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The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

What about individual stock options? The statement is as follows:

1) According to the regulations, the specific subject cannot be recommended;

2) My selection criteria are the contents of "Company Business Matching Degree";

3) "Company business matching degree" comes from the first-hand research data of various institutions;

4) The relevant content is introduced at the end of the article.

Foreword: After eight months of suspension of online game version numbers, the game market has finally ushered in the news of version number issuance again. Let's talk about what opportunities the mainland game industry has to seize.

This table of contents

1. Event background

2. Get to know the game industry

3. Industry status

4. Industry prospects

5. Market space

6. Relevant listed companies

7. Exclusive core tips

First, the background of the event

On April 11, the official website of the relevant department showed that the first batch of domestic game versions in April 2022 have been issued, and a total of 45 domestic online games have been approved, including 37 mobile games, 5 client games, 2 leisure puzzle mobile games, and 1 Switch game. With the expected opening of the later version number restart release, the plate may usher in a rebound. Let's talk about the development status of the game industry in mainland China.

Second, understand the game industry

The development process of the mainland game industry is mainly divided into two major stages: the end game era (2000-2007) and the mobile game era (2008 to present).

The End Game Era (2000-2007): In 2000, King of Kings opened the mainland online game market for the first time and cultivated the first online game players. Due to the weak research and development strength of mainland games, game companies mainly introduce overseas high-quality games for agency operation, such as "World of Warcraft" and "Crossfire". As of 2007, the number of players in mainland online games reached 40.17 million, and the end-game era laid a huge foundation for the mainland game market.

The era of mobile games (2008 to present): With the popularity of smart phones, the mobile game category has changed from light to heavy, and has experienced a period of high growth of mobile users and a period of "end transfer" of large-scale mobile games by end game IP, and gradually realized the curve overtaking of the terminal game market.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

Third, the current situation of the industry

1. The revenue of domestic mobile games mainly comes from mature markets and categories

In 2021, the revenue distribution of overseas key regions of mainland independent research and development of mobile games will account for 32.58%, 18.54% and 7.19% from the United States, Japan and South Korea respectively, and the three regions will collectively contribute 58.31% of the mainland's independent research and development of mobile games to the sea. In terms of product categories, from the perspective of the proportion of market revenue in the past three years, the three types of games such as strategy, role playing and shooting are still the main types of mobile games independently developed by the mainland to go to sea, and continue to be recognized by overseas markets, and the total revenue of the three types is stable at more than 60%.

2. Market share continues to concentrate on the head

Goose Factory and NetEase in the Q3 2021 mobile game market share of 57.31% and 17.85%, respectively, accounting for a total of 75.16% of the mobile game market share, in 2021, the mainland market flow TOP100 in the vast majority of 18 new games belong to NetEase and other head manufacturers, the market share continues to concentrate on the head. Most of the head enterprises have strong development and operational capabilities, while small and medium-sized game teams are an important driving force for industrial innovation, which can bring breaking opportunities by focusing on subdivided tracks.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

3. The difficulty of the new product breakthrough has been improved, and the subdivision track is the focus of breaking the game

In 2021, the difficulty of breaking through the new product market in the domestic game industry has increased significantly compared with previous years, the proportion of new product flow in the first half of the year is only 21.3%, and the number of new game entry flow TOP100 is also decreasing, mainly due to the fact that the track layout enterprises and market capacity relying on the mature needs of users have become saturated. In the future, by combining a variety of subdivision gameplay methods to provide users with fresh game experience, tap the needs of user segmentation and form their own differentiated competitive advantages, it will become an important way to retain users and obtain organic traffic.

4. Overseas markets have become a must for domestic game companies

In 2021, the actual sales revenue of mainland self-developed games in overseas markets reached US$18.01 billion, an increase of 16.6% year-on-year, the growth rate continued to be higher than that of the domestic market, and the proportion of overseas revenue/domestic revenue reached 45.4%, close to half of the domestic market volume. In the long run, the contribution of overseas market revenue to mainland game companies will continue to increase, and more game companies will also successively implement long-term plans to further increase the proportion of overseas revenue.

Fourth, industry prospects

1. The market share of domestic mobile games in the high user expenditure market continues to increase

The share of mainland games going abroad showed a steady upward trend, and the number of games going to sea maintained a good growth in three aspects: user downloads, usage time and user payment. Mainland companies have an advantage in overseas markets, especially in the European and American game markets, and the market share growth rate of 21H1 mainland mobile games in Germany has soared to 28%.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

2. In addition to mature markets, emerging markets still have greater development opportunities

In 2021, the proportion of domestic enterprises' revenue in areas other than the global TOP6 market will further expand to the overall revenue, which fully reflects that the mainland game industry is constantly exploring emerging markets and expanding the breadth and depth of overseas markets. On the other hand, through the observation of App install data, taking the Asia-Pacific region as an example, the growth rate of mobile application downloads in the Asia-Pacific region in 2020 ranks first in the world, with downloads accounting for 64% of the global mobile application downloads, maintaining a strong growth momentum in regions such as Singapore and Vietnam, and games are an important factor driving its growth.

3. The revenue scale of buyout game has reached a new high

According to GameLook data, the "Wuxia version of eating chicken" product "Forever Doomed" developed by NetEase has set a new record for domestic buyout games in less than half a year with 7 million sets of sales and estimated revenue of 1.4 billion yuan, driving the revenue of domestic buyout games in 2021 by 336% year-on-year to 2.79 billion yuan. The commercial characteristics of the buyout system determine the advantages of its market not solidifying, new product opportunities are larger, with the active participation of large manufacturers and strength manufacturers in the development of buyout games, it is expected to quickly improve the quality of buyout games, and promote more players to contact and develop new consumption habits.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

Fifth, market space

In 2021, the size of the global mobile game market increased by 7.3% year-on-year to $93.2 billion, and the slowdown in growth was mainly due to the fading effect of the global home economy under the new crown epidemic in 2021. In 2021, the number of global gamers will be close to 3 billion, far exceeding the number of domestic players. Thanks to the good payment habits of players in mature markets and the growing base of game paying players in emerging markets, the global layout of mainland game manufacturers has become a clear trend.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

Sixth, related listed companies

Seven, exclusive core tips

"Outlet series" and the current market information is closely integrated, some people say that only in advance to know in advance can seize the opportunity, but I do not see it that way, solid logic is the driving force of stock prices, logical rationality is naturally market recognition, then there is nothing to fear. Of course, even if it is the outlet, we must also pay attention to the situation of "the company's business matching", that is, the content in the "interpretation of the core content of highly matched individual stocks", and only with high correlation can there be sustained performance.

The version number is reissued after 8 months, and the spring of the game industry is coming, so it has core competitiveness

PS: Although the industrial chain is very fine, the relevant stocks are listed, but it is not said that it is the stock with the highest degree of matching, and the stock with high matching degree is inconvenient to display on the platform because of the rule relationship, and it can be requested by leaving a message.

The above is the direction and idea of my own research, that is, to share with you.

I do not recommend any individual stocks, do not accept members, no QQ group, no WeChat group, and never have an interest relationship with anyone, all information is only for their own learning and use, not as a basis for trading, buyers are at their own risk, sellers are also responsible.

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