Recently, at the 2021 China Game Industry Annual Conference in Guangzhou, the Game Working Committee of China Audiovisual and Digital Publishing Association and China Game Industry Research Institute released the "2021 China Game Industry Report" (hereinafter referred to as the "Report").

The numbers in the "Report" outline the development of the game industry in one year, and also reveal the future development trend of the game industry-"Game +" will become the next "outlet" for game companies.

  The number of game users is becoming saturated

  "Report" data shows that in 2021, the actual sales revenue of the Chinese game market is 296.513 billion yuan, an increase of 17.826 billion yuan over last year and a year-on-year increase of 6.4%.

The number of domestic game users was 666 million, a year-on-year increase of 0.22%, and the number of users is gradually becoming saturated.

With the implementation of new anti-addiction regulations and the gradual deepening of protection of minors, the user structure will further become more healthy and reasonable.

  At the annual meeting of the industry, the topic of "protection of minors and anti-addiction work" became the focus of heated discussions.

According to Zheng Lei, the person in charge of Tencent's minor protection system, Tencent relies on the public security authoritative data platform to strictly manage minor accounts, and adopts financial-level facial recognition verification for children's "fraudulent use" of adult identity to bypass supervision.

For larger head games, a more stringent face recognition scheme is adopted. For example, for real-name users over 55 years old, face recognition is required for every login during night games to prevent minors from "fraudulent use" of parent accounts Or devices; if the same account is frequently used on multiple devices, it will also trigger face recognition to reduce the utilization of third-party accounts.

  He Wei, associate professor of Beijing Normal University, affirmed the necessity of “multi-party governance”. He believes that the protection of minors is a systematic project in which society, enterprises, schools, and parents are indispensable. Next, the government, enterprises and academia should What is done is to further refine the game type or work.

Zhang Yijun, chairman of the Game Working Committee, said: “The protection and anti-addiction work of minors is an important prerequisite for the sustainable development of my country’s game industry. Protection methods continue to be upgraded."

  Chinese elements are indispensable for explosive games

  According to the "Report", in 2021, the actual sales revenue of China's self-developed games overseas reached US$18.01 billion (114.6 billion yuan), an increase of US$2.563 billion (16.3 billion yuan) over 2020, a year-on-year increase of 16.59%.

  "Chinese game manufacturers must use high-quality products to expand overseas markets, give full play to the advantages of games as a new carrier, and strive to play a greater role in telling Chinese stories and spreading Chinese values." Executive Deputy, China Audiovisual and Digital Publishing Association Chairman and Secretary-General Ao Ran said.

Many game manufacturers have begun to incorporate Chinese elements into their games to show Chinese culture to players around the world.

  Perfect World has expanded its breadth and depth by cooperating with the four "heads" of cattle, tigers, monkeys and pigs in Poly Art Museum, as well as Sanxingdui, Qianhu Miao Village, Five Sacred Mountains of China, Dunhuang Culture, Nanjing Confucius Temple, Longquan Swords, and Sichuan Opera. The Chinese culture is integrated into the products and brought to the global market.

As Tencent's first batch of game products to go overseas, "King of Glory International" contains 36 Chinese cultural element skins, 8 Chinese cultural element heroes, and a combination of many traditional Chinese cultural elements.

  In 2021, the number of countries and regions involved in my country's game industry going overseas will increase significantly, and the types of products will also be more diversified.

The United States, Japan, and South Korea are still the main markets for games going overseas, but from the data of the past three years, their total proportion has been declining year by year, while the proportion of other regions has been increasing year by year. This shows that my country's self-developed games are continuously expanding. Emerging Markets.

  "Game +" to play the multiple value of the game

  When summarizing the overall situation of the game industry in 2021, the "Report" believes that the upgrading of science and technology accelerates the transformation of the game industry, and the development of the industry facilitates technological innovation, making games an experimental ground for the application of new technologies such as virtual reality and artificial intelligence.

At the same time, the diversified integration formed by "Game+" extends the social functions of games and provides a broader practice platform for its diversified empowerment.

  In this regard, Sun Shoushan, member of the National Committee of the Chinese People’s Political Consultative Conference and Chairman of the China Audiovisual and Digital Publishing Association, said: “In recent years, domestic game companies have gradually explored the'game+' model, exerting the diversified value of games, and enabling products and services to be widely used in technology and culture. , Education, medical care, public welfare and other fields. Games are not only an entertainment and pastime, but also an important help for building a digital cultural ecology and promoting social practice in multiple fields. Under the premise of healthy and orderly norms, further exert the diversified empowerment of games Role, strengthening social value and social function will be an important direction for the development of the industry in the future."

  According to the observation of a reporter from Beijing Youth Daily, many game companies also apply cutting-edge technologies such as AR/VR/MR in the fields of games and e-sports, bringing users new scenes and experiences, and allowing “game+” to appear in every aspect of digital life. Place.

  Text/Reporter Wang Lei