On December 25, the 2019 annual conference of China's game industry was held in Haikou City, Hainan Province. During this period, the 2019 China game industry report was released. According to the report, the number of game users in China reached 640 million in 2019, an increase of 2.5% over 2018. Among them, the number of female users was 300 million, accounting for 46.2% of the total number of domestic game users, and the marketing revenue was 52.68 billion, accounting for 22.8% of the total revenue, which remained basically stable.
In 2019, the actual sales revenue of China's game market was 230.88 billion yuan, a year-on-year increase of 7.7%.
From the perspective of market segments, mobile games accounted for nearly 70% of the overall marketing revenue, and the proportion of client and web games decreased to 26.6% and 4.3% respectively.
Specifically, the marketing revenue of mobile games in 2019 was 158.11 billion yuan, a year-on-year increase of 18.0%, which has become the main factor driving the overall growth of the game market.
It has 620 million users, with a significant slowdown in growth.
In 2019, the marketing revenue of client Games was 61.51 billion yuan, a year-on-year decrease of 0.7%, showing a negative growth. Accordingly, the number of client game users in 2019 was 142 million, a year-on-year decrease of 5.5%, and continued to show a downward trend.
In 2019, the marketing revenue of Web Games was 9.87 billion yuan, a year-on-year decrease of 22.0%. Accordingly, in 2019, the number of users decreased to 190 million, a year-on-year decrease of 15.2%, and the downward trend was very obvious.
In terms of game types, role-playing games are the most popular, with the top 100 mobile games in revenue, and role-playing accounts for 54%; The second is strategy games, accounting for 14%; The share of cards, leisure, simulation, shooting, chess and cards shall not exceed 10%.
It is worth mentioning that although the user base of AR games in 2019 is still small, the marketing revenue is RMB 70 million, with a year-on-year increase of 64.3%. The number of users was about 1.4 million, with a year-on-year increase of nearly 15%. In addition, the marketing revenue of VR games in 2019 was 2.67 billion yuan, a year-on-year increase of 49.3%. The number of VR game users was 8.3 million, a year-on-year increase of 22%.
In 2019, the marketing revenue of E-sports Games was 94.73 billion yuan, a year-on-year increase of 13.5%. Among them, the marketing revenue of mobile E-sports Games was 58.19 billion yuan, a year-on-year increase of 25.8%; The marketing revenue of client E-sports Games was 36.54 billion yuan, a year-on-year decrease of 1.7%. The number of e-games users doubled from 220 million in 2015 to 440 million in 2019, and has maintained expansion for five consecutive years.