全球领先的新经济产业第三方数据挖掘与分析机构
关于“游戏行业”的报告
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艾媒咨询|2021年中国网络游戏企业社会责任感专题报告
本报告研究涉及企业/品牌/案例:多益网络,腾讯游戏,三七互娱
iiMedia Research (艾媒咨询)数据显示,2020年中国移动游戏市场规模超过1850亿元,较2019年增长11.4%。相较于客户端游戏,移动游戏的设备门槛低,且拥有易携带、操作便捷等优势,在新冠疫情的影响下,移动游戏的发展潜力被充分激发,带动游戏行业规模进一步扩大。近年来,中国游戏企业都更加重视企业形象和社会责任,在腾讯游戏、多益网络、三七互娱等头部企业带领下,不少游戏企业都纷纷通过多个维度履行社会责任,为提高游戏行业社会形象作出了自己的贡献。
According to iimedia research, the scale of China's mobile game market exceeded 185 billion yuan in 2020, an increase of 11.4% over 2019. Compared to the client game, mobile game equipment threshold is low, and has the advantages of easy to carry, convenient operation and so on. Under the influence of COVID-19, the development potential of mobile games has been fully stimulated, and the scale of the game industry has been further expanded. In recent years, Chinese game enterprises have paid more attention to corporate image and social responsibility. Under the leadership of head enterprises such as Tencent games, Duoyi network and Panax notoginseng mutual entertainment, many game enterprises have fulfilled their social responsibilities through multiple dimensions and made their own contributions to improving the social image of the game industry. -
艾媒咨询|2020-2021中国在线直播行业年度研究报告
2020年中国直播电商市场规模达到9610亿元,同比增长121.5%。随着教育直播等细分领域快速发展,中国整体在线直播用户规模达5.87亿人。首先是国家制定政策给予支持,积极推动行业发展,为直播行业提供了良好的发展环境。同时,居民在线上消费支出的逐年上涨为直播电商提供积极的社会消费环境。直播企业的兴起也带动了相关行业发展,中国MCN机构数量迅速增长且前景持续向好。iiMedia Research(艾媒咨询)数据显示,用户对直播认可度较高。其中公益直播获65.6%的用户认可,认可度高居首位。社会公益性和非利益性是用户对直播认可度的关键,而专职带货的电商直播亦有良好的社会认可度。电商直播为用户最常观看的直播类型,约五成用户频繁观看,其中17.0%的用户观看频率非常频繁。未来在线直播平台将提高多元实时交互功能,互联网用户的参与度以及直播的关注度将进一步提升。
In 2020, China's live broadcast e-commerce market will reach 961 billion yuan, a year-on-year increase of 121.5%. With the rapid development of education live broadcast and other sub-fields, the overall online live broadcast user scale in China has reached 587 million. The first is that the country formulates policies to support it, actively promotes the development of the industry, and provides a good development environment for the live broadcast industry. At the same time, residents' online consumption expenditure has been rising year by year to provide a positive social consumption environment for live broadcast e-commerce. The rise of live broadcasting companies has also led to the development of related industries. The number of MCN organizations in China has grown rapidly and the prospects continue to improve. According to data from iiMedia Research, users have a high degree of recognition for live broadcasting. Among them, public welfare live broadcasting has been recognized by 65.6% of users, and the recognition ranks first. Social welfare and non-profit is the key to users' recognition of live broadcasts, and full-time e-commerce live broadcasts with goods also have good social recognition. E-commerce live broadcast is the most frequently watched type of live broadcast by users. About 50% of users watch it frequently, and 17.0% of users watch it frequently. In the future, online live broadcast platforms will improve multiple real-time interactive functions, and the participation of Internet users and the attention of live broadcasts will further increase. -
艾媒咨询| 2020年中国移动游戏IP价值探析专题报告
本报告研究涉及企业/品牌/案例:腾讯游戏,王者荣耀,多益网络,神武4,阴阳师
受新冠疫情影响,移动游戏获发展机遇,2020年中国移动游戏市场规模达1850.3亿元,预计2021年有望突破2020亿元。在中国移动游戏产业链中,IP起重要的串联、延伸作用,为促进行业规范化、精品化发展,政府部门采取日趋严格的监管措施并鼓励IP开发及转换。iiMedia Research(艾媒咨询)数据显示,51.5%的受访移动游戏用户表示会因IP喜好而玩相应的手游,并对其持有较高的期待值;其中78.9%的受访IP受众玩家有游戏付费习惯。因此在政策利好、市场需求拉动的背景下,游戏企业通过IP改编、自研IP等途径突破内容壁垒,全方位拓展游戏IP题材,进而研发精品游戏,并深挖移动游戏IP价值,不断完善IP衍生产品矩阵,最终构建移动游戏IP生态,提升IP商业化变现效率。
Affected by the Covid-19, China mobile gaming industry have gained development opportunities. In 2020, the scale of China mobile gaming market grew to 185.03 billion yuan, and it is expected to exceed 200 billion yuan in 2021. In China mobile gaming industry chain, IP plays an important role in tandem and extension. In order to promote the standardization and high-quality development of the industry, the government departments have adopted increasingly strict regulatory measures and encouraged IP development and conversion. As the data of iiMedia Research showed, 51.5% of the mobile game users interviewed show that they would play the corresponding mobile games based on their IP preferences, and hold high expectations for them; Amongthem, 78.9% of the IP audience players interviewed have the habit of paying for games. So under the background of good policies and market demand, through IP adaptation and independent research IP, game enterprises break the content barrier, expand game themes in an all-round way and then develop high-quality goods game. Furthermore, game enterprises dig the mobile game IP value, improve the IP derivative product matrix. Finally they build the mobile games IP ecosystem and improve the efficiency of IP commercialization.