Can video games break out in 2017 or exceed 30 billion yuan?

After the 13-year ban on domestic console games was lifted, the consumption mode of home-style TV games was opened, and various video game modes such as smart TVs, android game consoles and box games emerged, followed by endgames, page tours, and mobile games. After that, video games became a new game market.


In April 2014, the "China (Shanghai) Pilot Free Trade Zone Cultural Market Open Project Implementation Regulations" mentioned that "Shanghai Municipal Film and Television Bureau as an examination and approval acceptance unit, only through the content review of the Bureau, game entertainment equipment can be available for domestic use. Market sales."

On May 24th, 2014, Microsoft obtained the business license of a wholly owned game and production enterprise in the Shanghai Free Trade Zone. The registered name was Microsoft Game Entertainment Equipment (Shanghai) Co., Ltd.;

On May 25, 2014, the old rival Sony chose to set up a joint venture with the state-owned Oriental Pearl in the Free Trade Zone to introduce PS series game consoles.

In December 2014, the WCA Organizing Committee promulgated the 2015 race plan, which will include TV games for the first time.

The video game industry is a large-scale "very authentic"

1. The global video game market will grow rapidly to 27.9 billion U.S. dollars in 2016

According to Newzoo's report, the global game industry in 2012 was US$66.3 billion. According to the game category, the game industry was split. The size of TV games was US$24.332 billion, accounting for 36.7% of the overall size, and the largest share. In 2016, the scale of the game industry will reach 86.1 billion U.S. dollars, of which the video game will be 27.896 billion U.S. dollars, accounting for 32.4%.

2. The domestic video game market has great potential, with a scale of 30 billion yuan in 2017

In 2017, the potential demand for domestic video game terminals may be around 20 million units, and the market size is expected to reach 10.7 billion yuan. According to the ESA survey, 51% of families in the United States have video game consoles. In 2012, China’s urban population totaled 718.28 million. Due to the limited appeal of television games to the elderly, there are approximately three hundred generations of a standard family. There are approximately 100 million households. If the percentage of households in the United States has a host computer, then The number of households in China that may purchase TV game terminals in the future is around 50 million. If calculated by each terminal, there will be potential demand for 50 million terminals.

Since this ratio is a stable and stable trend developed by the US market after decades of development, it is not applicable to China, which has just started in the video game industry. We predict that the penetration rate of TV game terminals in Chinese households will be about 20% in 2017. The market maintains 20 million units. Considering the gap between China's per capita income and the United States, assuming that about 10% of them are new models, the price is 3,500 yuan, while about 90% are old models or low-end products, and the price is about 800 yuan, then the terminal market size in 2017 It will reach about 21.5 billion yuan.

In 2017, domestic players’ investment in content may reach 10 billion yuan. In terms of content, according to NPD's statistics, in the US game industry, consumers spent about 29% of their total investment in hardware in 2012, while spending on content reached 71%.

According to the “2013 China Game Industry Analysis Report”, per capita consumer spending in the US game industry reached US$47.09 in 2012, compared with RMB44.52 in China, which is about 1/6 of the average American consumer spending. Assuming that this ratio remains unchanged, according to Newzoo's 3.5% CAGR forecast for the video game industry over the next three years, maintaining a global share of 26% of the U.S. market and a constant U.S. consumer spending structure, U.S. consumers are expected to be in TV games in 2017. The investment in content may reach 10.5 billion U.S. dollars, which speculates that in 2017 Chinese consumers will spend about 10 billion yuan on video game content. Therefore, the overall scale of China's video game industry in 2017 may be around 30 billion yuan.

Are all parties making efforts to usher in the "outbreak" of the video game market?

Smart TV games have become a "sweet spot," and hardware vendors, Internet giants, game companies, etc. have been rushing to layout.

All kinds of alliances, development of new products, push game platforms.... All parties have pledged to promote the video game industry will enter a period of rapid development.

The video game market has just started. There are already various strategic alliances in the four camps. Let's take a look at what alliances?

TCL and Unicom Broadband, ATEN, JD.com, and Gameloft launched the "TCL Game and TV Ecosystem Strategic Alliance";

TCL, Haier, LeTV, Xiaomi and other eight TV giants established a video game content alliance;

China Unicom's WoWo store jointly with IDG and China Mobile Games Group co-organized the launch of "Future Family Fun Alliance Future Family Alliance" (3F Alliance);

China Guangdong Network, Unity, Huawei, and Youku initiated the establishment of "TV Entertainment Alien" (TEA);

BesTV Establishes “Home Game Industry Alliance” with Perfect World, Giants Network, Jiuyou, Lianzhong, Ninth City, Xinxin, New Oriental, Kona, Yiyou, Mu and a total of 12 domestic enterprises. .

Operator

Telecom operators: China Unicom’s wholly-owned subsidiary Unicom Broadband Online Co., Ltd. has joined the Game and TV Ecosystem Alliance. In this ecosystem, China Unicom’s broadband and ATEN will be used as platform operators to jointly create a dual-screen converged gaming platform; Unicom’s Wo Store Launched the "V-Lobby Game Hall", a box product called "Wo-Wo Small Box", which is specially designed to provide users with home-based game solutions.

China Telecom began developing smart TV games as early as 2012. Now it has cooperated with a number of TV manufacturers and has covered 28 million end users. China Telecom has established a number of standardized operation modes for television services. It has established a development specification in cooperation with developers and has brought better benefits to developers through point-based broadband billing games. It has also started pilot projects in Jiangsu. In the 2014 Beijing Smart TV Games Forum hosted by China Telecom's subsidiary, Love Games, in December 2014, “Mood World” was formally launched and was exclusively launched by China Telecom's Love Games TV Game Center.

The China Mobile Game Base has launched a video game platform. The "Sum Game" uses intelligent set-top boxes, smart TVs, and micro-hosts as the game carrier. It has achieved a new standard of making the family living room an interactive entertainment center, and also between the game content and peripherals. The adaption provides a solution to provide a peripheral control interface to the CP and provides a standard peripheral access method for peripheral manufacturers to remove obstacles for the development of the video game. In addition, "Game" relies on the interaction between the TV game SDK and the client to provide secure and convenient payment methods such as "two-dimensional code", "message", "sound wave", and user center payment, and has established a system solution for video game payment. Players enjoy family games.

Cable operators: Shaanxi Radio and Television launched video game operations and content cooperation and investment promotion work. The investment promotion contents include the overall operation of the game platform, game content cooperation, and user development;

Jishi Media has joined hands with Bo Yun to launch TV cloud game channels, covering dozens of different kinds of games such as action, somatosensory, fitness, chess, cards and puzzles;

Gehua Cable Game Area also launched the ninth city, furry head, 1+ cloud games, etc.

Chongqing Cable joins hands with 1+ cloud games to unveil the High-Tech Fair; Xinjiang Radio and Television Corp. launches Tianshan Yunyi Jiayun Games Kai;

Hebei Radio and Television interactive game on the line;

South Media's new media release has announced the use of Yuejia Broadcasting and Gaming Console. Yuedian Broadcasting & Games Console is the nation's largest radio and television game platform with multi-screen integration of IPTV, mobile TV, digital TV and Internet TV.

In addition to these domestic cable operators, Comcast, the largest cable TV company in the United States, also negotiated cooperation with interactive entertainment software company Electronic Arts in order to enable Comcast’s cable network users to Play sports games through the set top box.

Operators regard home games as the key point. In operators' video game plans, telecom operators have unique advantages in payment. For example, they can use bill payment methods to experience post-payment. While the cable TV business is constantly under the impact of OTT, launching more cable TV network-based services is an important means for cable TV networks to attract and retain subscribers. Cable operators do cloud games, although it is difficult to achieve a large climate in a short time. However, this idea is correct. The concept of cloud gaming also meets the development needs of the current market.

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