Summary of Mobile Gaming Industry Observations Industry Overview - The global mobile gaming market is projected to see a year-over-year (YoY) decline of 3% in January 2026, according to Sensor Tower data. The United States remains the largest market, accounting for 31% of total revenue, followed by China at 19% and Japan at 13% [1][1][1]. - In January 2026, the U.S. mobile gaming market experienced a YoY decline of 2%, while China and Japan saw more significant declines of 14% and 8%, respectively [1][1][1]. China Market Insights - The domestic gaming market in China is expected to achieve a YoY revenue growth of 8% in 2025, with mobile gaming being the largest segment, contributing 73% of total revenue, while client-based games account for 22% [2][2][2]. - The client-based gaming market is anticipated to grow robustly, with a YoY increase of 15%, while the mobile segment is projected to maintain steady growth at 8% YoY [2][2][2]. - Chinese game exports are expected to continue their high growth trajectory, with a YoY revenue increase of 10% [2][2][2]. - In January, the National Press and Publication Administration issued 177 domestic online game licenses, marking a 44% YoY increase, indicating a strong supply of new games in the future [2][2][2]. - In January, most gaming stocks saw an increase, with notable gains in Hong Kong stocks like Bilibili and Xindong, as well as A-share companies such as Huatuo, Perfect World, Kaiying, and Sanqi [2][2][2]. Data Highlights - Bilibili's new game "Dudu Face Prank" (a mid-core + idle RPG + 2D anime + cute theme) saw a quarter-over-quarter (QoQ) revenue increase of 21% in December 2025 and 46% in January 2026, contributing to an overall QoQ revenue growth of 5% and 14% [3][3][3]. - Xindong's game "Xindong Town" (a casual + simulation + 3D cartoon + adventure theme) launched in January 2026, achieving a remarkable QoQ revenue increase of 516%, significantly boosting overall revenue, which grew QoQ by 99% [3][3][3]. - Huatuo maintained a high YoY revenue growth, with its core products "Endless Winter" and "King's War" performing well. The game "Delicious Journey" (a casual + matching + 2D cartoon + food theme) also saw consistent revenue growth, with QoQ increases of 30% in December 2025 and 33% in January 2026 [3][3][3]. - Giant's core product "Supernatural Action Team" (a mid-core + survival + 3D cartoon + horror theme) achieved a QoQ revenue increase of 41% in January 2026, driving overall revenue growth of 28% QoQ and 199% YoY [3][3][3]. Future Focus - Attention is recommended on the testing phases of new games from NetEase and Perfect World, as well as monitoring revenue performance during the Spring Festival period for various companies [3][3][3].
未知机构:手游行业1月观察全球大盘根据SensorTower数据全球来-20260210
2026-02-10 02:10