Recently, the annual meeting of China’s game industry in 2020 closed in Guangzhou. According to the report of China’s game industry in 2020 issued by the game Working Committee of China music and digital Association (GPC) and China Game Industry Research Institute, China’s game industry will continue to develop vigorously in 2020. Although the growth of game user scale will slow down, the sales revenue of game market will increase significantly, and the revenue from independent research and development of games will increase The benefits are good. The report shows that in 2020, the number of game users in China will be 665 million, with a year-on-year growth of 3.7%. The actual sales revenue of China’s game market will be 278.687 billion yuan, with a year-on-year growth of 20.71%, with a year-on-year growth rate of 13.05%. Looking back at the low growth rates in 2018 and 2019, it can be said that the domestic game market will return to a period of rapid growth this year. < / P > < p > among them, the actual sales revenue of China’s independent R & D games in the domestic market is 240.192 billion yuan, an increase of 50.678 billion yuan over 2019, a year-on-year increase of 26.74%, and the independent R & D games have occupied an absolute advantage in China’s game market. < / P > < p > in 2020, the actual sales revenue of China’s mobile game market is 209.676 billion yuan, an increase of 51.565 billion yuan compared with 2019, a year-on-year increase of 32.61%, and the user scale reaches 654 million yuan; In contrast, the actual sales revenue of the client game market in 2020 is 55.92 billion yuan, a decrease of 5.594 billion yuan compared with that in 2019, while the revenue of the web game market is only 7.608 billion yuan, a decrease of 2.261 billion yuan compared with that in 2019, a decrease of 22.9%. < / P > < p > the report also sorted out the top 100 mobile game products in China market, in which role-playing games accounted for 28%, card games accounted for 16%, and strategy games accounted for 12%. In terms of income, role-playing games accounted for 19.48%, multiplayer online tactical competitive games accounted for 15.28%, and shooting games accounted for 15.04%. < / P > < p > the development of video games is closely related to the development of hardware devices. In the past decade, mobile games have gradually replaced client games and web games in China, reflecting the continuous popularity of smart phones and the stagnation of personal PC growth for many years. However, with the basic popularity of smart phones, the growth of video game users in China has also stagnated. In his speech, Xie Fei, CEO of Shengqu game (formerly Shanda game), said that in the past two years, the online game industry has launched a new round of “value game” – from “channel is king” to “content is king”. “With the gradual disappearance of the demographic dividend, the flow thinking has gradually become more and more weak, and the product thinking has gradually occupied a dominant position.” < / P > < p > in addition to commercial considerations, boutique games can also inherit excellent traditional culture and enhance China’s cultural soft power. In the last three months of 2020, the original God of Shanghai MIHA tour is popular all over the world with its exquisite content. Liu Wei, President of MIHA tour, said in his speech that as a gamer, this is “the best era”: “China has more than 600 million users. What games can such a large group of gamers play is very important for the inheritance of our traditional culture.”

in September 28th, one belt, one road, was launched in the United States, Japan, Korea, Germany and France and other Southeast Asian countries such as “the belt and road”, Thailand, Vietnam and other Southeast Asian countries. Liu Wei believes that an important reason for the success of Yuanshen lies in the fact that no overseas game team has ever used such a way to interpret Chinese traditional culture. < / P > < p > “Yuanshen” contains a large number of expressions of Chinese style, including Soviet style gardens, Hui style water town, and reed in Chinese movies. These traditional elements in Chinese movies are not only loved by Chinese players, but also considered as very new content by global players. For example, many names in Yuanshen are named by Chinese Pinyin, and many foreign players specially look for Chinese to understand the meaning behind the names. The role of the zombie 77 in the game is related to the custom of “the first seven” in Chinese traditional culture, which is difficult to achieve in the past when the National Games go to sea. < / P > < p > 30 days after its listing, Yuanshen’s global mobile game revenue has reached 245 million US dollars, surpassing Tencent’s “King’s glory” and ranking first in the world. Among them, the overseas market has contributed nearly 163 million US dollars, accounting for two-thirds of its total revenue, proving that the inheritance of excellent culture and business do not conflict, or even complement each other. < / P > < p > by the end of 2020, the original God has been selected as Google play Hong Kong’s best game of the year and app store’s best game of the year. As a domestic game, it has been shortlisted in TGA for the first time and has been nominated for two awards. It has become an excellent example for domestic games to go to sea. < / P > < p > in recent years, the scale of China’s independent R & D game products going to sea has increased year by year, and the overseas influence, overseas market share, and global user scale have been expanding. The emergence of “original God”, “the awakening of nations”, “the king of Avalon” and other boutique games, the scope of going to sea from Hong Kong, Macao, Taiwan and Southeast Asia has gradually shifted to the world, and game manufacturers are making efforts in the United States and the United States Japan, South Korea, Europe and other mature markets are also actively exploring the Middle East, India, Russia, Brazil and other emerging markets. Zhang Yijun, the first vice president of China audio visual and Digital Publishing Association, said in his speech: “the game” going out “is still an important strategic choice for leading enterprises and an important means for small and medium-sized enterprises to seek breakthroughs.” < / P > < p > according to statistics, in 2020, the actual sales revenue of China’s independent R & D game overseas market was 15.45 billion US dollars, a year-on-year increase of 33.25%, and the growth rate was 12.3 percentage points higher than that of last year. < / P > < p > specifically, the main types of mobile games independently developed by China in the overseas market are strategy, shooting and role-playing, accounting for 37.18%, 17.97% and 11.35% of the total revenue respectively, while the overseas revenue mainly comes from the US market, Japan market and South Korea market, accounting for 27.55%, 23.91% and 8.81% of the total revenue respectively, accounting for 60.27% of the total revenue. < / P > < p > in the industry conference, cloud game has become a word that is often mentioned. No one doubts the transformation of the game industry by science and technology. What big manufacturers are most worried about is being left behind by new technology. After all, in the game industry, a big money may represent an era. < / P > < p > 5g is likely to become another technology that profoundly changes the game industry after smart phones, and it will be shown in the form of cloud games and VR games. At present, China Mobile has built the world’s largest 5g SA network, opened more than 385000 5g base stations, and completed the annual goal ahead of schedule; developed more than 90 million 5g end users and 130 million 5g package users. < / P > < p > as a 5g “killer” application, cloud game has the characteristics of “full HD, super smooth, strong interaction, multi screen display”. In the cloud game scenario, the game does not run in the player’s game terminal, but in the cloud server, and the game content is rendered into video and audio stream by the cloud server, which is transmitted to the user’s game terminal through the network. Therefore, the cloud game has the new characteristics of “running in the cloud, no need to download, click to play, cross screen play”. < p > < p > “China Cloud game industry outlook report” predicted that by 2026, when China’s 5g is fully completed, the penetration rate of cloud games in China will reach 50%, and the scale will reach 300 billion yuan. At present, enterprises with a market value of more than 10 billion account for 35.1% of cloud game business. < / P > < p > Xie Fei said, “in 2020, when 5g is not yet fully commercialized, many game companies, including Shengqu game, have begun to make brave attempts in different forms, concentrating on the development of native cloud games, designing new game playing methods by adapting to multi screen cloud scenes, and finding excellent researchers to tackle the technical problems in the cloud. While some people are still hesitating about whether cloud games will become the mainstream and when they can really land, we have already started the layout from organization, product, technology to platform and other aspects. ” < / P > < p > it is understood that Shengqu game has successively established cloud game studio with Migu, and has also carried out strategic cooperation with Tencent cloud. Migu mutual entertainment, a wholly-owned subsidiary of China Mobile, is also the only operation entity of China Mobile in the field of game digital content. As early as June 25 last year, it launched the 5g cloud game product “Migu express Tour”. At present, the monthly active users of the whole platform have exceeded 50 million, and the peak value of daily active users has exceeded 5 million. According to Feng Lin, CEO of Migu mutual entertainment, Migu mutual entertainment added 135 cloud game invention patents this year, released more than 10 industry group standards, and participated in the preparation of two white papers on cloud game industry. < / P > < p > perfect world launched its new product “new magic land” mobile game in July this year. It is the first time that it has covered Android and IOS channels in the form of H5. It is the first cloud game product officially launched and operated after the commercialization of 5g in China. Xiao Hong, CEO of perfect world, said in his speech that perfect world started to set foot in the research and development of 5g as early as 2017, thus breaking the record of zero experience and zero case of domestic cloud game distribution for the first time. Although the revenue capacity of cloud games remains to be seen, the market is undoubtedly rich in potential. < / P > < p > in 2020, the actual sales revenue of China’s e-games market is 136.557 billion yuan, an increase of 41.83 billion yuan over 2019, a year-on-year increase of 44.16%, far exceeding all categories of electronic games. At the same time, China’s e-sports game users reached 488 million, up 9.65% year on year, and the number of users maintained a steady growth. On December 16, at the 39th plenary session of the Asian Olympic Council, E-sports and sports were officially approved to be included in the competition of Hangzhou Asian Games, which is another good thing for this fast-growing industry. < / P > < p > while the policy support, the system construction of the whole game industry is also constantly strengthened. Another hot topic of this conference is the protection of minors. In addition to the theme sub forum, government officials and enterprise executives also mentioned this topic in many speeches. < p > < p > at the end of last year, the State Press and Publication Administration issued the “notice on preventing minors from indulging in online games”. In October 2020, the revision of China’s “minors protection law” put forward new requirements for the development of the game industry. Strengthening the protection of minors is the social responsibility and basic obligation that the whole society must fulfill, and it is an important principle of “social benefits first” With the promotion of the new policy, the group standard of “age appropriate tips for online games” has been basically completed. Tencent, Netease, perfect world and other game manufacturers have also actively participated in and responded to the new policy, reflecting the consensus of the whole industry to implement the juvenile protection law. At the end of his speech, Yuan min, vice president of Tencent group, summed up: “we are standing on a key node of cross era. The future has come and there are unlimited possibilities. We are looking forward to discovering, creating, developing and using them hand in hand. In this exciting process, the game industry will usher in high-quality development. Our generation of enterprises and even our generation will usher in high-quality development. ” [image] Google secretly tests 6GHz networks in 17 states of the United States