In the first half of this year, our game market actual sales revenue reached 49.62 billion yuan

Source: Internet
Author: User
Keywords Hand Tour
Tags development etc game game market games market market sales market scale

Absrtact: In the first half of this year, China's game (including the network game market, mobile game market, single game market, etc.) market actual sales revenue reached 49.62 billion yuan, an increase of 46.4%, the number of users reached 400 million, the year-on-year growth of 9.5%. In the overall game market scale

In the first half of this year, China's game (including the network game market, mobile game market, single game market, etc.) the actual market sales revenue reached 49.62 billion yuan, an increase of 46.4%, the number of users reached 400 million, the year-on-year growth of 9.5%. While the overall game market is growing at a high speed, there is a differentiation between different forms of game markets. The first half of this year's domestic client game market sales revenue of 25.57 billion yuan, an increase of 9.8%, the market share of 51.5%, down 17.2%; web game sales revenue 9.18 billion yuan, the year-on-year increase of 71.9%, the market share of 18.5%, up 2.7% Mobile game market sales revenue of 12.52 billion yuan, an increase of 394.9%, the market share of 25.2%, the year-on-year growth of 17.7%.

Market Research Institute Yi think tank, the first half of 2014, the domestic mobile game market size for the first time not only exceeded the size of the web game market, while its growth rate has become the main driving force in China's online game market, the annual market is expected to be more than 25 billion yuan.

Industry insiders pointed out that in recent years, mobile phone hardware performance has been greatly improved to provide a hardware basis for game user transformation, while the 3G network gradually mature and 4G license distribution, but also for the transformation of the game users to provide the network foundation, coupled with the literature, games, film, animation and other fields more closely, The cross fusion of each other also provides a brand-new development environment for the hand tour. Since 2013, the domestic hand tour market on the blowout situation, become the whole game market new growth engine and major manufacturers of the layout of the focus, many non-game enterprises began to restructure, mergers and acquisitions, new and other ways to enter the field of hand-tour.

According to incomplete statistics, only the first half of this year, the hand travel industry has a track record of capital operation of nearly 80. The investment in the behind, is the domestic hand tour market has emerged a clear bubble and worry.

At present, the domestic hand tour development team has reached thousands of, each month there are at least 100 hand tour products through a variety of channels online promotion. Hand Tour practitioners are tan Chen, the whole environment is too impetuous, the emergence of a best-selling hand tour products, will soon have a good dozens of similar game out, disrupting the entire market. Compared with the international well-known manufacturers, the domestic hand tour products lack of masterpiece, life cycle is very short, many are short-lived.

In addition, according to a number of monitoring agencies reported that the first half of this year, smartphone shipments fell on the chain. It is clear that the smartphone market is undergoing a transformation and that the market will shift from the incremental era to the era of stock substitution. That means a series of bonuses from smartphone growth are fading. Tencent Games Vice president Lu Peng Frankly, the demographic dividend effect began to disappear, the third quarter did not have good products, these factors have led to the hand travel industry in the third quarter of growth began to slow.

There is no doubt that mobile gaming is the most explosive growth of mobile internet, the most powerful field of liquidity. But to be successful in this field, domestic handset manufacturers should abandon the impetuous mentality of earning "fast money", adhere to independent research and development and intellectual property rights, to create masterpiece works, and should not blindly follow the copycat and plagiarism. To have high-quality hand-travel to build and reserve capacity, to have a strong channel distribution and promotion capabilities, to build the player's identity and follow the corporate brand, only in this way, the entire hand tour market can be a healthy and sustainable development.

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