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.
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.
2020年2月24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年中国新冠肺炎疫情正负影响行业及典型企业业绩影响分析报告》，主要对受2020年疫情影响的典型行业进行盘点分析，并选取典型企业代表进行业绩影响分析。利好企业代表选取三七互娱、荔枝、金山办公，利空企业代表选取中国国旅、南方航空、鄂武商A等。结合企业以往经营情况，预测新冠肺炎对其2020Q1业绩影响。数据显示，春节七天假期内，iOS畅销榜 Top10-60 的游戏流水总量同比增幅超 100%。艾媒咨询分析师认为，疫情引发的“宅经济”利好游戏行业，流水大幅增加对一度季度业绩形成有力支撑，预计部分头部游戏公司业绩增长有望超过50%，给予“非常乐观”评级。
On February 24, 2020, iiMedia Research, a world-renowned third-party data mining and analysis agency for the new economy industry, released the “Analysis of the Impact of 2020 China's Novel Coronavirus Pneumonia on Industry and Enterprise Performance”, mainly analyzes the typical industries affected by the epidemic situation in 2020, and selects representatives of typical enterprises for performance impact analysis. The analysis shows that Sanqi Interactive Entertainment, LIZHI, and WPS office are selected for representatives of enterprises under positive influence, and China International Travel Service, China Southern Airlines and Wuhan Department Store are selected for representatives of enterprises under negative influence. The novel coronavirus pneumonia was predicted to predict its 2020Q1 performance based on the past business situation. Data show that during the seven-day holiday period of the Spring Festival, the top 10-60 games on iOS best-selling games increased by more than 100% year-on-year. iiMedia Consulting analysts believe that the "home economy" triggered by the NCP is good for the gaming industry, and the substantial increase in flow has strongly supported the quarterly results. It is expected that the performance of some leading game companies will exceed 50%, giving them a “very optimistic” rating.
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.
Since the 18th national congress of the communist party of China, cultural and creative industry in China has been developing well, supported by national policies, economy, society, science and technology and other conditions. With the upgrading of consumption and the promotion of the national cultural consciousness, the overall revenue scale of cultural and creative industry has been expanding, and the supply has presented a gap. At present, cultural and creative industry in China has the characteristics of common development of game animation, music audio and other industries. According to iiMedia Research, the number of mobile game users in China has reached 565 million in 2018, the number of music client users has reached 543 million, and the number of animation users has reached 276 million . In this report, the characteristics of China's cultural and creative industry are specifically analyzed from eight subsectors, namely game, animation, film, offline mini KTV, music, audio, short video and knowledge payment, and the existing five industry problems are proposed. iiMedia analysts believe that the development of China's cultural and creative industry has the following features and eight trends: traditional culture presents higher civilization through science and technology; 5G development brings more opportunities to the cultural and creative industry; Cultural creation based on big data is gaining popularity; the development of blockchain culture and copyright protection ect.
As the data of iiMedia Research showed, the user scale of the China Game industry has reached 626 million. While the scale of users is expanding, the growth process is slowing down. Leading platforms start to improve their content supervision mechanism and instructions towards juveniles, given the strict policy supervision. 48.4% of the interviewed users indicate they have encountered infringement of rights while only 46.4% of the interviewed users have defended their rights. Therefore, right-safeguard mechanism in the games industry should be perfected.