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年终总结②:200亿出海市场,谁在闷声赚大钱
3 6 Ke· 2025-12-25 12:11
Core Insights - The overseas market remains a key focus for the Chinese gaming industry, with actual sales revenue from self-developed games reaching $9.501 billion in the first half of 2025, marking an 11.07% year-on-year growth [1] - Major companies like Tencent and NetEase have reported significant revenue growth from international markets, with Tencent's international market revenue increasing by 43% and NetEase's deferred revenue growing by 25.3% to 19.47 billion yuan [3] - The trend indicates that by 2025, the overseas revenue from Chinese self-developed games is expected to exceed $20 billion, highlighting the increasing demand for Chinese games abroad [3] Group 1 - Tencent is recognized as a leading player in the overseas market, but Century Huatong has been named the "first factory" for overseas expansion in 2025 [4] - The "Top 50 Global Mobile Game Publishers" list includes nine Chinese companies, showcasing the competitive landscape and the presence of Chinese firms in the global market [5] - Century Huatong's success is attributed to several hit mobile games, particularly in the SLG genre, which remains popular in emerging markets [8] Group 2 - Companies like Haipi Games and Lemon Microfun are capitalizing on casual gaming trends, targeting light players, particularly women, with games that are easy to pick up and play [10][12] - The second dimension of gaming, particularly in the overseas market, is still developing, with companies like MiHoYo maintaining a loyal player base despite not being as dominant as in previous years [16] - The success of games like "Yanyun Sixteen Sounds" on platforms like Steam indicates a growing interest in Chinese martial arts games, suggesting a potential new direction for Chinese games in international markets [30][32] Group 3 - The overseas gaming market is evolving, with trends showing a shift towards quality, culture, and gameplay, moving away from a more crude approach [37] - The combination of martial arts themes, immersive experiences in second-dimensional games, and detailed narratives in female-oriented games are shaping the new landscape of Chinese games abroad [37] - Future challenges for companies will include balancing global adaptation with local expression while leveraging cultural advantages for sustained commercial competitiveness [37]
40万人次共赴“二次元”盛会 BW2025今年参展人次较去年上涨15万 护照购票观众占13%
Jie Fang Ri Bao· 2025-07-15 01:53
Group 1 - BW 2025 attracted 167 global exhibitors and over 300,000 cosplayers, with a total attendance of 400,000, marking a 15% increase from 2024 [1] - The event showcased international participation, with fans from countries like Russia, Brazil, Saudi Arabia, and Egypt, in addition to Japan and South Korea [1] - The event trended on Japanese Twitter, ranking 6th, highlighting its global appeal and scale [1] Group 2 - Non-ACGN exhibitors such as the Macao Tourism Board and Huawei participated, breaking the dimensional barrier and fostering offline interactions between "three-dimensional" brands and "two-dimensional" audiences [2] - The event significantly boosted local industries, with a 31% sales increase at 百联ZX and a 50% rise in national flight bookings to Shanghai during the event [3] - BW 2025 demonstrated the growing influence of Chinese Generation Z in content creation and cultural output, showcasing their creativity and inclusivity to the world [3]