Xinhua News Agency, Haikou, December 19 (reporter Wang Cunfu Yue Xi Tong) on the 19th, the annual meeting of China’s game industry in 2019 held in Haikou released the “Report of China’s game industry in 2019”, and e-sports games suddenly emerged, it provides new dynamic energy for the game industry and is becoming a new growth point.

Zhang Yijun, the first vice chairman of China Audio-Visual and Digital Publishing Association, said that the marketing revenue of e-sports games in 2019 was 94.73 billion yuan, up year on year. The user scale doubled from 0.22 billion in 2015 to 0.44 billion in 2019, and has been expanding for five consecutive years.

Similar to the overall situation of the market, the marketing revenue of mobile e-sports games was 58.19 billion yuan, up year on year. Although the growth rate decreased by 7.7 percent age points from the previous year, it still maintained a relatively high growth rate. The marketing revenue of client e-sports games was 36.54 billion yuan, down 1.7 percent year-on-year, slightly slower than-3.2 percent in 2018.

Under the conditions of many factors such as game operation and appreciation, competition, team cooperation, duration and so on, role-playing and MOBA games in China have a great advantage in the competitive market, the proportion of income between the two exceeds 53%. Among them, role-playing games accounted for the first, 28.6%,MOBA games followed closely, accounting for 25.2%; Shooting games accounted for the third, reaching 16.8%; the rest are cards, racing, strategy, audio and dance, etc., accounting for less.

According to the report, China has become an e-sports market with strong influence and development potential in the world. As one of the important cultural consumption behaviors, e-sports has gradually become a new profit growth point in the game industry. Under the background of the prominent commercial value of e-sports and the massive transformation from game users to e-sports audiences, the audience’s demand for watching the competition will increase greatly, and the spread of mass media to the competition will be further expanded.

The report also believes that the establishment of e-sports clubs in various cities and the landing of club venues are conducive to cultivating the brand loyalty and user stickiness of local game users, therefore, it plays an important role in promoting the development of local e-sports culture.

In addition, with the support and encouragement of policies, the cultivation of e-sports talents and the improvement of employment system will enter a period of rapid development. Game hardware manufacturers cooperate with e-sports products to launch proprietary hardware devices, which will further optimize the experience of e-sports activities.

By 上海

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