China’s National Press and Publication Administration released a list of 69 new games that were officially approved in August 2022.
Many major game companies have received release and operating approval, including YOOZOO Games, CMGE Technology, Shenzhen Zqgame and iDreamSky, but unfortunately Tencent and NetEase are not among them.
The new list includes 64 mobile games, two Switch games, two PC games, and a webgame. Approved titles include the Switch My Time at Portia game produced by Zqgame, the mobile game Super Meow Star Project by G-bits, and the mobile game Chuanqi Baye operated by Hainan Shangxuan and 37Games.
It’s worth noting that this time, TikTok’s owner, ByteDance, got the approval to operate the Legion Battle mobile game run by Hainan Wudong Technology Co., Ltd. operating.
This is the fourth time this year that China has approved the list of game publishers and operators to be launched in the country. Previously, the National Press and Publication Administration of this country gave 45 games approved games on April 11, 60 games approved on June 7, and 67 games licensed for release. on July 12. To date, a total of 241 approvals have been granted in 2022.
From April to July, this approval release date is earlier than usual. Not long ago, on July 21, the Department of Trade in Services, the Ministry of Trade of this country issued a document mentioning that it will conduct a pilot reform to optimize the approval process, expand the pilot inspection, online gaming and innovating post-event monitoring. This document’s intent to promote an online game audit pilot is also seen by the industry as a whole as an advantage to speeding up online game audits.
However, the Chinese game market is experiencing a bottleneck in its development. According to the report released by the Game Industry Committee of the China Audio-Video and Digital Publishing Association, the actual revenue of the Chinese gaming market in the first half of 2022 was 147.789 billion yuan (21 billion yuan). .83 billion USD), down 1.80% year-on-year, marking the first year-on-year decline in recent years.
This is due to the decline in user revenue during the outbreak of the pandemic, the decrease in consumer readiness, and the continuous increase in operating costs of game businesses. Game user size also decreased by 0.13% compared to the same period last year.