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关于“云游戏”的报告

本报告研究涉及企业/品牌/案例:西山居,动视云,海马云,华为云。

受疫情影响,互联网+文化消费呈逆势上升,助推了云游戏社会认知度的跃升。iiMedia Research(艾媒咨询)数据显示,在对云游戏有所了解的受访网民中,有70.7%的人拥有体验经历,而且超七成的人在初次体验之后会选择再次游玩,但当前云游戏用户游玩频率、时长仍处于起步阶段,付费转化率、付费金额、付费意愿水平较低,并且43.7%的受访用户希望延长游戏免费体验时长。艾媒咨询分析师认为,虽然新冠疫情加速了大众对云概念的认知,但当前云游戏仍处在发展起步阶段,如何在内容及体验感方面进行改善,提升用户粘性和付费转化率将成为关注重点。

  Affected by the epidemic, Internet plus cultural consumption has been on the rise, boosting the social awareness of cloud games. According to the data of iiMedia research, 70.7% of the Internet users interviewed who have some knowledge of cloud games have experience, and more than 70% of them will choose to play again after the first experience. However, the frequency and duration of cloud game users are still in the initial stage currently, and the payment conversion rate, payment amount and willingness level are low, and 43.7% of the Internet users interviewed hope to extend the free experience time of the game. iiMedia consulting analysts believe that although the new crown epidemic accelerated the public's understanding of cloud concept, cloud games are still in the initial stage of development. How to improve the content and experience, improve user stickiness and pay conversion rate will become the focus of attention.

本报告研究涉及企业/品牌/案例:腾讯,英特尔,完美世界,谷歌,电信,华为,网易游戏,三七互娱,金山云,格来云游戏,视博云,红手指,小沃科技,达龙云电脑,中国联通,中国移动,阿里云,Ubitus,海马云,中国信通院

2019年以来,中国5G商用落地加速,云游戏作为重要的应用场景,商业价值日益凸显,逐渐成为多方厂商争相布局的热门赛道。虽然部分初创企业早有布局,但受技术、内容、体验感等多种因素制约,云游戏在中国市场并未得到广泛推广,用户认知程度不高。iiMedia Research(艾媒咨询)数据显示,66.9%的受访网民对云游戏了解较为匮乏,其中完全没听过的占27.8%。艾媒咨询分析师认为,5G的快速推进,让云游戏重回发展风口,云游戏产业投入力度将会大幅增加,有利于提升社会的关注度、认知度以及参与度。预计未来三年,中国云游戏用户将保持较高的增长速率,至2021年用户规模将达3.73亿人。与此同时,云游戏也将带动整个游戏产业链的变革,提升游戏开发商产业链话语权,激化云游戏平台之间的竞争,推动游戏内容品质升级。

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.

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