A report published by two Chinese game industry organizations on July 21 shows that the actual revenue of the Chinese game market has decreased.
Specifically, revenue was $21.84 billion, down 1.80% year-on-year, the first annual decline in recent years.
The number of people playing games is about 666 million people, down 0.13% year-on-year, including 655 million mobile game players.
The official pointed out that the year-on-year decline in market revenue and user size is mainly due to a decrease in user income, consumer readiness and an increase in operating costs of businesses. games during the pandemic. The decreasing size of users also shows the increasing competition for quality in the gaming industry.
From January to June, the actual sales of self-developed games in the domestic market was $18.43 billion, down 4.25% year-on-year. During the same period, overseas sales of Chinese games reached $8.989 billion, up 6.16% year-on-year, indicating that overseas market growth is also slowing.
By 2022, the number of countries and regions to which China’s mobile games can be reached has increased significantly. The US and Japan remain the two most important markets for mobile games trying to go overseas. Korea, ranked third, is no longer stable, as the share of other regions is increasing year by year. The ranking change shows that China’s self-developed game is constantly expanding into emerging markets, with a very wide development room.
Revenue from strategy, role-playing and shooting games accounts for more than 70% of the total revenue of all Chinese mobile games, which are still popular in overseas markets. In the first half of last year’s report, the market share of strategy games was 28% larger than that of RPGs. However, the gap this year is less than 20%.
The actual sales revenue of China’s e-sports game market was 63.712 billion yuan, down 11.59% year-on-year. The negative impact of the pandemic on the e-sports industry is striking. Fewer offline events and a poor supply of live streaming content lead to a significant decline in users’ enthusiasm for online gaming and their willingness to pay.