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跨境出海周度市场观察-20250823
Ai Rui Zi Xun· 2025-08-23 08:33
Industry Trends - The Chinese innovative pharmaceutical industry is transitioning from "generic" to "innovation," with the proportion of FIC drugs increasing from 9% to 31% over the past decade, driven by policy reforms and increased R&D investment[2] - In the first half of 2024, China's cross-border e-commerce imports and exports reached approximately 1.32 trillion yuan, with a year-on-year growth of 5.7%, indicating significant industry resilience despite a slowdown in growth[10] - The global e-commerce sales are projected to reach $6.8 trillion by 2025, with Chinese cross-border e-commerce platforms rapidly expanding through innovative models[10] Market Opportunities - The Indonesian government has established a "negative investment list" that outlines sectors where foreign investment is restricted, including drugs, gambling, and high-risk mining activities, emphasizing the need for compliance with local regulations[2] - The Chinese hydrogen energy sector is accelerating its internationalization, with 44 overseas projects initiated this year, focusing on equipment exports and technology licensing[4] - The Chinese IP toy market is expected to grow significantly, with the market share of leading companies only at 20.8%, indicating opportunities for new entrants[8] Brand Dynamics - XGIMI Technology plans to issue H-shares for its Hong Kong listing, with overseas revenue increasing to 31.9%, highlighting the importance of global strategy amid domestic market challenges[12] - Luckin Coffee has entered the North American market with a competitive strategy against Starbucks, utilizing a digital operation model and aggressive pricing to attract consumers[12] - JD.com aims to acquire European electronics leader Ceconomy for €2.2 billion, marking a significant step in its internationalization strategy[13]
买量成本持续攀升
Core Insights - The gaming industry in China has shifted from a reliance on channel resources for user acquisition to a focus on "buying traffic" as a core strategy for growth, especially with the rise of 4G and social media platforms [1][4][5] - As domestic traffic growth plateaus, overseas markets have become the new battleground for user acquisition, but challenges such as fragmented platforms and differing attribution mechanisms complicate this transition [1][6][7] - The industry is now facing the challenge of developing sustainable growth models through refined operations, brand building, and technological empowerment amidst rising costs and diminishing returns from traditional advertising methods [1][13] Traffic Acquisition Evolution - In the early stages of the Chinese gaming industry, companies relied heavily on various promotional methods to attract players, with channels playing a crucial role in game distribution [4][5] - The emergence of mobile gaming led to a significant shift, with app stores becoming the primary distribution channels, and companies adopting revenue-sharing models to secure promotional resources [4][5] - The "channel dominance" significantly impacted the autonomy of game developers in marketing and reduced their profit margins, prompting a need for direct user engagement strategies [4][5] Overseas Market Challenges - Chinese gaming companies have begun systematic user acquisition in overseas markets, but many domestic strategies have proven ineffective abroad due to cultural and operational differences [6][9] - The overseas market is characterized by a fragmented channel landscape, requiring tailored advertising strategies for different platforms, unlike the concentrated domestic market [7][8] - The reliance on device parameters for user tracking in China contrasts with the probabilistic models used overseas, complicating user attribution and increasing customer acquisition costs [8][9] Privacy Compliance Impact - The tightening of privacy regulations globally, such as GDPR and Apple's App Tracking Transparency, has significantly affected the advertising landscape, reducing the traceability of ad campaigns and the precision of audience targeting [11][12] - In response, the industry is moving towards broader collaboration and data sharing among platforms, service providers, and advertisers to enhance targeting strategies within compliance frameworks [12][13] Cost and Effectiveness of Advertising - Despite fluctuations in the gaming market, global user acquisition costs continue to rise, with significant increases projected for top mobile games in the coming years [13][14] - The rising costs of user acquisition are leading to a diminishing marginal return on advertising investments, prompting a shift towards a balanced approach between brand and performance advertising [14][15] - The introduction of AI technologies in advertising is expected to enhance efficiency and effectiveness in user acquisition, with companies increasingly adopting automated and intelligent systems for campaign management [15]
日本市场游戏出海指南:七成用户偏爱单独游戏乐趣
3 6 Ke· 2025-08-07 08:28
Core Insights - The report titled "China Game Going Abroad Guide - France Edition" was jointly compiled by Gamma Data (CNG) and the China Audio-Video and Digital Publishing Association Game Committee, focusing on the Japanese gaming market and its latest data [1] - The report aims to provide insights from an industry perspective to help Chinese gaming companies successfully enter the Japanese market [1] Market Overview - The Japanese gaming market is expected to reach 2.1583 trillion JPY (approximately 101.9 billion RMB) in 2024, making it the third-largest gaming market globally [2][4] - In 2023, the Japanese gaming user base was approximately 55.53 million, reflecting a growth of 2.8% from the previous year [2][7] - The content market size (excluding hardware) in Japan was 1.858 trillion JPY in 2023, marking a 2% increase from 2022 [2] User Preferences - 70% of users prefer to play games individually, showing a low preference for team-based content [21] - Over 40% of users have played a single game for more than three years, indicating a high proportion of long-term users [27] - More than 60% of users favor Japanese anime styles, while realistic, cartoon, and pixel styles also have a certain audience [35] Platform Distribution - Online gaming platforms dominate the market, accounting for 1.4715 trillion JPY in 2023, while the home console market reached 654 billion JPY [5] - Mobile game users make up the largest segment at 43.55 million, followed by home console users at 29.71 million and PC game users at 14.45 million [9] Game Genre Trends - Role-playing games (RPGs) lead the mobile game market with a revenue share of 31.02%, followed by card games at 13.91%, although both genres are experiencing a decline in revenue share [19] - Users are increasingly interested in diverse gameplay, moving away from traditional genres [19] Localization and Marketing Strategies - Japanese users have high localization expectations, emphasizing the importance of adapting game mechanics, language, and cultural elements [59][40] - Long video platforms are the primary source for discovering new games, with social recommendations also playing a significant role [43] - Marketing strategies that incorporate humor and cuteness are preferred, with collaborations with popular KOLs being effective [49][51] Distribution and Collaboration - The report suggests a multi-platform launch strategy to cater to the diverse user base across different gaming platforms [55] - Different distribution models, such as agency publishing and joint operations, are recommended based on the scale of the outbound company [65][68] Long-term Operations - The trend of long-term game operation is significant, with 28 top games operating for over ten years in 2024, indicating sustained user engagement and willingness to pay [69][73]
韩国:用户30天内“首购率”达47%,为中国游戏出海第三大市场
3 6 Ke· 2025-08-05 02:53
Core Insights - The report titled "China Game Going Abroad Guide - Korea Edition" was jointly published by Gamma Data and the China Audio-Video and Digital Publishing Association Game Working Committee, focusing on the Korean gaming market and mobile gaming trends [1][2] Group 1: Korean Gaming Market Overview - Korea ranks as the fourth largest gaming market globally and is the third largest market for Chinese game developers [3][6] - The Korean gaming market is projected to reach 25.19 trillion KRW in 2024, reflecting a year-on-year growth of 9.7% [5][6] - Mobile games dominate the market with a 59% share, followed by PC games at 26% [8][6] Group 2: Consumer Behavior and Market Dynamics - RPG games account for 52% of the mobile gaming revenue, with strategy games experiencing significant growth [10][6] - 47% of mobile game users complete their first in-game purchase within 30 days of logging in, indicating strong consumer engagement [12][6] - The high frequency of credit card usage in Korea (137.5 times per person in 2022) facilitates digital payments for in-game purchases [12][6] Group 3: Market Entry Challenges - Entering the Korean gaming market presents high barriers, including language, culture, localization, and legal regulations [6][13] - The Korean government enforces strict regulations on game content, including age ratings and the disclosure of in-game item probabilities [14][6] Group 4: Strategies for Success - Chinese developers are advised to focus on mainstream genres like RPG and strategy, exploring unmet needs and niche markets [16][6] - Localization and quality assurance (QA) are critical for successful game launches, as Korean users have high expectations for game quality and cultural relevance [17][6] - Effective marketing strategies should leverage both international and local distribution platforms, with a focus on brand and word-of-mouth promotion [18][20]
出海指南-英国篇:出海第五大游戏市场,超六成英国用户是中轻度游戏玩家
3 6 Ke· 2025-08-05 02:13
Core Insights - The report titled "2025 China Game Overseas Guide - UK Edition" was jointly developed by Gamma Data and the China Audio-Video and Digital Publishing Association's Game Working Committee, providing a comprehensive analysis of the UK gaming market for Chinese game companies looking to expand overseas [1][2]. Group 1: UK Gaming Market Overview - The UK gaming industry is a key pillar of the digital entertainment sector, contributing significantly to the country's cultural soft power [2]. - The market size peaked at £4.9 billion (approximately ¥46 billion) during the COVID-19 pandemic in 2020, reflecting a 29% year-on-year growth compared to 2019, and accounted for about 50% of the digital entertainment industry [2][6]. - In 2024, the UK gaming industry is projected to be worth £4.6 billion, making it the second-largest gaming market in Europe [6]. Group 2: Market Segmentation and Trends - The console gaming segment remains the largest in the UK, holding a 51% market share, while mobile gaming is steadily increasing, accounting for 34% [11][13]. - The mobile gaming market has shown consistent growth over the past five years, with a market size of £1.58 billion in 2024, driven by a high willingness to pay among younger players [17][25]. - Casual gaming genres such as puzzle, gambling, and strategy dominate the mobile gaming market, collectively accounting for 53% of revenue [19][21]. Group 3: Tax Incentives and Compliance - The UK has implemented a video game tax relief policy, allowing companies to claim a 34% tax deduction on qualifying expenditures, with over £5 billion in tax relief provided since its inception [7][8]. - Compliance with regulations such as the General Data Protection Regulation (GDPR) and the Online Safety Act (OSA) is essential for game developers operating in the UK [45][46]. Group 4: Player Behavior and Preferences - Over 62% of UK gamers identify as casual or light gamers, indicating a preference for simple and accessible gaming experiences [31]. - The smartphone is the most popular gaming platform among UK players, with a 36.2% preference, highlighting a shift towards mobile gaming [33]. - Female players tend to favor casual genres like puzzle and life simulation, while male players are more inclined towards competitive and strategy games [35]. Group 5: Marketing and Localization Strategies - UK players prefer "cold humor" in game narratives, contrasting with the more exaggerated "hot humor" typical in American media, suggesting a need for culturally sensitive storytelling [37][38]. - Recommendations for new games primarily come from friends and gaming influencers, emphasizing the importance of community engagement and local marketing strategies [40]. - Social media platforms like TikTok are gaining traction, especially among female users, indicating potential for targeted marketing campaigns [41].
SensorTower:全球游戏市场规模有望在2028年突破1200亿美元
news flash· 2025-08-01 08:58
Core Insights - The global mobile and PC gaming market is regaining growth momentum, with the total market size expected to exceed $120 billion by 2028 [1] - In 2024, global mobile game in-app purchase revenue is projected to grow by 4% year-on-year, surpassing 2020 levels [1] - The growth trend is expected to continue in 2025, with a 6% increase, reaching $85.4 billion [1] - By 2028, global mobile game in-app purchase revenue is anticipated to reach $106.5 billion [1]