网易首页 > 网易号 > 正文 申请入驻

Chinese Mini-games’ Revenue Grow Threefold Year on Year:  2023 in Review

0
分享至

Credit: Visual China


BEIJING,December 19 (TMTPOST) – China’s game market has rebounded in 2023,with sales revenue surpassing the 300 billion yuan mark for the first time, according to a report titled the 2023 China Game Industry Report.

The report was released during the recent 2023 China Game Industry Annual Conference by Zhang Yijun, the First Vice Chairman of China Audio-video and Digital Publishing Association and Director of the Game Committee.

In 2023, the sales revenue of the domestic game market reached 302.964 billion yuan, a year-on-year increase of 13.95%. The user base reached 668 million people, a year-on-year increase of 0.61%, setting a new high. The sales revenue of domestically developed games in the China market was 256.375 billion yuan, a year-on-year increase of 15.29%.

The high revenue figure is mainly due to a recovery in consumers’ willingness and ability to spend, the release of more new games, including blockbuster hits, along with long-term operational products. The widespread adoption of multi-platform concurrent release methods has also contributed to revenue growth.

As Overseas Revenue Declines, Mini-games Drive Growth

In contrast with the gradual recovery of the domestic game market, factors such as international turmoil, intense market competition, and changes in privacy policies have increased the difficulty and cost of going overseas.

The 2023 China Game Industry Report shows that self-developed products achieved overseas sales revenue of U.S.$16.366 billion, with revenue exceeding 100 billion yuan for four consecutive years. However, the data shows a year-on-year decline of 5.65%.

In 2023, the United States and Japan remain the main overseas markets for China's mobile games, accounting for 32.51% and 18.87% respectively. South Korea is in third place, at 8.18%. Additionally, Germany, the United Kingdom, and Canada account for a combined 9.45%. Emerging overseas markets such as the Middle East and Latin America have not seen significant improvements.

In the top 100 self-developed mobile games by overseas revenue, strategy games account for 40.31%, role-playing games account for 15.97%; shooting and casual games account for 10.03% and 5.11% respectively. Strategy games have been the main force in overseas revenue for the past three years, with the combined revenue share of the threeincreasing from 63.87% last year to 66.31% this year; the share of shooting games has declined; the share of casual games has seen a significant increase.

In 2023, domestic mini-games have achieved substantial growth. In 2023, the domestic mini-games market revenue reached 20 billion yuan, a year-on-year increase of 300%. At present, the monetization models of mini-games mainly include in-app purchases, advertising monetization, and a mix of both. Currently, due to the rapid increase in the proportion of in-app purchases, the market size of mini-games has grown rapidly.

Mini-games, with their advantages of more precise distribution, higher user conversion rates, lower development costs, and wide applicability to different scenarios, are gradually becoming a new growth driver in the industry.

In the view of Zhang Yijun, the first vice-chairman of the China Audio-video and Digital Publishing Association and the director of the Game Committee, "Sheep A Sheep" emerged out of nowhere in 2022 and became a phenomenal hit; "Xun Dao Da Qian" and "King of Salted Fish" released in 2023 also became extremely popular, all of which indicate that the mini-games have endless potentials. However, although mini-games have a broad prospect, its scale is still small.

Meanwhile, mobile games continue to be the frontrunner, accounting for 74.88% of total game revenue. Computergames' sales revenue has continued to rise, accounting for 21.88%; web games continue to shrink, accounting for only 1.57%.

In 2023, China's mobile game market achieved sales revenue of 226.86 billion yuan, a year-on-year increase of 17.51%, setting a new record.

In 2023, among the top 100 mobile games by revenue, role-playing games were significantly higher than other types, accounting for 31% of total revenues. Strategy and card games accounted for 9% respectively; shooting and card & board games accounted for 7% each.

In terms of revenue, role-playing games ranked first with a share of 29.55% of the total revenue; multiplayer online tactical competitive games followed, accounting for 17.01%; shooting games ranked third, accounting for 14.7%, with the three combined accounting for 61.26% of the total revenue. In addition, the revenues of shooting, strategy, and card games have all declined compared to last year.

In 2023, the domestic computer game market had sales revenue of 66.283 billion yuan, a year-on-year increase of 8%, mainly due to stable revenue from massively multiplayer online role-playing games (MMORPGs), continuous growth in revenue from top esports and ACGN games, and the simultaneous release of more new products on the PC platform.

The online game market's sales revenue decreased by 10.04% year-on-year to 4.75 billion yuan, marking the eighth consecutive year of decline.

In 2023, the sales revenue of China's console games reached 2.893 billion yuan, a year-on-year increase of 22.93%.

In 2023, the sales revenue of China's esports games reached 132.945 billion yuan, a year-on-year increase of 12.85%. It needs to be specifically noted that this data represents the sales of esports game products and does not include esports live streaming, club operations, and event revenues. The actual revenue data of the esports industry, adjusted for statistical scope, will be officially released at the esports industry annual conference next week.

The growth in revenue from esports game products is mainly due to the stability of the leading esports games; the emergence of new esports game categories and the launch of self-developed new products, which have won the favor of players and brought significant growth to the market; additionally, the successful hosting of the esports events at the Hangzhou Asian Games and the outstanding performance of the Chinese team may have had a certain positive effect.

Although the industry has shown signs of recovery, it is also important to recognize that the difficulties faced by China's game industry loom. The sharp decline in demographic dividends, rising operating costs, high player expectations, changes in payment habits, homogenization of products, as well as international instability and changes in market regulations, are all restricting the expansion of Chinese game companies.

Game Technologies Benefit Other Industries

The continuous pursuit of gaming experience by players drives the constant development of game technology, which, in the process, matures and becomes independent, also becoming an important hard technology force driving the integration of digital and reality.

Based on the essential attributes of super digital scenes, games are widely linked to other industries, unleashing powerful digital productivity and serving the transformation and upgrading of thousands of industries.

During the conference, the China Audio-video and Digital Publishing Association and the Industrial Culture Development Center of the Ministry of Industry and Information Technology jointly released the report titled "Super Digital Scene Prime Mover—Game Technology and Innovative Application Research."

The report points out that super digital scenes, along with the development of digital technology, have led to a new understanding of the essential attributes of games. Through more open scene connections, game technology is releasing tremendous digital productivity in an increasingly broad range of social production fields, creating increasingly greater social value.

The report shows that in 2022, the contribution rate of game technologies to the infrastructure of the digital and reality integration era, such as chips, AI, cloud computing, and mobile phones, reached 18.65%, 31.37%, 51.08%, and 46.76%, respectively. The contribution rates to cutting-edge industries of the era, such as XR, autonomous driving, telemedicine, and industrial design services, were 72.45%, 57.19%, 17.47%, and 29.47%, respectively.

In the aerospace field, game technologies also play an important role. In June 2023, a new generation of visual scene system, jointly developed based on Tencent's self-developed game engine technology and Southern Airlines' self-developed virtual image display technology, was released, making China the third country in the world capable of independently developing a complete visual scene system.

When releasing the report, Ao Ran, the Executive Vice Chairman and Secretary-General of the China Audio-video and Digital Publishing Association, believed that with the continuous breakthroughs in key technologies such as artificial intelligence, the game industry, as an important part of the digital economy, has been re-recognized in its essential attributes in recent years, and the value of the game industry has been re-evaluated.

The notion of gaming as a super digital scenario seems to have become a global consensus, with many countries successively introducing related industry support policies.

In addition, the "Chinese Game Influence" research results released by Ao Ran also show that games are becoming a "super digital scenario" that continuously creates new values and possibilities. With more immersive, intelligent, and interactive forms, traditional culture is continuously revitalized, becoming a new advantageous path for the world to understand the Chinese culture from all aspects and multiple angles.

Research data shows that 91.6% of respondents believe that Chinese games play an important role in "going global" for China's excellent traditional culture; 90.2% of respondents believe that Chinese games are increasingly becoming the "new container" for China's excellent traditional culture.

Beyond the super digital scenario, "Game+" is also a focus of attention for developers. Zhang believed that more and more practical results show that there is a natural "resonance" effect between the game industry and technological innovation. The practice of "Game+" itself means innovation and implies infinite possibilities.

However, "Game+" is still in the early stages of exploration, and the specific path for "vertical breakthrough" is still under construction. It especially requires bold exploration, proactive attempts, and medium to long-term planning and positioning to carve out an innovative path that fits China's reality.

(This article was first published on TMTPost App, author | Li Chengcheng, editor | Ma Jinnan

特别声明:以上内容(如有图片或视频亦包括在内)为自媒体平台“网易号”用户上传并发布,本平台仅提供信息存储服务。

Notice: The content above (including the pictures and videos if any) is uploaded and posted by a user of NetEase Hao, which is a social media platform and only provides information storage services.

相关推荐
热点推荐
统一在即?三名统派有望执掌台省,民间呼声最大的郑丽文竟然落选

统一在即?三名统派有望执掌台省,民间呼声最大的郑丽文竟然落选

最美的巧合
2026-06-03 02:59:33
火箭一夜4消息!卖申京换切特+退出字母哥争夺战?8换2KD评分更新

火箭一夜4消息!卖申京换切特+退出字母哥争夺战?8换2KD评分更新

锅子篮球
2026-06-03 14:03:46
人走了,产业也完了!印尼想赶走中方镍矿团队,算完账,全沉默了

人走了,产业也完了!印尼想赶走中方镍矿团队,算完账,全沉默了

阿讯说天下
2026-06-03 02:45:20
《主角》今晚大结局:忆秦娥重回舞台,刘忆病被治好,米兰出狱

《主角》今晚大结局:忆秦娥重回舞台,刘忆病被治好,米兰出狱

临云史策
2026-06-03 11:12:20
心理学上有一个词叫:鸟笼效应(当你的存款达到20-30万时,请一定要打起12分精神,警惕“鸟笼效应”)

心理学上有一个词叫:鸟笼效应(当你的存款达到20-30万时,请一定要打起12分精神,警惕“鸟笼效应”)

德鲁克博雅管理
2026-06-02 17:06:24
“今天买到明天生产的面包”!广州一面包店被投诉超前标注,商家称是标签机故障所致

“今天买到明天生产的面包”!广州一面包店被投诉超前标注,商家称是标签机故障所致

极目新闻
2026-06-03 20:15:36
四十位相声演员证明,相声演员参演影视剧,就是降维打击

四十位相声演员证明,相声演员参演影视剧,就是降维打击

我就是个码字的
2026-06-03 07:30:03
卖掉开8年的燃油车,花35万买了一辆理想L8,开了6个月,终于明白

卖掉开8年的燃油车,花35万买了一辆理想L8,开了6个月,终于明白

沙雕小琳琳
2026-06-01 06:06:09
媒体:玩山姆托举梗宝妈账号被禁言30天,取消商业变现功能

媒体:玩山姆托举梗宝妈账号被禁言30天,取消商业变现功能

澎湃新闻
2026-06-03 19:32:13
英超俱乐部身价榜:曼城13.2亿第1,利物浦跌8500万,热刺跌1.11亿

英超俱乐部身价榜:曼城13.2亿第1,利物浦跌8500万,热刺跌1.11亿

懂球帝
2026-06-03 19:39:16
英伟达“点火”,601138,历史新高!两股前瞻市盈率低至个位数,低估值优质科技股曝光(附名单)

英伟达“点火”,601138,历史新高!两股前瞻市盈率低至个位数,低估值优质科技股曝光(附名单)

数据宝
2026-06-03 12:00:05
世界杯难有作为!欧洲劲旅0-2完败给比利时,今年很难进四强了

世界杯难有作为!欧洲劲旅0-2完败给比利时,今年很难进四强了

体育知多少
2026-06-03 07:49:12
6月3日,人社部关于2026年调整退休人员基本养老金通知公布了吗?

6月3日,人社部关于2026年调整退休人员基本养老金通知公布了吗?

小彬说事
2026-06-03 11:34:06
菲律宾与广东同是1亿多人口,菲律宾创造3.3万亿,广东是多少呢?

菲律宾与广东同是1亿多人口,菲律宾创造3.3万亿,广东是多少呢?

南宗历史
2026-05-26 19:59:14
阿尔兹海默症跟做家务有关?提醒:60岁后,做家务时要注意这5点

阿尔兹海默症跟做家务有关?提醒:60岁后,做家务时要注意这5点

健康之光
2026-06-03 18:13:57
特斯拉推出史诗级新功能,实在太绝了!

特斯拉推出史诗级新功能,实在太绝了!

XCiOS俱乐部
2026-06-03 18:27:36
车圈大地震!放弃华为智驾,赛力斯联手字节造车

车圈大地震!放弃华为智驾,赛力斯联手字节造车

蒋东文
2026-06-02 20:44:55
“即使重选100遍,我也是状元”,NBA只有这5人敢这样说

“即使重选100遍,我也是状元”,NBA只有这5人敢这样说

钱说体育
2026-06-01 09:56:14
老两口割麦到深夜,回家想泡方便面凑合一口,进屋一看红了眼眶

老两口割麦到深夜,回家想泡方便面凑合一口,进屋一看红了眼眶

一丝不苟的法律人
2026-06-02 19:47:42
扎心!西媒曝恩里克曾告诉大巴黎主席:姆巴佩在他无法掌控全局

扎心!西媒曝恩里克曾告诉大巴黎主席:姆巴佩在他无法掌控全局

雪狼侃体育
2026-06-02 17:37:07
2026-06-03 22:19:00
钛媒体APP incentive-icons
钛媒体APP
独立财经科技媒体
134547文章数 862216关注度
往期回顾 全部

教育要闻

每天多达200元的中考高考监考补贴,为什么老师们就是不想干?

头条要闻

游乐园机器人表演踢中男童腹部致其痛苦倒地 家长发声

头条要闻

游乐园机器人表演踢中男童腹部致其痛苦倒地 家长发声

体育要闻

选择中国品牌的库里,和他们的巨大野心

娱乐要闻

官方痛批乱象 刘涛郑恺等艺人遭点名

财经要闻

AI,开始偷懒了?

科技要闻

传DeepSeek融资意向500亿:腾讯投100亿

汽车要闻

专访蒋平:安全不做高低配 长安要让安全技术普惠

态度原创

艺术
本地
数码
旅游
公开课

艺术要闻

二十年前割麦的场景

本地新闻

用杨柳青年画的方式,打开天津

数码要闻

说真的,Type-C界需要一个“秦始皇”

旅游要闻

6月10日第32届自贡灯会最后一场亮灯后闭园

公开课

李玫瑾:为什么性格比能力更重要?

无障碍浏览 进入关怀版