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70%上市游戏公司投入微信小游戏 中国轻量化游戏生态吸引海外厂商入局
Zheng Quan Ri Bao· 2025-06-26 06:40
Core Insights - The WeChat Mini Games ecosystem is thriving, with a 10% year-on-year increase in user online duration and over 80% of users starting games through "pull-down, social, and search" methods [1] - More than 400,000 mini game developers are involved, with over 80% being small teams of fewer than 30 people [1] - Approximately 70% of listed gaming companies are investing in the mini game ecosystem, leading to a rich variety of engaging games for users [1] User Engagement - The monthly active users of WeChat Mini Games have reached 500 million, with users playing an average of 6 games per month and daily online duration also increasing by 10% compared to last year [1] - Nearly 70 games have achieved over 1 million daily active users (DAU), and over 300 games have generated more than 10 million yuan in quarterly revenue [1] Market Expansion - International gaming giant Supercell has entered the Chinese WeChat Mini Games market, launching its competitive mobile game "Brawl Stars" exclusively on the platform, with a mini game version of "Clash Royale" expected to launch in September [1] - The mini game IP cooperation platform has over 200 quality IPs, with new city tourism IPs being added, marking a significant expansion in the IP collaboration space [2] Technological Advancements - The PC mini games have seen a 55% increase in activity and a 40% expansion in commercial scale, with user acquisition spending increasing fourfold [2] - The WeChat Mini Games platform has introduced the LTVMax optimization tool and upgraded its technical capabilities, allowing for larger game sizes and improved efficiency in advertising [2] Social Responsibility - The WeChat Mini Games team has upgraded the WeCare public welfare program, opening donation capabilities and exclusive feedback mechanisms to all developers by July 1, 2025, with over 1 million yuan donated during the testing phase [2]
微信小游戏8成开发者不足30人,70%上市巨头也来抢滩
Huan Qiu Wang· 2025-06-26 03:15
Group 1 - The WeChat mini-game ecosystem has seen a 10% year-on-year increase in user online duration, with over 80% of users starting games through "pull-down, social, and search" methods [1] - There are over 400,000 mini-game developers, with more than 80% being small teams of fewer than 30 people; 70% of listed gaming companies are investing in the mini-game ecosystem [1] - Nearly 70 games have achieved over 1 million daily active users (DAU), and over 300 games have generated more than 10 million yuan in quarterly revenue [1] Group 2 - The mini-game platform is enhancing user interaction by gradually supporting features like virtual gifts, group competitions, and social sharing, leveraging WeChat's social capabilities [1] - The active user base for PC mini-games has increased by 55% year-on-year, with a 40% expansion in commercial scale and a fourfold increase in advertising spending [1] - Mini-game content on video accounts is gaining popularity, with live viewing time increasing by 54% and short video views rising by 22% [1] Group 3 - The mini-game team is providing comprehensive support for developers through technology, operations, and business enhancements, including the development of the LTVMax optimization tool [2] - The platform has upgraded its technical capabilities, expanding IAA mini-games from 200MB to 1GB, reducing rendering frame time by 10%, and improving trial advertisement efficiency [2] - Finnish game company Supercell is entering the Chinese WeChat mini-game market with a mini-game version of its competitive mobile game "Clash Royale," expected to launch in September [2]