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.
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.