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关于“游戏”的报告

本报告研究涉及企业/品牌/案例:腾讯、大连竞胜、IG、斗鱼。

在电子设备及现代信息技术的高速发展下,中国电子竞技市场规模不断扩大,在2019年达到982.2亿元,预计到2020年达到1095.6亿元。其中,得益于爆款游戏的打造,移动端电竞成为了电竞产业发展的主要驱动力,用户规模预计在2020年达到3.75亿人。iiMedia Research(艾媒咨询)数据显示,63.6%的受访网民希望加强本土电竞产业建设,并有79.8%的受访网民支持打造“本土化”电子竞技战队,体现出民众电竞观念的进一步渗透。在“新冠疫情”爆发的背景下,电子竞技产业通过创新技术的应用及云上电竞馆等商业模式的探索来应对疫情所带来的挑战,在提升用户体验的同时为行业创造更大的商业价值。

Driven by the rapid development of electronic devices and modern information technology, the scale of the China E-Sports market has enlarged continually, which has reached 98.22 billion RMB in 2019, and is expected to reach 109.56 billion RMB in 2020. Meanwhile, benefited from the making of various hit games, mobile E-Sports has become the main driven force of the development of the whole E-Sports industry, and the user scale is expected to reach 37.5 billion in 2020. As the data of iiMedia Research showed, 63.6% of the interviewed users wish to improve the construction of local E-Sports industry, and 79.8% of the interviewed users support to build local E-Sports teams, which showed a further penetration of E-Sports awareness of the citizens. Within the background of “COVID-19”, the E-Sports industry faced the challenge of the pandemic crises by applying creative technology and exploring new business models such as “E-Sports stadium on cloud”, which both improved the users’ experience and created extra business value for the industry.

本报告研究涉及企业/品牌/案例:酷我音乐、中文在线、爱奇艺、腾讯游戏。
  随着疫情的扩散,各地陆续出台了限制公共聚集活动、文化娱乐场所营业的要求和延迟复工复学的通知。线下活动受限,居家隔离期间,广大网民线上娱乐需求增长刺激各种云娱乐方式拓展。 2020年第一季度中国在线文娱市场规模超1400亿元,增长率达到27%。预计2020年全年中国在线文娱市场规模将超5000亿元,较2019年增长30%以上。疫情期间,在线文娱平台通过媒介优势,主动承担社会责任助力防疫抗疫,并由娱乐导向拓展到兼具资讯、社交、教育特征。后疫情时代,短视频、网络直播、网络动漫、网络文学、游戏、音乐等在线文娱内容形态将进一步交叉结合。与此同时,传统文娱也将加速线上化进程,以云综艺为典型的新型在线文娱类型将日益增多。

  With the spread of the COVID - 19, local governments have issued restrictions on public gatherings and cultural and entertainment venues, as well as notices to delay the resumption of work and school,So offline activities are limited. During home isolation, the growth of online entertainment demand of netizens stimulates the expansion of various cloud entertainment methods. In the first quarter of 2020, the scale of China's online entertainment market exceeded 140 billion yuan, with a growth rate of 27%. It is expected that the scale of China's online entertainment market will exceed 500 billion yuan in 2020, increasing by more than 30% compared with 2019. During the COVID-19, online entertainment platforms took the initiative to take social responsibilities to help epidemic prevention and Disseminate anti-epidemic measures through media, and expanded from entertainment to information, social contact and education features. In the Post-epidemic era, online entertainment forms such as short videos, live streaming, online animation, online literature, games and music will be further integrated. At the same time, traditional entertainment will also accelerate the process of online entertainment, and cloud entertainment as a typical new type of online entertainment will be increasing.

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:三七互娱,多益网络,腾讯游戏;其他提及企业/品牌:网易游戏,巨人网络,盛趣游戏,37游戏,紫龙游戏,bilibili,完美世界,虎牙直播,斗鱼直播

iiMedia Research(艾媒咨询)数据显示,中国移动游戏行业整体保持稳定提升的发展态势,2019 年中国移动游戏市场规模达1660.3亿元,预计2020年移动游戏行业市场规模将超过1800亿元。玩家以90后、95后为主,以年轻玩家为主导的移动游戏行业场景进一步拓展, 游戏+直播、游戏+视频、游戏+音乐、游戏+新文创等形式不断创新。得益于边缘计算、音视频解码等技术发展,5G浪潮下,云游戏将迸发巨大发展潜力,而围绕游戏展开的泛娱乐场景也将进一步开拓。艾媒咨询分析师认为,当前中国移动游戏凭借新技术、新人群的迭代发展而呈现较好发展态势,与此同时,在版号政策、内容管控之下,中国移动游戏厂商也要加强行业自律,注重移动游戏的正向价值,在游戏开发、运营上都需重点考虑未成年人的健康成长问题。

iiMedia Research data shows that China's mobile game industry as a whole maintains a stable development trend, with the market size of mobile game in China reaching 166.03 billion yuan in 2019, and the actual sales revenue of mobile game industry is expected to exceed 180 billion yuan in 2020. The mobile game industry scene, dominated by young players, has been further expanded. Game + live broadcast, game + video, game + music, game + new cultural and creative forms have been constantly innovated. Thanks to the development of technologies such as edge computing and audio and video decoding, cloud games will unleash huge development potential under the 5G wave, and the pan-entertainment scenes around games will be further explored. Ai media consulting analysts believe that the current China mobile games with the iterative development of new technology, new presents the good development trend, at the same time, under the policy, content control plate number, China mobile game makers also want to strengthen industry self-discipline, pay attention to the positive value of mobile games, needs to consider in game development and operation problem of the healthy growth of minors.

本报告研究涉及企业/品牌/案例:人民网,华谊兄弟,腾讯音乐集团,阅文集团,哔哩哔哩,抖音,虎牙直播,腾讯游戏;其他提及企业/品牌:人民在线,人民视讯,环球网,幸福蓝海影视文化集团,中央广播电视台,中视传媒股份有限公司,中影集团,上影集团,光线传媒,华谊兄弟,博纳影业,万达影视传媒,腾讯,百度,阿里巴巴,考拉FM,QQ音乐,酷狗音乐,酷我音乐,全民K歌,虾米音乐,网易云音乐,猫眼娱乐,QQ阅读,起点中文网,新丽传媒,天方听书网,喜马拉雅,懒人听书,AcFun,搜狐视频,乐视视频,次元社,微信,支付宝,豌豆荚,百度应用,中国移动,中国电信,华为,美图手机,阿里云视频,快手,梨视频,腾讯微视,斗鱼直播,YY直播,王者荣耀,QQ游戏,网易游戏,百度,字节跳动,企鹅影视,淘票票,优酷视频,UC浏览器,书旗小说,阿里体育,百度贴吧,爱奇艺,梨视频,百度问答,今日头条,西瓜视频,火山小视频,懂车帝,皮皮虾视频,芒果TV

本报告主要通过文娱行业的投融资数据,对媒体、影视、音乐、阅读、动漫、短视频、网络直播、游戏等文娱细分领域的上下游进行深入探究,并对阿里文娱、腾讯、哔哩哔哩、爱奇艺等典型企业的文娱投资进行案例分析,以此对中国文娱行业的发展进行预判。文娱行业的高速发展赢得了资本市场的青睐,媒体仍占据文娱投资细分领域的头部地位,影视、动漫在数字技术帮助下,优势明显。而互联网大企业依托自身业务,进行文娱生态布局,掌握了一定的先发优势。

The rapid development of the entertainment industry has won the favor of the capital market. From the perspective of segmentation, in 2019, the media sector received 30.2% of financing, ranking first in the segment of the entertainment industry, followed by film and television (19.0%), animation (16.8%), and short video (12.3%). Rank third and fourth. iiMedia Research analysts believe that the entertainment industry has obvious advantages in the help of digital technology in film, television, and animation. In the mobile Internet era, new formats and models of short video and live broadcast are favored by the investment market; and large Internet companies rely on their own businesses to carry out the ecological layout of the entertainment industry has a certain first-mover advantage.

本报告研究涉及企业/品牌/案例:淘宝,拼多多,快手,抖音,美团,饿了么,阿里健康,新东方在线,腾讯课堂,钉钉,58同城,恒大集团,拓维信息,昂立教育,齐心集团,鸿合科技,三爱富,全通教育,会畅通讯,世纪天鸿,方直科技,三五互联,金科文化,二六三,高乐股份,智莱科技,圆通速递,佛塑科技,顺丰控股,三泰科技,外运发展,韵达股份,*ST飞马,申通快递,*ST长投,德邦股份,厦门象屿,苏宁易购,飞力达,中储股份,怡亚通,中国外运,华贸物流,铁龙物流,华鹏飞,中文在线,掌趣科技,三五互联,金科文化,昆仑万维,姚记科技,三七互娱,冰川网络,拓维信息,完美世界,芒果超媒,爱奇艺,哔哩哔哩,腾讯控股,优酷土豆,映客,斗鱼,虎牙直播,宝通科技,迅游科技,游族网络,长城动漫,世纪华通,天舟文化,东方明珠,吉比特,巨人网络,中青宝,京东生鲜,饿了么,美团买菜,叮咚买菜,每日优鲜,苏宁到家,本来生活,食行生鲜等。

2020年2月21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年中国疫情影响下的“宅经济”发展及投资逻辑分析报告》。报告根据艾媒数据中心、艾媒咨询商业情报数据库、艾媒商情舆情数据监测系统基础数据,对2020年新冠病毒影响下的中国经济发展投资逻辑进行分析,特别对疫情利好的“宅经济”以及利空行业进行深度分析,以快递行业、在线娱乐、生鲜电商、在线教育、在线医疗、在线办公等行业案例,深入探究运行模式和发展趋势。2019年,21.3%宅家网民线上消费占总消费的比例在61%以上,宅家网民对线上消费依赖程度较高;77.1%宅家网民主要通过线上渠道进行娱乐,其中最受欢迎的是影视音乐,占比48.2%。艾媒咨询分析师认为,中国“宅经济”业态早已形成,但在2020年新春新冠状病毒疫情影响下,居民防疫隔离增加了宅在家里的时间,线上消费、线上娱乐需求增加,使得“宅经济”成为当前重要的经济发展模式。
In 2019, 21.3% of home netizens' online consumption accounted for more than 61% of total consumption, and home netizens rely heavily on online consumption; 77.1% of home netizens mainly used online channels for entertainment, the most popular of which Film and television music accounted for 48.2%. iiMedia Researchh analysts believe that China's "House Economy" format has long been formed, but under the influence of the New Year coronavirus epidemic in 2020, the quarantine of residents will increase the time spent at home, and online consumption and online entertainment demand will increase "House economy" has become an important economic development model.

本报告研究涉及企业/品牌/案例:QQ浏览器,猎豹浏览器,欧朋浏览器,UC浏览器,百度浏览器,搜狗手机浏览器,360浏览器,极速浏览器,360政企浏览器,360极速浏览器,

iiMedia Research(艾媒咨询)数据显示,2019年中国第三方手机浏览器用户规模达6.82亿人,同比增长为4.4%;预计2021年的用户规模达7.30亿人,同比增速将下降至3.3%。移动互联网用户增长红利式微,占据用户心智成为了发展与竞争的关键。iiMedia Research(艾媒咨询)数据显示,主流手机浏览器拥有超六成90后用户,其中UC浏览器和搜狗浏览器的年轻用户占比超七成。随着年轻群体经济能力的增强,年轻消费用户正在崛起。同时,下沉市场用户的实力也不容轻视。下沉市场和年轻群体将成为各厂商争夺的焦点。在市场竞争激烈的背景下,对于手机浏览器厂商来说,洞察用户需求,向平台化发展,丰富平台内容,拓展功能,延伸场景,提升用户获取内容信息的效率,将能提高用户黏性以及收获用户的肯定。
As the data of iiMedia Research showed, in 2019, the number of third-party mobile browser users in China reached 682 million with a year-on-year growth of 3.9%. The scale of the users is expected to reach 730 million in 2021, a year-on-year increase that will continue to decline to 3.3%. As the growth bonus of mobile Internet users has diminished, occupying users' minds has become the key to development and competition. As the data of iiMedia Research showed, mainstream mobile browsers have more than 60% of the post-90s users, of which young users of UC browser and Sogou browser accounted for more than 70%. With the increase of young people's economic capabilities, young users are increasingly important. At the same time, the importance of sinking market users should not be underestimated. Sinking markets and younger groups will become the focus of competition among manufacturers. In the context of fierce market competition, for mobile browser manufacturers, insight into users’ demand and development towards a platform, enriching content in the platform, expanding functions, extending scenarios, and improving the efficiency of users' access to content information will improve users’ stickiness and gain the affirmation of users.

本报告涉及企业/品牌包括:摩根士丹利、摩根大通、美银美林、奥飞娱乐、红杉资本、招银国际、腾讯、凤凰资本、NeoTV、优酷、土豆、战旗TV、虎牙TV

iiMedia Research(艾媒咨询)数据显示,2018年中国游戏直播用户规模达2.63亿人,增速为27.1%,游戏直播市场2018年实际销售收入为74.4亿元,同比增速高达107.20%。电子竞技的发展将为游戏直播行业注入新动力,预计2019年用户规模将突破3亿,随着游戏直播付费模式逐渐成熟,市场规模也将保持高速增长。斗鱼作为中国老牌游戏直播平台,在资本的鼎立支持下逐渐成长为行业寡头,业绩方面较以往有了较大改善,2018年营收达36.54亿元,同比增长93.74%,归母净利润-8.83亿元,亏损幅度收窄。2019年斗鱼再次开启IPO之路,于4月22日正式向美国证券交易委员会递交招股书,预计融资规模5亿美元,款项主要用于引入优质电竞内容、加强技术实力以及提升品牌效应。艾媒咨询分析师认为,斗鱼IPO虽然能助力公司快速步入发展的新阶段,但其面临的营收模式单一、内容竞争壁垒不强、运营成本难降低、监管风险等挑战依然严峻。

According to iiMedia Research, the number of live games users in China reached 263 million in 2018, a growth rate of 27.1%. The actual sales revenue of the game live broadcast market in 2018 was 7.44 billion yuan, a year-on-year growth rate of 107.20%. The development of eSports will inject new impetus into the game live broadcast industry. It is expected that the user scale will exceed 300 million in 2019. As the game live paying model matures, the market size will also maintain rapid growth. As the old-fashioned game live broadcast platform in China, DouYu has gradually grown into an industry oligarch with the support of capital. The performance has been greatly improved compared with the past. The revenue in 2018 reached 3.654 billion yuan, an increase of 93.74% over the same period of last year. 883 million yuan, the loss has narrowed. In 2019, DouYu once again opened the IPO road. On April 22, it officially submitted a prospectus to the US Securities and Exchange Commission. The estimated financing scale is 500 million US dollars. The funds are mainly used to introduce high-quality e-sports content, strengthen technical strength and enhance brand effect. iiMedia Consulting analysts believe that although the IPO can help the company to quickly enter a new stage of development, its challenges of single revenue mode, weak content competition barriers, difficult to reduce operating costs, and regulatory risks remain severe.

本报告研究涉及企业/品牌包括:腾讯游戏、网易游戏、三七互娱、完美世界、多益网络、巨人网络、昆仑万维、盛趣游戏、游族网络、世纪华通、英雄互娱、掌趣科技、游久游戏、龙图游戏、吉比特、光线传媒、中文传媒、乐元素、网龙、欢悦互娱、天神娱乐、浙数文化、中手游、恺英网络、冰川网络、顺网科技、云游控股、华清飞扬、第七大道、柠檬微趣、盛天网络、电广传媒、奥飞娱乐、IGG、全科文化、金山软件、际动网络、铁血科技、天舟文化、凯撒文化、拓维信息、乐游科技控股、掌中飞天、塔人网络、深海软件、迅游科技、博雅互动、宝通科技、人人游戏、云畅游戏

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.

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