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The "2023 China Game Industry Report" was officially released

author:Game Grape
The "2023 China Game Industry Report" was officially released

Zhang Yijun, first vice chairman of the China Audio-video and Digital Publishing Association and chairman of the Game Working Committee of the China Audio-video and Digital Publishing Association

On December 15, the 2023 China Game Industry Annual Conference was held in Huangpu District, Guangzhou, hosted by the China Audio-video and Digital Publishing Association, the Management Committee of Guangzhou Development Zone, and the People's Government of Huangpu District, Guangzhou, and hosted by the Game Working Committee of the China Audio and Digital Association, the Propaganda Department of the Guangzhou Huangpu District Committee of the Communist Party of China, Huangpu Culture (Guangzhou) Development Group Co., Ltd., and Huangpu Culture, Commerce and Tourism (Guangzhou) Group Co., Ltd. Zhang Yijun, first vice chairman of the China Audio-video and Digital Publishing Association and chairman of the Game Working Committee, officially released the "2023 China Game Industry Report" at the event, and interpreted the report in detail:

Here's the full text:

Ladies and gentlemen,

According to the schedule of the conference, on behalf of the Game Publishing Working Committee of the China Audio-video and Digital Publishing Association, I will release an on-site summary of the survey data and professional information formed in the development of the mainland game industry in 2023.

The overall operation of the mainland game industry in 2023 can be summarized as follows: first, the compliance and self-discipline of practitioners and the protection of minors have become normalized; second, although the domestic game market has rebounded significantly, the pressure is still great, and confidence needs to be boosted; third, the business model has been newly expanded, and the operating efficiency has been improved through technological development and application exploration; fourth, the overseas market has continued to deploy, and in the fierce competitive environment, overseas revenue has declined slightly; fifth, self-developed products have gradually become the mainstream to explore and disseminate excellent traditional Chinese culture; sixth, the impact of e-sports in Asia is far-reaching, and the development of the industry has ushered in new opportunities; seventh"Game+" cross-border empowerment, social benefits and corporate responsibility have been newly reflected.

The main data and professional information of the development of China's game industry in 2023 are as follows:

In 2023, the actual sales revenue of the domestic game market will be 302.964 billion yuan, a year-on-year increase of 13.95%, breaking through the 300 billion mark for the first time.

The number of users was 668 million, a year-on-year increase of 0.61%, a record high.

The main reasons for the year-on-year increase in revenue and the record high include: many negative factors have subsided significantly during the epidemic, and users' willingness and ability to consume have rebounded, new game products have been launched in a concentrated manner and there have been explosive models, which together with long-term operation products have supported revenue growth, and the widespread adoption of multi-terminal concurrency has significantly contributed to revenue growth.

In 2023, the actual sales revenue of mainland China's self-developed games in the domestic market will be 256.375 billion yuan, a year-on-year increase of 15.29%.

In addition, the overseas sales revenue of self-developed products was 16.366 billion US dollars, and the scale exceeded 100 billion yuan for four consecutive years. However, from the data, it decreased by 5.65% year-on-year, indicating that factors such as turbulent international situation, fierce market competition and changes in privacy policies have increased the difficulty of going overseas and operating costs.

In 2023, the United States and Japan will still be the main overseas markets for mobile games, accounting for 32.51% and 18.87% respectively, while South Korea is in third place with 8.18%. In addition, Germany, the United Kingdom, and Canada together accounted for 9.45%. Overseas emerging markets such as the Middle East and Latin America have not seen significant improvement.

Among the top 100 self-developed mobile games in terms of overseas revenue, strategy accounted for 40.31%, role-playing accounted for 15.97%, shooting and casual accounted for 10.03% and 5.11% respectively. In the past three years, the strategy category has been the main force of overseas revenue, and the total revenue proportion of the top three has increased from 63.87% last year to 66.31% this year.

In the market segment, the actual sales revenue of mobile games increased significantly, accounting for 74.88% of the revenue, continuing to dominate, the actual sales revenue of client games continued to increase, accounting for 21.88%, and the sales revenue of web games continued to shrink, accounting for only 1.57%.

In 2023, the actual sales revenue of the mobile game market in mainland China will be 226.86 billion yuan, a year-on-year increase of 17.51%, setting a new record.

In 2023, among the top 100 mobile game products by revenue, role-playing will be significantly higher than other genres, accounting for 31%, strategy and cards will account for 9%, and shooting and chess and cards will account for 7% respectively.

In terms of revenue, role-playing ranked first with 29.55% of the total revenue, followed by multiplayer online tactical competition with 17.01%, and shooting ranked third with 14.7%, accounting for 61.26% of the total revenue. In addition, shooting, strategy, and card revenues all declined compared to last year.

In 2023, the actual sales revenue of the domestic client game market will be 66.283 billion yuan, a year-on-year increase of 8%, mainly due to the stable revenue of massively multiplayer online role-playing games (MMORPGs), the continuous growth of revenue from head e-sports and two-dimensional games, and the simultaneous release of more new products on PC.

The actual sales revenue of the web game market fell by 10.04% year-on-year, and the overall scale was 4.75 billion yuan, which was the eighth consecutive year of decline.

In 2023, the actual sales revenue of China's console game market will be 2.893 billion yuan, a year-on-year increase of 22.93%.

In 2023, the actual sales revenue of China's e-sports game market will be 132.945 billion yuan, a year-on-year increase of 12.85%. It should be noted here that this data is the sales data of e-sports game products, and does not include e-sports live broadcast, club operation and event revenue according to international practice. The actual revenue data of the e-sports industry after adjusting the statistical caliber will be officially released at the annual meeting of the e-sports industry to be held next week.

The revenue growth of e-sports game products is mainly due to the stability of the basic disk of the top e-sports games, the launch of emerging e-sports game categories and self-developed new products, which have won the favor of players and brought significant growth to the market, and the successful holding of the e-sports event of the Hangzhou Asian Games and the outstanding performance of the Chinese team may have a certain blessing effect.

In 2023, the actual sales revenue of the ACG mobile game market will be 31.707 billion yuan, a year-on-year increase of 31.01%, a significant increase. This is mainly due to the high willingness and ability of the user group to pay, the profitability of the top products is particularly impressive, and the performance of a few new products is also very strong. It should be pointed out that the two-dimensional market concentration is high, and the revenue is mainly concentrated in the head products, and the revenue level of those non-head products is not ideal.

In 2023, the revenue of the domestic casual mobile game market will be 31.841 billion yuan, a year-on-year decrease of 7.54%. Among them, the revenue generated by internal purchases was 20.087 billion yuan, a year-on-year increase of 109.7%, and the advertising revenue was 11.754 billion yuan, a year-on-year decrease of 52.7%. The data shows that its revenue structure and business model have changed significantly, and the IAA model has weakened significantly.

In 2023, the revenue of the domestic mini program game market will be 20 billion yuan, a year-on-year increase of 300%. At this stage, the monetization model of Mini Program games mainly includes three types: in-app purchase payment, advertising monetization, and hybrid monetization. At present, due to the rapid increase in the proportion of in-app purchase payment, the scale of the mini game market has grown rapidly.

As we prepare for the new year, all practitioners need to pay special attention to the following new situations and trends:

First, the promulgation of the Regulations on the Protection of Minors on the Internet has provided more specific guidance for the game industry to improve and implement the protection of minors; Third, the inheritance and promotion of the excellent traditional Chinese culture has become the consensus of the industry, which will be reflected by creating high-quality masterpieces; fourth, the scientific and technological innovation ability and cross-border empowerment effect of the game industry will be further enhanced and strengthened; and fifth, with the globalization of the game industry in the mainland, international exchanges and cooperation will become more frequent and deeper.

The above is the full summary of the 2023 China Game Industry Report. Thank you!

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