UGC(用户生成内容)
Search documents
报告称“UGC”生态成游戏产业新风口
Xin Hua Cai Jing· 2026-02-12 09:44
Group 1 - The core viewpoint of the report indicates a shift in the gaming industry from "traffic-driven" to "innovation-driven," evidenced by the continuous increase in R&D investment and employee compensation [2] - Tencent's R&D investment reached 22.8 billion yuan in Q3 2025, marking a 28% year-on-year increase and setting a record for a single quarter; the cumulative R&D expenditure for the first three quarters was 61.983 billion yuan, up 21.91% year-on-year [2] Group 2 - The report highlights that "UGC" (User Generated Content) is becoming a significant avenue for job creation and social innovation in the gaming industry, as companies open up UGC ecosystems, lowering content production barriers for individual creators and small teams [4] - Major companies are systematically laying out strategies in the UGC space, with job postings for "game UGC planners" on platforms like BOSS Zhipin seeing a long-term increase in demand, with firms like miHoYo and Eagle Horn Network offering high salaries to attract talent [4] - UGC ecosystems provide multiple benefits for individuals and companies, including lower entrepreneurial barriers, increased employment flexibility, and the creation of a talent pool for the industry [4] Group 3 - According to the China Audio-Video and Digital Publishing Association, the actual sales revenue of China's gaming market is expected to exceed 350 billion yuan in 2025, reflecting a year-on-year growth of 7.68% [5] - The industry anticipates a shift in capital market valuation logic for the gaming sector from being "policy-sensitive" to "stable growth-oriented," as compliance strengthens and the industry's impact on employment and technological innovation becomes more pronounced [5]