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January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

As a strategic partner of the China Game Industry Research Institute, which is managed by the China Audiovisual and Digital Publishing Association, Gamma Data released the "Game Industry Report for January-March 2022".

The data shows that

In 2022Q1, the actual sales revenue of China's game market was 79.474 billion yuan, an increase of 10.08% month-on-month and a year-on-year increase of 3.17%, lower than the year-on-year growth rate in the same period of 2021.

In 2022Q1, the actual sales revenue of China's mobile game market was 60.432 billion yuan, an increase of 9.28% month-on-month and 2.72% year-on-year, lower than the year-on-year growth rate in the same period of 2021.

The actual sales revenue of China's self-developed games in overseas markets was US$4.554 billion, down 0.54% from the previous quarter.

In the flow top 50 mobile game, the fishing game "Fishing Battle" has grown significantly.

The number of outaged products decreased sequentially, with nearly half of them being those in operation for 5 years or more.

4 ultra-casual games entered the list, and the proportion of downloads decreased but the absolute value increased

2022Q1 China Game Market Size:

79.474 billion yuan, an increase of about 3% year-on-year

Gamma data "2022 1-3 month game industry report" (public number: game industry report) shows that from January to March 2022, the actual sales revenue of China's game market was 79.474 billion yuan, an increase of 10.08% month-on-month and a year-on-year increase of 3.17%, lower than the year-on-year growth rate of the same period last year.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

2022Q1 Client Game Market Size:

15.493 billion yuan increased year-on-year

From January to March 2022, the actual sales revenue of China's client game market reached 15.493 billion yuan, with growth from the previous month and the same period last year. Among them, the month-on-month growth was mainly affected by the effects of the Spring Festival activities to promote activity and pull payment; the year-on-year growth benefited from the long-term operation of head products such as "Fantasy Journey to the West" and "Crossfire".

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

2022Q1 Browser Game Market Size:

1.361 billion yuan slight decline from the previous month The market gradually stabilized

From January to March 2022, the actual sales revenue of China's web game market was 1.361 billion yuan, down 2.63% from the previous month. The number of web game subscriptions has declined compared with the previous quarter, but the decline is small, and the web game market is gradually stabilizing.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

2022Q1 Mobile Game Market Size:

60.432 billion yuan increased year-on-year compared with the same period last year

From January to March 2022, the actual sales revenue of China's mobile game market was 60.432 billion yuan, an increase of 9.28% month-on-month and 2.72% year-on-year, lower than the year-on-year growth rate in the same period of 2021. The main reason for the growth is: on the one hand, long-term products such as "Original God" and "Fantasy Journey to the West" bring about an increase in flowing water; on the other hand, products such as the new tour "Civilization and Conquest" bring increments. However, the increase in new travel is less than that of the same period last year, and the year-on-year growth rate is lower than that of the same period last year

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

2022Q1 Overseas Markets:

$4.554 billion down 0.54% sequentially

From January to March 2022, the actual sales revenue of China's self-developed games in overseas markets was US$4.554 billion, down 0.54% from the previous quarter, basically the same as the previous quarter. The main reason is that the new products have not brought a large increase.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: China Game Industry Research Institute & Gamma Data (CNG)

Key overseas market product flow growth TOP5:

New releases, new events, and celebrity endorsements were the main growth factors

From January to March, "Original God" has carried out version updates and new activities every month, driving revenue growth. Among them, the character plot PV "Goddess Split View" in the 2.4 version of the character Yunyi has been played more than 5 million times on YouTube, playing a role in the dissemination of traditional culture.

"Eternal Night Star God" is also updated every month from January to March, and it is in the top 10 of the iOS best-seller list in Taiwan Province of China.

King's Choice's ranking in the US iOS best-seller list from January to March showed an upward trend.

Miracle MU: Authentic Sequel not only invited Power Train to make a theme song for it, but also launched a "twin spokesperson" to promote the game.

At the end of January, "Taoist Out of the View" launched the Spring Festival activities, and benefits such as Spring Festival limited appearance suits and recharge rewards enhanced the player experience and led to revenue growth.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Note: The market monitoring scope of this page of Gamma data is the United States, Japan, South Korea, Hong Kong, Taiwan Province of China and other key areas.

Source: Gamma Data (CNG)

Mobile Game Turnover Chart Calculates TOP10:

Tencent's products ranked in the second half, and only one new tour entered the list

From January to March 2022, in the Gamma Data Mobile Game Turnover Chart TOP10, the game types showed a diversified distribution, including 7 types, Tencent products accounted for 50%, shooting and MOBA each occupied two, and the other was a self-propelled chess type. Only one new tour, 4399's strategic product "Civilization and Conquest", entered the list.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Note: The top 10 mobile games are the top ten products in the gamma data mobile game rolling chart. Gamma data mobile game flow calculation list is gamma data (CNG) through research, financial reports, monitoring list, build models and other methods to measure the product flow ranking in the statistical cycle, product flow for iOS, Android and jailbreak and other channels before the total flow, does not include overseas market flow, data for reference only, the same below.

Source: Gamma Data (CNG)

Flowing Water TOP50 Game Type Distribution:

MMORPG/ARPG has the highest rollover share

From January to March 2022, the turnover share of MMORPG/ARPG in the top 50 mobile games had the highest, but the share of rollover decreased the most compared with the same period last year, mainly because the number of high-volume products was lower than that of the same period last year. The share of card flow increased compared with the same period last year, mainly due to the flow performance of products such as Harry Potter: Magic Awakening and Douluo Continent: Soul Master Showdown; the increase in the share of fishing game flow was mainly due to the flow performance of the tour game "Fishing Battle"; in addition, the share of MOBA, strategy (including SLG) and chess and card types all increased.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

2022 Q1 Mobile Game Product Revenue Source Analysis:

The RPG category stands for Game Product Analysis

From January to March 2022, "Original God" will be updated once a month, adding new characters and new activities while increasing the number of ads, thereby bringing more traffic, followed by a significant increase in flow.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

The data is sourced from App Growing Ad Intelligence Tracking, compiled by Gamma Data

2022 Q1 Mobile Game Product Revenue Source Analysis:

The fishing category stands for Game Analysis

The number of active users in "Fishing Battle" from January to March 2022 increased by more than 100% compared with the same period last year, and most of the iOS best-seller lists from January to March 2022 remained within the TOP20, and the year-on-year growth rate of flow was more than 150%, becoming a representative product of water growth in fishing games.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Summary: Analysis of flowing growth factors

R&D investment factors

The increase in R&D investment and the increase in the proportion of R&D talents have played an important role in meeting the new needs of users, improving product flow and enhancing the competitiveness of enterprises. Taking Tuyou Games as an example, the growth rate of R&D investment has exceeded 50% for many years, and it will exceed 1 billion yuan in 2021. At present, the scale of tuyou games is more than 1,000 people, of which R & D personnel account for nearly 80%, realizing the self-development and spontaneous development of three product lines of card, leisure and elimination. At the same time, in terms of intellectual property rights, as of Q1 2022, the number of tuyou game patents reached 68, including database transaction processing methods, hot update methods that can be used for unity, real-time shadow rendering methods that can be used for mobile terminals, etc., as well as methods and devices to speed up the startup speed of game applications and adaptive methods and devices to maintain the smoothness of the picture. In addition, there are 250 copyrights of Tuyou game software and more than 30 copyrights of works, the content of which involves the characters and art of each game.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Technology iteration factors

Enterprises using new technologies to expand product types to enhance the user experience are also important factors in rolling growth. In recent years, due to the continuous upgrading of front-end game hardware devices such as mobile phones, users' requirements for game design are more diverse, and the demand for real-time interaction between multiple people at the same time has become more and more intense, and enhancing users' immersion, such as seamless large maps, multi-person online interaction at the same time, etc. has become a new direction of research and development in recent years. However, new problems have also emerged, such as the operation efficiency of the back-end server, some companies have carried out research and achieved results, taking the distributed and consistent object database zhugeDB developed by Tuyou Games and the general service-side R&D framework with the data modeling engine luban as the core as an example, which has formed three advantages: "unification", "efficiency" and "reduction of redundancy".

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Release support factors

Self-research and self-development help enterprises to move from good categories to multiple categories and enter the global market from China. Taking Tuyou Games as an example, its main domestic specialty type is fishing games, which have formed a clear advantage in this genre, and the turnover in this category in Q1 2022 will account for 47%, and the main types of overseas specialties are leisure and cards. The card game has been released as a word puzzle, a word puzzle, and the card product has been released as Magnum Quest, which has received S-level recommendations from Google and Apple's homepage resource bits.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Mobile Game Outage Product Statistics:

The number of outaged products fell month-on-month Nearly half of them were long-term products

From January to March 2022, the number of mobile game products outages decreased significantly from the previous quarter, decreasing by 81.82% month-on-month; nearly half of the products that were decommissioned were products that had been in operation for 5 years or more and were at the end of their life cycle.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Note: The statistical scope is the enterprises and products involved in Gamma's R&D competitiveness model, and the statistical deadline is 2022Q1.

Source: Gamma Data (CNG)

iOS channel download calculation list TOP10:

"Glory of Kings" continues to reach the top and no new tours are on the list

From January to March 2022, in the top 10 of the iOS channel download calculation list, "Glory of the King" continued to reach the top, and two products in the MOBA category and the chess and card category were on the list. The sandbox game "Minecraft", since the new version of the update on January 21, 2022, most of the iOS free list is in the TOP25.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Top 5 of the new tour flow list: The strategy category occupies the top 2 models

From January to March 2022, in the first month of the flow top5 (see the note below the figure for the definition of the first month), the strategy (SLG) products occupy the top two seats. The two products are based on the theme of imperial civilization, including heroes from different countries around the world, but the character images are different, and there are also differences in picture quality and gameplay. The other 3 are all MMORPG products, and they are all IP adaptations.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Note: The above mobile games are mobile games launched from January to March 2022, and are ranked according to the domestic all-platform flow situation on the 30 days after the product is launched, and the products that have been online for less than 30 days are estimated according to their current flow conditions. The data is derived from the gamma data mobile game rollover calculation, for reference only.

Source: Gamma Data (CNG)

4 ultra-casual games made the list

The share of downloads declined but increased in absolute terms

Affected by the increased suction effect of high-MAU products such as "Glory of the King" and "Peace Elite", the proportion of downloads of ultra-casual games that entered the top 20 iOS downloads from January to March 2022 declined; however, the number of ultra-casual games and total downloads on the list increased year-on-year, and ultra-casual games continued to develop.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Products from 8 companies

Ohayoo made the 3 models accounted for about 20% of the top 10 downloads.

From January to March 2022, the ultra-leisure products with top 10 downloads involved a total of 8 distribution companies, and Ohayoo's "Ace Used Car", "Dog Head Battle" and "Antiques are Play" 3 products entered the list, accounting for about 20% of the download volume of TOP10 products, and was the only company with multiple products on the list.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

Focus on long-term operations

The average online time of TOP10 products increased by 8 days

Strengthening long-term operation capabilities is a more obvious change in the number of downloads in the past quarter. On the one hand, long-term operational elements such as operation, check-in rewards, and growth routes have been adopted by more listed products; on the other hand, the products represented by Ohayoo's "Doghead Battle" are combined with IP, and the product heat is maintained with the help of IP popularity. Driven by a variety of roles, the average online time of the TOP10 products with ultra-casual game iOS downloads in this quarter increased by 8 days compared with half a year ago.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Note: Upline duration refers to the online time as of the end of the quarter.

Source: Gamma Data (CNG)

Enhance the use of hot elements

60% of the TOP10 products are used more

Increasing the use of hot elements is also a more way to take ultra-casual head products. On the one hand, the number of products with the theme of local users' attention elements has increased, such as "oil", "rent", "antiques", etc.; on the other hand, more content familiar to Chinese users has appeared in the "playing terrier" commonly used in ultra-casual games. Overall, the tendency of head products to customize products according to the cultural preferences of local users has been enhanced.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

Source: Gamma Data (CNG)

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

As a strategic partner of the China Game Industry Research Institute, which is supervised by the China Audiovisual and Digital Publishing Association, Gamma has provided support and assistance for the "China Game Industry Report" released by the Game Working Committee for many years, and its professionalism and authority have been recognized by the industry. Its data has been released at the China Game Industry Annual Conference and the ChinaJoy Summit Forum over the years.

Gamma Data has been associated with assisting local governments in producing various reports over the years. In the past 10 years, he has assisted in the production of the "Shanghai Game Publishing Industry Report". At the same time, it is also the producer of the "Guangdong Game Industry Report".

Gamma Data jointly publishes reports with global Internet giants such as Google and Tencent, and at the same time, strategically cooperates with global research institutions such as Newzoo to jointly conduct market research and analysis. The data reporting of gamma data has great influence on the world.

Gamma Data, CITIC Securities, Haitong Securities, Changjiang Securities, Guotai Junan, etc. jointly held various conferences in the financial field, and its views were widely quoted in the media, brokerage analysis reports, game company press conferences, and even game companies' listing prospectuses and prospectuses.

Gamma data reports and data have also been quoted many times by People's Daily, Xinhua News Agency, and CCTV. When the report was released, many media rushed to report it, and it was widely disseminated.

January-March report: domestic game revenue increased by 3% year-on-year, lower than the same period last year

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