Chinanews Client Beijing, September 7th (Reporter Wu Tao) Although major game manufacturers have tried to clarify that there are not many underage users, but in the first week of the implementation of the new policy to prevent indulging in online games for minors, when it is the turn of minors to go online, Some companies "servers crashed."

The King of Glory responded and collapsed.

Weibo screenshot

  Compared with the rush of gamers, the recent financial reports released by major game companies are even more stunned. Even "waist" companies have annual revenues of tens of billions of yuan.

High revenue and high profit for game companies

  Tencent's second-quarter financial report showed that game revenue increased by 12% to 43 billion yuan.

Throughout the first half of the year, game revenue reached 86.6 billion yuan.

NetEase's online game service net revenue in the second quarter was 14.5 billion yuan, and its game revenue in the first half of the year reached 29.5 billion yuan.

  Except for Tencent and NetEase, the two leading companies, Sanqi Mutual Entertainment achieved an operating income of 7.549 billion yuan in the first half of the year.

In the entire fiscal year of 2020, Sanqi Mutual Entertainment achieved operating income of 14.4 billion yuan, a year-on-year increase of 8.86%; total profits were 3.249 billion yuan, a year-on-year increase of 20.50%.

Data map.

Photo by Ma Yuanhao

  In the first half of the year, Perfect World’s game business achieved operating income of 3.4 billion yuan and net profit of 220 million yuan, a year-on-year decrease of 80.71%.

In 2020, Perfect World’s game business revenue will be 9.26 billion yuan and net profit will be 2.28 billion yuan.

  In the first half of 2021, China Mobile Games has a revenue of 2.18 billion yuan and a gross profit of 839 million yuan.

In the first half of the year, Giant Network achieved operating income of 1.036 billion yuan.

  In the first half of 2021, Youzu Network's total turnover reached 3.181 billion yuan, operating income was 1.767 billion yuan, and the net profit attributable to shareholders of the parent company was 263 million yuan.

  In addition, Mihayou, the operator of "Yuan Shen", has not announced performance data because it is not listed.

However, there is news that according to third-party monitoring, its revenue in 2020 will exceed 10 billion yuan, and it will be promoted to the “ten billion club” in the game industry.

  There are also some Internet companies, and the game business is also "prosperous."

For example, the 360 ​​financial report shows that in the first half of the year, Internet value-added services achieved revenue of 592 million yuan, a year-on-year increase of 7.41%, which is consistent with the overall game market growth rate.

In the second quarter, the game business at Station B also broke out, reaching 1.23 billion yuan.

  It is worth noting that the gross profit margin of the game industry companies is very high, exceeding 50% is very common, which is simply huge profits.

For example, NetEase's gross profit margin for online game services in the second quarter of 2021 was 66.1%.

In the first half of the year, Giant Network's revenue was more than 1 billion yuan, and more than 500 million yuan was profit.

  According to the "China Game Industry Report from January to June 2021" jointly issued by the Game Working Committee of the China Music and Digital Association and the China Game Industry Research Institute, from January to June 2021, the actual sales revenue of the domestic game market was 150.5 billion yuan, a year-on-year increase. An increase of 7.89%.

Regardless of financial relations and responsibilities

  Does the good day of high revenue and high profit in the gaming industry have anything to do with minors?

Many companies have put aside their relationship and proved that underage users have extremely low contributions to their finances, and some even said that they have completely abandoned underage users and are not open to them.

Image source: Screenshot of Tencent's financial report

  For example, Tencent stated, "In the second quarter, players under 16 accounted for 2.6% of our game turnover in China, and players under 12 accounted for 0.3% of turnover."

  Sanqi Mutual Entertainment also stated on August 31 that it can be known from user data statistics for the past year that their domestic minors (under 18) accounted for less than five out of ten thousand recharges, and minors The average consumption level of China is far from the mainstay status.

  In NetEase’s second quarter 2021 earnings call analysis conference, NetEase executives stated that the financial contribution of minor users under 18 accounted for less than 1% of NetEase’s total game revenue. “According to current estimates, the regulatory impact on NetEase’s financials To 1%."

  China Mobile Games issued an announcement that in the first half of 2021, underage players (under 18 years of age) accounted for approximately 0.026% of China Mobile Games' domestic game revenue.

  In fact, in the past few years, many Internet companies even specifically mentioned the coverage of young users in their financial reports to prove the company's future, because youth represents the future.

It is the long-term strategy of many companies to win over young users. The same is true for the game industry. After all, these minors will become adults sooner or later.

  The latest data released by the China Internet Network Information Center shows that as of June 2021, the number of online game users in my country has reached 509 million, a decrease of 8.69 million from December 2020, accounting for 50.4% of the total Internet users.

  It is still unknown how many underage users there are, and how much money they spend in the game.

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