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.
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.
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.
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.
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.
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.
In terms of main business, due to the Internet dividend peaking and version number factor, Tencent's online game revenue growth slowed down. In the first three quarters of 2018, the ratio of online game revenue to total revenue dropped to 35%, and the growth rate slowed by 13%, but it remained the largest revenue source. Online advertising continued to improve steadily, with an annual growth rate of 46.07%. At the same time, Tencent's organizational structure has been adjusted to six major business groups, To B business will be the focus of future.
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.
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.