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关于“游戏电竞”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: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:斗鱼直播,虎牙直播,企鹅电竞,龙珠直播,战旗直播,触手直播,蘑菇街,淘宝直播,映客直播,花椒直播,NOW直播,KK直播,一直播,BiliBili,YY直播,快手,CC直播,秀色直播,酷狗直播,抖音,目睹直播,好视通,布马网络等。

中国在线直播行业用户规模近五年来一直保持稳步增长,iiMedia Research(艾媒咨询)数据显示,2019年中国在线直播行业用户规模已增长至5.04亿人,增长率为10.6%;预计2020年在线直播行业用户规模达5.26亿人。2019年,VR、AI等技术带动在线直播行业发展,“直播+”的产品与内容创新不断显现,其中“直播+电商”迎来了高速发展的风口。艾媒咨询分析师认为,未来“直播+”的商业模式将继续发展完善,在线直播平台将更加注重精细化与专业化运营,通过产品、形式与内容的创新塑造和强化自身差异化优势,并通过技术赋能提升用户体验,布局更多业务和内容模块,赢得在线直播行业赛道的竞争。
The user scale of China's online live streaming industry has grown steadily in the past five years. Data from iiMedia Research shows that the user scale of China's online live streaming industry has increased to 504 million in 2019, with a growth rate of 10.6%. It is estimated that the figure will reach 526 million in 2020. In 2019, the development of online live streaming industry will be driven by VR, AI and other technologies, and the innovations on products and contents of “live streaming +” will continue to emerge, among which “live streaming + e-commerce” will usher in the outlet of rapid development. iiMedia Research analysts believe that the “live streaming +” business model will continue to develop in the future. China’s live online platforms will pay more attention to their refinement and specialization operations, build and strengthen their differentiation advantages through the innovations on products, live forms and contents. Through the technology, they can improve their users’ experience, set better business layouts and make more great content modules, to win the competition and stand out in the online live streaming market.

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.

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.

本报告研究涉及企业/品牌包括:白鹭科技、雅基软件、搜游网络、泡泡游戏、勇往科技、西米游戏、腾讯游戏、网易游戏、完美世界、金山逍遥、盛大游戏、空中网、世纪天成、畅游、巨人网络、蜗牛游戏、多玩游戏网、新浪游戏、游久网、太平洋游戏网

中国游戏市场繁荣发展,2018年其实际销售收入接近2150亿元,约占全球的27.48%。同时,随着微信等社交应用的高度普及,移动化、轻度化小程序游戏开始成为中国游戏产业的新动力。iiMedia Reserach(艾媒咨询)大数据监测显示,作为微信小程序的头部应用,小游戏数量超过7000个,日活用户数量达到1亿,人均日使用市场为13分钟。随着5G技术的发展和小游戏市场的成熟,其规模还将不断扩大。

revenue approaching 215 billion yuan in 2018, accounting for about 27.48% of the world's. At the same time, with the high popularity of social applications such as WeChat, Mobile, mildly small program games began to become the new driving force of China's gaming industry. Iimedia reserach (Media Consulting) Big data monitoring shows that as the head of WeChat program, the number of small games more than 7,000, the number of live users reached 100 million, the daily use of the market for 13 minutes. At present, the small game industry has explored a mature industrial chain, business model covers the prop shopping, advertising, e-commerce and other aspects. However, the small game industry as a whole there are weak stickiness, serious homogenization and low maturity of profit model problems. iiMedia Research monitoring found that the future of the small game industry has a number of development trends such as medium and heavy game entry market, advertising market expansion, 5G technology guidance form change and so on.

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