自研游戏
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游戏产业多项数据创新高,今年网游相关企业注册量已超去年全年
Qi Cha Cha· 2025-12-23 03:26
据证券时报,近日,2025中国游戏产业年会在上海召开。此次大会上发布的《2025年中国游戏产业报告》显示,中国游戏产业实现稳步增长,核心数据均创 历史新高。2025年,国内游戏市场实际销售收入预计达3507.89亿元,同比增长7.68%;用户规模增至6.83亿,同比增长1.35%。出海业务方面,自研游戏海 外市场实际销售收入达204.55亿美元,同比增长10.23%,规模已连续6年超1000亿元人民币。在全球经济波动、竞争加剧的背景下,中国游戏企业凭借创新 实力与应变能力,展现出强劲发展韧性。 作为年会核心亮点,上海正式发布"游戏沪十条",围绕产业发展关键领域推出系统性支持政策,每年扶持资金总额达5000万元,旨在构建具有全球影响力的 游戏电竞产业生态体系,为产业注入强劲动力。 企查查数据显示,截至12月22日,国内现存网络游戏相关企业58.7万家。注册量方面,近五年来相关企业年注册量整体呈上升趋势,2024年注册量达13.24万 家,截至目前,今年已注册17.24万家,超去年全年注册水平,与2024年同期相比增长33.88%。存量方面,现存网络游戏相关企业多分布在华东地区、华南 地区,分别占比29.76%、 ...
TikTok美国方案公布;蜜雪冰城美国首店开业丨出海周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-12-22 03:16
(原标题:TikTok美国方案公布;蜜雪冰城美国首店开业丨出海周报) 21世纪经济报道记者 董静怡 开拓新兴市场,共建"一带一路"国家订单增长明显 12月18日央视新闻消息,今年以来,面对复杂多变的国际贸易形势,广大外贸企业积极参与全球产业分 工合作,不断开拓新兴市场,构建多元化市场格局。今年前11个月,我国对共建"一带一路"国家进出口 超21万亿元,占全国外贸总值的一半以上。从出口维度看,前11个月,我国对共建"一带一路"国家累计 出口增速达11.3%,显著高于同期整体出口增速,成为拉动我国出口增长的关键动力。其中,芯片、新 能源汽车等高端制造类产品出口快速增长。 自研游戏海外市场收入连续六年超千亿元 12月19日,在2025年游戏产业大会上,中国音像与数字出版协会第一副理事长、中国音数协游戏工委主 任委员张毅君对外发布《2025年中国游戏产业报告》。2025年国内游戏产业收入与用户再创历史新高: 国内游戏市场收入约3508亿元,同比增长7.7%;用户规模超过6.8亿,同比增长约1.4%。出海是近些年 游戏厂商的第二增长曲线,在这一浪潮下,国内厂商出海收入规模也已经连续六年超千亿元。2025年, 自研游戏海 ...
中国游戏市场份额缘何持续扩大
Zheng Quan Ri Bao· 2025-12-19 16:07
12月19日,2025年度中国游戏产业年会大会在上海举行。大会现场发布的《2025年中国游戏产业报告》 (以下简称《报告》)显示,2025年中国游戏市场实际销售收入达到3507.89亿元,同比增长7.68%,总体 正呈现"质效双升、出海提速"的良好态势。 在海外市场,中国游戏市场份额持续扩大。《报告》显示,2025年自研游戏海外市场实际销售收入 204.55亿美元,同比增长10.23%,规模已连续六年超千亿元人民币。其中,自研移动游戏海外市场实际 销售收入184.78亿美元,同比增长13.16%。在全球经济波动、竞争明显加剧背景下,中国游戏企业展现 出不俗实力和强劲韧性。 中国音像与数字出版协会理事长孙寿山在大会现场表示,2025年被视为"游戏大年",国际上大量重磅作 品集中推出,精品化创作迈上新台阶。其中,中国游戏正逐步成长为具有辨识度的"文化名片",是世界 读懂中国的重要窗口。 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,2025年中国游戏及相关产业经济规模超过 12000亿元。 具体来看,由游戏产业本体创造的经济规模,作为核心经济层超过4800亿元;游戏硬件、B端服务、IP 衍生消费作为关联经济 ...
2025年我国自研游戏海外市场实际销售收入204.55亿美元
Zheng Quan Shi Bao Wang· 2025-12-19 07:24
人民财讯12月19日电,12月19日,2025年度中国游戏产业年会在上海举行。中国音像与数字出版协会第 一副理事长张毅君公布,2025年我国自主研发游戏国内市场实际销售收入为2910.95亿元,同比增长 11.64%。自研游戏海外市场实际销售收入204.55亿美元,同比增长10.23%。 ...
当前市场中期趋势仍处于多头排列
Chang Sha Wan Bao· 2025-08-15 10:06
Market Overview - The market experienced fluctuations with a total trading volume of 2.28 trillion yuan, an increase of 128.3 billion yuan compared to the previous trading day, with over 4600 stocks declining [1][2] - The insurance, brain-computer interface, digital currency, and electric motor sectors saw the highest gains, while military, CPO, copper foil, and lithium mine sectors faced the largest declines [1] Monetary Policy - The People's Bank of China announced a 500 billion yuan reverse repurchase operation to maintain liquidity in the banking system, with a term of six months [1] Industry Insights - The gaming sector is gaining attention, with Chinese gaming companies' self-developed games generating actual sales revenue of 9.501 billion USD in the first half of the year, marking an 11.07% year-on-year increase [2] - The gaming industry is transitioning from product output to ecosystem building, with technological innovation, cultural integration, and industry chain collaboration becoming key competitive factors [2] - Long-term prospects for the gaming sector remain positive, with expectations for valuation recovery and improvement in fundamentals due to stable policy expectations and the entry of new games [2] Analyst Perspectives - CICC's report suggests that the current market resembles an "enhanced version of 2013," with small-cap and growth styles prevailing, and overall performance expected to be better than in 2013 [1] - The report recommends focusing on sectors with high prosperity and verified performance, such as AI, computing power, innovative pharmaceuticals, military, and non-ferrous metals [1] - Long-term trends indicate a preference for heavyweight leading stocks, while mid-cap thematic stocks may see some recovery opportunities [2]
中国游戏用户规模近6.79亿
Ren Min Ri Bao Hai Wai Ban· 2025-07-31 23:47
Core Insights - The China International Digital Entertainment Industry Conference (CDEC) was held in Shanghai on July 31, highlighting significant growth in the domestic gaming market in the first half of the year [1] Market Performance - The actual sales revenue of the domestic gaming market reached 168 billion yuan in the first half of the year, marking a year-on-year increase of 14.08% [1] - The gaming user base grew to nearly 679 million, reflecting a year-on-year growth of 0.72% [1] Self-Developed Games - The actual sales revenue from self-developed games in the domestic market was 140.45 billion yuan, showing a year-on-year increase of 19.29% [1] - The overseas revenue from self-developed games amounted to 9.501 billion USD, with a year-on-year growth of 11.07% [1] Key Overseas Markets - 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 total [1] - The combined market share of Germany, the UK, and France was 8.78%, indicating Europe remains an important region for Chinese game exports [1] Market Segmentation - Mobile games generated actual sales revenue that increased year-on-year, holding a dominant market share of 74.59% [1] - Client-based games also saw revenue growth, accounting for 21.07% of the market [1] - Web games represented a smaller share at 1.31% [1] - The actual sales revenue of the Chinese console game market reached 1.034 billion yuan, with a significant year-on-year increase of 29.78% [1]
同比增长14.08%,上半年国内游戏市场收入1680亿元
Bei Jing Ri Bao Ke Hu Duan· 2025-07-31 11:25
Core Insights - The Chinese gaming market achieved actual sales revenue of 168 billion yuan in the first half of 2023, marking a year-on-year growth of 14.08%, setting a new record [1] - The user base for games reached approximately 679 million, reflecting a year-on-year increase of 0.72%, also a historical high [1] - The growth in market revenue and user base is attributed to several factors, including the successful launch of new games, the steady performance of established games, and the strong growth of esports and mini-program games [1] Revenue Breakdown - Actual sales revenue from self-developed games in the domestic market reached 140.45 billion yuan, with a year-on-year growth of 19.29% [1] - The overseas market for self-developed games generated actual sales revenue of 9.501 billion USD, reflecting a year-on-year increase of 11.07% [1] - The distribution of overseas revenue from self-developed mobile games shows that the United States accounts for 31.96%, Japan for 16.2%, and South Korea for 7.47%, collectively representing 55.63% of the total [1] Market Segmentation - The mobile gaming market generated actual sales revenue of 125.31 billion yuan, with a year-on-year growth of 16.55% [2] - The client game market achieved actual sales revenue of 35.40 billion yuan, growing by 4.86% year-on-year [2] - The console game market saw actual sales revenue of 1.03 billion yuan, with a significant year-on-year growth of 29.78% [2] - The web game market, however, experienced a decline, with actual sales revenue of 2.20 billion yuan, down by 5.87% [2] Esports and Mini-Programs - The esports gaming market reached actual sales revenue of 80.65 billion yuan, reflecting a year-on-year growth of 16.64% [2] - The two-dimensional mobile game market reported actual sales revenue of 14.58 billion yuan, showing a decline of 8% [2] - The mini-program gaming market achieved actual sales revenue of 23.28 billion yuan, with a remarkable year-on-year growth of 40.2% [2] - Within the mini-program market, in-app purchases generated 15.30 billion yuan, accounting for 65.7% of the revenue, while advertising revenue contributed 7.97 billion yuan, making up 34.3% [2]
上半年国内游戏市场收入和用户规模再创新高
Cai Jing Wang· 2025-07-31 08:35
Core Insights - The Chinese gaming market achieved a record actual sales revenue of 168 billion yuan in the first half of 2023, marking a year-on-year growth of 14.08% [1] - The number of gaming users reached approximately 679 million, reflecting a growth of 0.72% year-on-year, also a historical high [1] - The growth in market revenue and user base is attributed to several factors, including the successful launch of new games, the steady performance of established games, and the strong growth of esports and mini-program games [1] Market Segmentation - The actual sales revenue of the mobile gaming market in China was 125.31 billion yuan, with a year-on-year increase of 16.55% [2] - The client game market generated 35.40 billion yuan, growing by 4.86% year-on-year, while the console game market saw a significant increase of 29.78%, reaching 1.03 billion yuan [2] - The web game market, however, experienced a decline, with actual sales revenue of 2.20 billion yuan, down by 5.87% [2] Esports and Other Segments - The esports gaming market achieved actual sales revenue of 80.65 billion yuan, reflecting a year-on-year growth of 16.64% [3] - The two-dimensional mobile game market saw a decline in revenue, totaling 14.58 billion yuan, down 8% year-on-year, attributed to factors such as slowing revenue growth of leading games and a lack of innovation [3] - The mini-program gaming market reported actual sales revenue of 23.28 billion yuan, with a remarkable growth of 40.2% year-on-year, where in-app purchases accounted for 65.7% of the revenue [3]
2025年上半年中国游戏市场收入创新高达1680亿元
Guo Ji Jin Rong Bao· 2025-07-31 07:37
Core Insights - The ChinaJoy event is set to open in Shanghai on July 31, 2025, with the China International Digital Entertainment Industry Conference (CDEC) kicking off the festivities [1] - The report released during the conference indicates that the domestic game market achieved actual sales revenue of 168 billion yuan in the first half of 2025, marking a year-on-year growth of 14.08% [1] - The number of game users in China reached approximately 679 million, reflecting a slight year-on-year increase of 0.72% [1] Industry Performance - The actual sales revenue from self-developed games in the domestic market for the first half of 2025 was 140.45 billion yuan, showing a year-on-year increase of 19.29% [3] - The overseas market for self-developed games generated actual sales revenue of 9.50 billion USD, with a year-on-year growth of 11.07% [3] - The primary overseas markets for self-developed mobile games include the United States (31.96%), Japan (16.20%), and South Korea (7.47%) [3] Market Segmentation - In the domestic market, mobile games accounted for 74.59% of actual sales revenue, while client games made up 21.07% and web games only 1.31% [3] - The small program game market in China showed remarkable performance, with actual sales revenue reaching 23.28 billion yuan, a year-on-year increase of 40.20% [4] - Among the revenue from small program games, in-app purchases generated 15.30 billion yuan (65.70%), while advertising revenue accounted for 7.97 billion yuan (34.30%) [4] Future Outlook - The domestic game market is expected to continue its growth trend in the second half of 2025, with a focus on protecting minors and expanding the positive impact of the gaming industry [4]