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The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...

After more than 8 months, the first batch of domestic game versions in 2022 were finally issued.

On April 11, the State Press and Publication Administration has issued the first batch of game versions in 2022 to the reviewed game products, and a total of 45 games have obtained version numbers, including 37 Interactive Entertainment's "Dream Voyage", Heartbeat Network's "Party Star", Gigabit's "Tower Hunter", and Youzu Network's "Junior Three Kingdoms: Pocket Battle", all of which are approved on April 8.

The version number is the "food" of the game industry, before that, the game industry has experienced a "food shortage" for more than eight months.

Affected by the news, the individual stocks in the Chinese stock game sector rose sharply. Bilibili once rose more than 13%, NetEase and Huya rose more than 8%, Douyu rose more than 5%, and Tencent Holdings ADR rose nearly 3%.

The version was restarted, and the game stock rose sharply

On April 11, the official website of the State Press and Publication Administration announced the latest batch of domestic online game approval information, which was also the second release of game version numbers after more than 8 months, and the news came, triggering a violent shock to the domestic game industry.

A total of 45 new games were approved in this batch, including 39 mobile games, 5 client games, and 1 console game.

The following is the key game manufacturers and key products that the reporter combed through to obtain version numbers:

Mobile game products: 37 Interactive Entertainment "Dream Voyage", Heartbeat Network "Party Star", Youzu Network "Young Three Kingdoms: Pocket Battle", Lilith "Life Party", Dream World "Beware of Fire Candles", 4399 "Above All Things: Awakening", Baidu "Attack on the Rabbit".

PC client games: Xishanju "Sword Net 3 Origins", Thunder Game "Tower Hunter".

Indie games: Pasia Technology's "Sand and Gravel Town Time", Xiamen Youli's "Super Phantom Cat: Small Island", Lingyin Culture's "Pottery Master".

The specific list is as follows:

The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...
The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...
The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...
The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...

Judging from the 45 games announced this time, the big manufacturer Tencent, NetEase and the upstart Miha are not listed, and there are no game projects with obvious e-sports direction or potential.

Despite this, the news of the version number distribution still gave a dose of adrenaline to the game sector, Bilibili once rose by more than 13%, NetEase and Huya once rose by more than 8%, Douyu once rose by more than 5%, Tencent HoldingS ADR rose nearly 3%, as of press time, the increase has declined.

The gaming industry is boiling! The domestic game version number has been restarted after 8 months, and the relevant Chinese stocks have risen...

The impact of the version number on the game industry

The version number is the "food" of the game industry, before that, the game industry has experienced a "food shortage" for more than eight months. Since April 2018, the game version number has been suspended for about 8 months, and after the resumption of distribution in December of that year, the version number approval is significantly more stringent, and the number of approved game version numbers is significantly reduced compared with before the suspension. The duration of the suspension of approval for this round of editions is basically the same as that of 2018.

Previously, some media counted the 2021 version of "stored grain". At that time, among the 138 key mobile game products that had been screened, 65 were online, 71 were not online, 1 was suspended, and 1 was stopped research and development. It is not difficult to find that the number of on-line products and non-on-line products is relatively flat, which also means that the version number "stored grain" consumes nearly half.

Game companies that rely on "storing grain" to survive are naturally not happy. In the "2021 China Game Industry Report" released by the Game Working Committee of the China Music and Digital Association and the China Game Industry Research Institute, the actual sales revenue of china's game market for the whole year was 296.513 billion yuan, an increase of 6.4% year-on-year, but the growth rate has been reduced by nearly 15% year-on-year.

According to the 2021 financial report of The Heartbeat Network, the total revenue of the Heartbeat Network in 2021 was 2.7 billion yuan, a year-on-year decrease of 5.1%, and the net loss during the period was 917.3 million yuan, compared with a net profit of 55.788 million yuan in the same period of 2020.

In the company's earnings conference call, Huang Yimeng, CEO of Heartbeat Network, mentioned: "Whether it is the epidemic problem or policy changes, it has brought many challenges to everyone, and the supply of new games in the second half of 2021 is greatly reduced, so Heartbeat has a clear plan and hopes to prepare for the company's breakeven in 2023 by the end of 2022." For the biggest change this year, Huang Yimeng believes that it will focus on the world and overseas.

In the case of the tightening of the version number, many game companies have also chosen to go to sea. According to the "Notice on the List of Key National Cultural Export Enterprises and Key Projects in 2021-2022" issued by the Ministry of Commerce of the People's Republic of China, 369 enterprises and 122 projects were selected within one year, of which 58 game companies were selected into the list of national cultural export key enterprises.

From the "2021 China Game Industry Report", it can be seen that the annual overseas market sales revenue of domestic self-developed games reached 18.013 billion US dollars, an increase of 16.59% year-on-year, but the growth rate shrank by about 17% year-on-year.

Editor: Wan Jianyi

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