China's e-sports market records revenue up 64 billion RMB from Jan. to June

From January to June in 2023, the actual sales revenue of China"s game market was 144.263 billion RMB, down 2.39% year-on-year but up 22.2% quarter-on-quarter, marking a clear trend of recovery. In addition, the actual sales revenue of China"s e-sports market in the same period was 64.476 billion RMB, an increase of 1.2% year-on-year, demonstrating a trend of bottoming out.

On July 27th, the China Digital Entertainment Congress (CDEC) was held in Shanghai. According to the data released at the congress, from January to June in 2023, the number of game users in China hit 668 million, up 0.35% year-on-year, reaching a record high; while the actual sales revenue of China"s self-developed games in the domestic market reached 121.784 billion RMB, down 2.25% year-on-year but up 24.5% quarter-on-quarter.

In this period, the United States, Japan and South Korea remained the major overseas markets for China"s mobile games, accounting for 31.77%, 19.65% and 8.50% respectively. The proportion of Germany, Britain and France combined is close to 10%. While emerging markets in regions like Middle East, Latin America and Southeast Asia maintained an upward momentum.


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By market segment, the actual sales revenue of mobile games accounted for 73.97% of the total, still dominating the Chinese market despite a slight year-on-year decrease; that of client games accounted for 22.84%, marking a persistent rise; while that of web games kept shrinking, taking up only 1.64%.

In this period, the actual sales revenue of China"s client game market was 32.943 billion RMB, up by 7.17% year-on-year. Such a high growth rate was driven by the strengthening head e-sports and two-dimensional games, and the fact that more new games were launched simultaneously on mobile phones and PCs. The actual sales revenue of web games was 2.385 billion RMB, decreased by 11.87% year-on-year, remaining on its downhill path.

The actual sales revenue of China"s casual mobile game market in this period was 16.705 billion RMB, down 1.55% year-on-year, among which the revenue generated by in-app purchases and by advertisement monetization was 10.878 billion RMB and 5.827 billion RMB respectively, up by 135.4% and down by 52.81% year-on-year respectively. The revenue structure and business model of casual games have undergone great changes this year, with the IAA model, which relies on advertising to monetize, taking a bad turn apparently, while the new top casual mobile games yielded fruitful results in in-app purchases.

上半年中国电竞市场实际销售收入644.76亿元

今年1月-6月,中国游戏市场实际销售收入规模为1442.63亿元,同比下降2.39%,环比增长22.2%,市场回暖趋势明显。此外,中国电竞市场同期实际销售收入644.76亿元,同比增长1.2%,电竞行业正在走出低谷,呈现上升态势。

7月27日,中国国际数字娱乐产业大会(CDEC)在上海召开。会上数据显示,今年1月-6月,中国游戏用户规模为6.68亿人,同比增长0.35%,达到历史新高点;中国自主研发游戏国内市场实际销售收入1217.84亿元,同比下降2.25%,环比增长24.5%。

今年1月-6月,美、日、韩仍为中国移动游戏主要海外市场,占比分别为31.77%、19.65%和8.50%。德、英、法三国合计占比也已接近10%。来自中东、拉美、东南亚等海外新兴市场则继续保持上升势头。

在细分市场中,1月-6月移动游戏占市场实际销售收入的73.97%,虽然同比略有下降,但仍占据中国市场主导地位;客户端游戏实际销售收入持续走高,占比为22.84%;网页游戏实际销售收入继续萎缩,占比仅为1.64%。

今年1月-6月,中国客户端游戏市场实际销售收入329.43亿元,同比增长7.17%。这一高增长得益于头部电竞和二次元游戏的稳步走强,以及有更多游戏新品采取了移动端与PC端同步发行方式。网页游戏实际销售收入同比下降11.87%,整体规模为23.85亿元,延续了下滑走势。

今年1月-6月,中国休闲移动游戏市场实际销售收入167.05亿元,同比下降1.55%。其中内购产生的收入为108.78亿元,同比增长135.4%;广告变现收入58.27亿元,同比减少52.81%。休闲游戏收入结构和商业模式今年以来发生较大变化,依靠广告变现的IAA模式明显走弱,头部爆款新品休闲手游在内购收入上的表现异常出色。(更多新闻资讯,请关注羊城派 pai.ycwb.com)

文 | 羊城晚报全媒体记者 杭莹翻译 | 洪婷

来源 | 羊城晚报·羊城派责编 | 戚美青校对 | 周勇

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