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1680亿元!国内游戏市场上半年收入创历史新高,同比增长14.08%
Sou Hu Cai Jing· 2025-07-31 05:54
Core Insights - The domestic gaming market in China is projected to perform strongly in the first half of 2025, with actual sales revenue reaching 168 billion yuan, marking a 14.08% increase year-on-year, setting a new historical record [1] - The user base for gaming has also reached a new high of approximately 679 million, reflecting a 0.72% year-on-year growth, which supports the revenue growth of the market [3] - Mobile gaming continues to dominate the market, generating actual sales revenue of 125.31 billion yuan, accounting for 74.59% of the overall market share, with a year-on-year growth of 16.55% [3] Domestic Game Development - The actual sales revenue from domestically developed games reached 140.45 billion yuan in the first half of the year, showing a significant year-on-year growth of 19.29%, surpassing the overall market growth rate [3] - The overseas performance of domestically developed games is notable, with actual sales revenue reaching 9.50 billion USD, reflecting an 11.07% year-on-year increase [3] - Major overseas markets include the United States, Japan, and South Korea, which together account for 55.63% of the total overseas revenue, with the U.S. market alone representing 31.96% [3] Regulatory Environment - A total of 884 domestically developed games received approval from January to July 2025, an increase of 151 games or 20.6% compared to the same period last year [3] - In June, 147 domestic game licenses were approved, marking a year-on-year increase of 41% and a month-on-month increase of 13%, the highest monthly figure since 2022 [3] - The stable issuance of game licenses has alleviated supply pressure in the industry, allowing more quality game products to enter the market and enhancing user engagement [4] Market Segmentation - The client game market generated actual sales revenue of 35.40 billion yuan, reflecting a year-on-year growth of 4.86% [4] - The web game market, however, saw a decline in actual sales revenue to 2.20 billion yuan, down 5.87% year-on-year, continuing its downward trend [4]
前6月二次元移动游戏市场销售收入同比下降8%
Xin Lang Ke Ji· 2025-07-31 04:04
Group 1: Overall Market Performance - The actual sales revenue of China's gaming market reached 168 billion yuan in the first half of 2025, marking a year-on-year growth of 14.08%, a historical high [1] - The gaming user base approached 679 million, with a year-on-year increase of 0.72%, also a historical peak [1] Group 2: Self-Developed Games - The actual sales revenue of self-developed games in the domestic market was 140.45 billion yuan, showing a year-on-year growth of 19.25% [1] - The overseas market for self-developed games generated actual sales revenue of 9.501 billion USD, with a year-on-year increase of 11.07% [1] Group 3: Overseas Market Distribution - In the overseas market for self-developed mobile games, the United States accounted for 31.96%, Japan for 16.20%, and South Korea for 7.47%, collectively representing 55.63% of the market [1] - Germany, the UK, and France together accounted for 8.78%, indicating Europe remains an important region for Chinese game exports [1] Group 4: Market Segmentation - Mobile games accounted for 74.59% of actual sales revenue, maintaining a dominant position [1] - Client games saw an increase in actual sales revenue, holding a 21.07% share [1] - Web games represented a smaller share at 1.31% [1] Group 5: Esports Market - The actual sales revenue of China's esports game market reached 80.645 billion yuan, reflecting a year-on-year growth of 16.64% in the first half of 2025 [2] Group 6: Subsector Performance - The actual sales revenue of the two-dimensional mobile game market was 14.577 billion yuan, experiencing a year-on-year decline of 8.00% [3]
报告:欧洲仍为中国游戏出海重要区域
Xin Lang Ke Ji· 2025-07-31 04:01
Core Insights - The report indicates that the actual sales revenue of China's gaming market reached 168 billion yuan in the first half of 2025, marking a year-on-year growth of 14.08%, which is a historical high [2] - The number of gaming users in China approached 679 million, reflecting a year-on-year increase of 0.72%, also a historical peak [2] Domestic Market Performance - In the first half of 2025, the actual sales revenue of domestically developed games in the Chinese market was 140.45 billion yuan, showing a year-on-year growth of 19.25% [2] - The actual sales revenue of domestically developed games in the overseas market reached 9.501 billion USD, with a year-on-year increase of 11.07% [2] Overseas Market Distribution - In the first half of 2025, the revenue distribution of domestically developed mobile games in overseas markets showed that the United States accounted for 31.96%, Japan for 16.20%, and South Korea for 7.47%, collectively representing 55.63% of the total overseas revenue [2] - Additionally, the combined market share of Germany, the UK, and France was 8.78%, indicating that Europe remains an important region for Chinese game exports [2]
直击ChinaJoy | 游戏用户规模近6.79亿!张毅君:为历史新高点
Xin Lang Ke Ji· 2025-07-31 02:46
Core Insights - The 22nd ChinaJoy will take place from August 1 to 4 at the Shanghai New International Expo Center, showcasing the growth of the gaming industry in China [1] - The China Audio-Video and Digital Publishing Association's Vice President Zhang Yijun reported that the actual sales revenue of the domestic gaming market for the first half of 2025 is projected to reach 168 billion yuan, a year-on-year increase of 14.08%, marking a new high [1] - The number of gaming users in China is expected to reach approximately 679 million, reflecting a year-on-year growth of 0.72%, also a historical peak [1] Domestic Market Performance - For the first half of 2025, the actual sales revenue from self-developed games in the domestic market is anticipated to be 140.45 billion yuan, showing a year-on-year increase of 19.25% [1] - The actual sales revenue from self-developed games in the overseas market is projected to be 9.501 billion USD, with a year-on-year growth of 11.07% [1] Overseas Market Insights - In the overseas market for self-developed mobile games, the revenue distribution shows that the United States accounts for 31.96%, Japan for 16.20%, and South Korea for 7.47%, collectively representing 55.63% of the total [1] - Germany, the UK, and France together account for 8.78%, indicating that Europe remains an important region for Chinese game exports [1] Future Outlook - The ongoing efforts to protect minors in the gaming industry are expected to continue [1] - The market is anticipated to maintain a growth trend, with the positive impact of diverse fields expanding [1] - The development and innovation of high-quality games are expected to further broaden [1]