2020年2月24日，全球知名的新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询) 发布《2020年中国新冠肺炎疫情正负影响行业及典型企业业绩影响分析报告》，主要对受2020年疫情影响的典型行业进行盘点分析，并选取典型企业代表进行业绩影响分析。利好企业代表选取三七互娱、荔枝、金山办公，利空企业代表选取中国国旅、南方航空、鄂武商A等。结合企业以往经营情况，预测新冠肺炎对其2020Q1业绩影响。数据显示，春节七天假期内，iOS畅销榜 Top10-60 的游戏流水总量同比增幅超 100%。艾媒咨询分析师认为，疫情引发的“宅经济”利好游戏行业，流水大幅增加对一度季度业绩形成有力支撑，预计部分头部游戏公司业绩增长有望超过50%，给予“非常乐观”评级。
On February 24, 2020, iiMedia Research, a world-renowned third-party data mining and analysis agency for the new economy industry, released the “Analysis of the Impact of 2020 China's Novel Coronavirus Pneumonia on Industry and Enterprise Performance”, mainly analyzes the typical industries affected by the epidemic situation in 2020, and selects representatives of typical enterprises for performance impact analysis. The analysis shows that Sanqi Interactive Entertainment, LIZHI, and WPS office are selected for representatives of enterprises under positive influence, and China International Travel Service, China Southern Airlines and Wuhan Department Store are selected for representatives of enterprises under negative influence. The novel coronavirus pneumonia was predicted to predict its 2020Q1 performance based on the past business situation. Data show that during the seven-day holiday period of the Spring Festival, the top 10-60 games on iOS best-selling games increased by more than 100% year-on-year. iiMedia Consulting analysts believe that the "home economy" triggered by the NCP is good for the gaming industry, and the substantial increase in flow has strongly supported the quarterly results. It is expected that the performance of some leading game companies will exceed 50%, giving them a “very optimistic” rating.
Since 2019, China's 5G commercial landing has accelerated. As an important application scenario, cloud games have become increasingly prominent commercial value, and gradually become a hot track for multiple manufacturers to compete for layout. Although some start-ups have layout for a long time, restricted by technology, content, experience and other factors, cloud games have not been widely promoted in the Chinese market, and the user awareness is not high. According to the data of iiMedia research, 66.9% of the Internet users interviewed lack of knowledge about cloud games, of which 27.8% have never heard of it. iiMedia consulting analysts believe that with the rapid promotion of 5G, cloud games will return to the development outlet, and the investment in cloud game industry will increase significantly, which is conducive to improving the attention, awareness and participation of the society. It is expected that in the next three years, cloud game users in China will maintain a high growth rate, and the number of users will reach 373 million by 2021. At the same time, cloud games will also drive the transformation of the entire game industry chain, enhance the voice of game developers in the industry chain, intensify the competition between cloud game platforms, and promote the upgrading of game content quality.
iiMedia Research （艾媒咨询）数据显示，2018年中国手机游戏市场规模接近1500亿元，较2017年增长26.4%，而对于游戏行业整体而言，2018年增速仅为5.3%。近年游戏行业发展繁荣主要由手机游戏高速增长所致，目前行业头部企业如腾讯游戏、网易游戏均在手游领域投入巨大。2018年收入前50手游新品中，腾讯、网易研发的游戏合计收入占比达到44.4%。近年来，中国游戏企业重视企业形象和社会责任，iiMedia Research （艾媒咨询）数据显示，社会责任感TOP50网络游戏企业中，三分之二来自于北上广深一线城市。在企业上市情况方面，A股上市企业占比高达56.0%，经济效益对于企业发挥社会责任感起到关键作用。腾讯游戏、多益网络社会责任感得分分别为上市企业和非上市企业之首，头部企业更需发挥行业领头作用，树立良好业内形象。
As the data of iiMedia Research showed, the scale of China mobile game market in 2018 is close to 150 billion yuan, with an increase of 26.4% over 2017. While for the whole game industry, the growth rate in 2018 is only 5.3%. In recent years, the development and prosperity of the game industry is mainly caused by the rapid growth of mobile games market. At present, leading enterprises in the industry, such as Tencent games and Netease games, have invested tremendous amounts in the field of mobile games. Tencent and Netease accounted for 44.4% of the total revenue of the top 50 mobile games in 2018. In recent years, Chinese game companies attach great importance to corporate image and social responsibility. As the data of iiMedia Research showed, two-thirds of TOP50 online game companies with most social responsibility come from first-tier cities in Beijing, Shanghai, Guangzhou and Shenzhen. As for the listing situation of enterprises, the proportion of A-share listed enterprises is as high as 56.0%. Economic benefits play a key role in the social responsibility of enterprises. Tencent Game and Duoyi Network have the highest scores of social responsibility for listed and non-listed enterprises respectively. Head enterprises need to play a leading role in the industry and establish a good image in the industry.
As the data of iiMedia Research showed, the scale of China Mobile E-Sports market reached 44.93 billion yuan in 2018, and the scale of users reached 302 million people. The professional leagues of Mobile E-Sports have become the focus of public attention, among them, the King Pro League (KPL) and Battle of Balls Pro League (BPL) have perfect competition system and great influence, which are the benchmarks of commercialization of Mobile E-Sports.Mobile e-sports can often surpass the attention of the game itself and bring more social effects. In the future, mobile e-sports can generate more industrial energy in the competitive sports environment.
As the data of iiMedia Research showed, the user scale of the China Game industry has reached 626 million. While the scale of users is expanding, the growth process is slowing down. Leading platforms start to improve their content supervision mechanism and instructions towards juveniles, given the strict policy supervision. 48.4% of the interviewed users indicate they have encountered infringement of rights while only 46.4% of the interviewed users have defended their rights. Therefore, right-safeguard mechanism in the games industry should be perfected.