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Can the game industry maintain its popularity after the resumption of production?

Ni Ming
February 27, 2020 08:16 | Source: Guangzhou Daily
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Original title: Can the game industry maintain its popularity after the resumption of production?

On February 25, SARFT updated the approval information of domestic online games in February 2020, including 53 game products of Tencent, NetEase, Youzu Network, Chuangmengtiandi and other listed companies. Affected by the news, on the 25th, the online game sector Guonong Science and Technology rose by more than 8%, Baotong Science and Technology rose by more than 6%, Three Five Interconnect rose by more than 6%, and Jiayun Science and Technology rose by more than 5%.

However, the epidemic did not make all game companies make a lot of money. The reporter of Guangzhou Daily learned that the epidemic caused more polarization in the industry. Many leading game companies, such as Giant Network, Tencent and March 7th Mutual Entertainment, have taken contactless recruitment and started to grab talents, while small game companies are facing difficulties. An insider told the reporter: "Small factories should consider the problem of the R&D cycle. The epidemic has caused delayed resumption of work and other factors, which put the progress of game R&D on hold. In addition, they share profits with large factories, platforms and trade unions. Therefore, it is difficult to predict whether the R&D costs of small factories can be recovered."

The report of China's Game Industry Report 2019 shows that the number of Chinese game users in 2019 reached 640 million, up only 2.5% year on year, with a slowdown in growth; During the same period, the actual sales revenue of China's game market was 230.88 billion yuan, up 7.7% year on year.

Due to the escalation of the epidemic, mobile games have become a way of life and entertainment for most people, and some games, such as chess and cards, and sports, have achieved a short burst of revenue.

After the resumption of production and work, can the game industry maintain its popularity? Is it sustainable for long-term growth?

The epidemic has not affected the game industry

Stimulate special needs

"The outbreak of the epidemic has not stimulated special demand in the game industry, but has a certain impact on the consumption habits of game users. This has provided opportunities for high-quality games and services." Wang Juan, president of the Guangzhou Game Industry Association, told the Guangzhou Daily reporter that small and medium-sized game enterprises are asset light enterprises and cannot solve the problem of the capital chain through loans, At present, the industry temporarily relies on mutual relations to alleviate the capital problem.

It is understood that most game enterprises in Guangzhou return to work in late February to early March, which has affected the development progress of game enterprises and the game launch plan. Wang Juan said that the approval of the version number may also be postponed. It is difficult for investors and entrepreneurs to interview each other. Under the premise of insufficient cash flow, they will face more problems and the subsequent development of the game industry will be affected. At present, in addition to properly dealing with production efficiency, capital and other issues, game enterprises need policies to provide an acceleration channel in the approval of version numbers, so as to reduce the impact of version number restrictions and the long application cycle of version numbers on game enterprises.

The reporter of Guangzhou Daily noticed that the head mobile game performance of Tencent and NetEase was still strong during the Spring Festival this year. The top ten leisure games in the free game list all have bytes beating behind them. As early as June 2018, the headline "Game Today" was launched in the field of game intermodal transportation, and this time the number of bytes in the Spring Festival segment jumped "suddenly", and its strength should not be underestimated.

Soochow Securities Research News believes that today's headlines will enter the field of game distribution, breaking the mobile game industry to form a channel pattern, which is conducive to improving the premium ability of game developers. However, some insiders believe that the revenue of Tencent and NetEase's game business accounts for more than half of the total revenue of Chinese games, and the headline system is still difficult to shake the industry pattern.

expectation

Enterprises step up the deployment of cloud games

The 2019 Special Research Report on China's Cloud Game Industry released by iMedia Consulting shows that the domestic mainstream cloud game platform will enter the test in 2020, and with the cloud game platform testing and gradually landing, it will open space for R&D companies to migrate and realize the core IP in the cloud game era again, and the game platform will rely on high-quality content to drive, Premium ability of high-quality game developers will be significantly improved in the industry outbreak period.

Tencent and Huawei have both launched cloud server solutions, hoping to solve various difficulties encountered by game enterprises in cloud game development; Sanqi Mutual Entertainment, Shengqu, etc. all said that they would promote the development of cloud game industry research and development standards. Wang Juan believes that the landing of 5G and cloud games will become one of the future development opportunities for game enterprises.

(Editor in charge: Yi Xiao, Bi Lei)

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