - The U.S. remains the largest single market for overseas mobile game advertising, with 4,460 games advertised in 2025, although this represents a 6% decline from 2024 [24] - Emerging markets like Brazil, the Philippines, and Indonesia are showing clear growth trends in advertising [25] Group 9: Game Type Distribution in Overseas Markets - RPG remains the most advertised game type, but it has seen a nearly 39% decline compared to 2024, reflecting a global trend [27] - In contrast, hyper-casual games have shown stability, with nearly 1,000 games advertised throughout the year [27] Group 10: Market-Specific Trends - In the U.S., hyper-casual games account for over 21,000 products, making up 31% of the total advertising [32] - In Japan, the advertising for board games has surged by 198.8%, driven by puzzle and board game genres [34] - The Korean market shows a notable focus on MMORPGs, with specific products concentrating heavily on that market [37]
超50家中国厂商参加2025科隆国际游戏展 数量同比增长32%
Zhong Zheng Wang· 2025-08-22 11:22
Group 1 - The Cologne International Game Show, the largest gaming exhibition globally, is currently being held in Cologne, Germany, with over 1,500 exhibitors from 72 countries, marking an 11% increase from last year [1] - More than 50 Chinese gaming companies are participating, including Tencent, MiHoYo, and others, representing a 32% growth compared to the previous year [1] - Notable Chinese games such as "Honor of Kings World," "Delta Action," and "Arknights: End of the World" have released new promotional materials at the event [1] Group 2 - Tencent's subsidiary, Salors, showcased "Destiny Trigger," introducing new breakthroughs in tactical shooting games [2] - Tencent's international gaming brand, Level Infinite, presented four products, including "Dying Light: The Beast" and "PUBG MOBILE" at the exhibition [2] - The event attracted game developers and technical teams from around the world, with Tencent's AI creative solution, VISVISE, making its debut [2]
36氪出海·中东|卡塔尔投资促进局与腾讯国际游戏业务品牌Level Infinite达成合作
3 6 Ke· 2025-05-28 05:42
Group 1 - Qatar Investment Promotion Agency (Invest Qatar) signed a memorandum of understanding with Tencent's international gaming brand Level Infinite to accelerate the development of Qatar's gaming industry [2] - The strategic cooperation aims to support Qatar's National Vision 2030 and innovation strategy by leveraging Tencent's experience and resources in the international gaming industry [2] - The partnership will focus on building a gaming ecosystem in Qatar and sharing global best practices, including talent development in game technology and product development [2] Group 2 - The gaming industry in the Middle East and North Africa is growing rapidly at a compound annual growth rate (CAGR) of 11% from 2022 to 2029, with Qatar positioned as an ideal hub for international gaming companies [2] - Qatar has the fastest mobile network speed globally and a young population proficient in digital technologies, providing a unique opportunity for growth in the gaming sector [2] - Level Infinite aims to create a sustainable gaming and esports industry in Qatar by collaborating with local partners and enhancing the local gaming ecosystem [3]
中国文化“新三样”出海踏浪
Zhong Guo Xin Wen Wang· 2025-05-25 15:23
Group 1 - The article highlights the growing international presence of Chinese culture, with products like the TV series "The Story of Roses" being translated into 12 languages and the game "Black Myth: Wukong" gaining global popularity [1] - The 2024 market size for Chinese online literature is projected to exceed 5 billion RMB, with over 350 million overseas users [1] - The actual sales revenue of Chinese self-developed games in overseas markets is estimated at $18.557 billion, with over 1,600 Chinese games launched on the Steam platform, reflecting a year-on-year growth of approximately 45% [1] Group 2 - At the 21st Shenzhen International Cultural Industries Fair, visitors can interact with virtual characters from popular dramas like "Qing Yu Nian" and "Fan Hua," showcasing the overseas dissemination of these IPs [3] - The CEO of Yuewen Group stated that Chinese online literature is leading globally in terms of creative ecology, business models, and technological innovation, with around 6,800 online novels and 1,700 comics being disseminated overseas by the end of 2024 [3] - Game IPs are evolving from "cultural symbols" to "global narratives," with companies like 37 Interactive Entertainment integrating Chinese web literature IPs into games to balance Eastern aesthetics with global storytelling [3] Group 3 - Tencent's approach to overseas content design includes localizing elements, as seen in the Brazilian version of "Honor of Kings," which incorporates local musical instruments [4] - The gaming industry is encouraged to increase investment in self-developed games and to use "world storytelling" to bridge cultural gaps, exemplified by "Black Myth: Wukong" [4] - AI tools are becoming a significant trend in content creation, with AI translation accelerating the scale and multilingual outreach of Chinese online literature, leading to a 180% increase in Japanese users for Yuewen Group and over 350% growth in revenue from non-English works [4]
人工智能让中国游戏出海 “玩” 出加速度
Zhong Guo Xin Wen Wang· 2025-05-23 06:55
Group 1 - The Chinese gaming industry is rapidly innovating through AI technologies, enhancing user experience and operational efficiency [1][2] - The actual sales revenue of domestically developed games in overseas markets is projected to reach $18.557 billion in 2024, marking a continuous growth trend [1] - In the first three months of this year, the actual sales revenue from China's self-developed games in overseas markets was $4.805 billion, reflecting a year-on-year growth of 17.92% [1] Group 2 - AI technology significantly improves game art design efficiency, allowing for the generation of standard views and 360-degree videos from a single original artwork [2] - AI can automatically generate various types of promotional materials for games, enhancing the quality and appeal of content tailored to different markets [2] - Companies like Tencent and NetEase are leveraging AI to enhance game distribution efficiency and target specific player demographics effectively [2][3] Group 3 - The gaming industry is increasingly utilizing AI to automate content generation, including scripts, storyboards, videos, and translations, facilitating cultural innovation [3] - The pursuit of higher quality AAA games and complex large-scale games is driving further exploration of AI applications in the gaming sector [3]