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teenagemutantninjaturtlesarcadegame| Mini games support whether the future growth of game stocks can continue

editor NewsNature 2024-05-04 3 0

本报记者 李哲 北京报道

2023年teenagemutantninjaturtlesarcadegame,小游戏的增长为游戏公司注入了一针强心剂。

2023年财报显示,小游戏对腾讯、完美世界、中手游等公司的带动效应明显。中手游方面表示,小游戏已成为其新的业务增长点。截至2023年,中手游已累计推出《九州仙剑传》和《全民枪神:边境王者》等多款小游戏产品,为其带来超过6亿元收入。

万联证券分析师李中港向《中国经营报》记者表示:“从目前上市公司披露的财报来看,2024年小游戏仍然是一个比较热门的赛道。一部分A股游戏公司进入这个赛道后,把App端的礼包充值的付费方式带到了小游戏领域。”

支撑业绩增长

游戏产业研究机构伽马数据发布的《2024中国游戏产业趋势及潜力分析报告》(以下简称《趋势报告》)中提到,近两年在平台的大力推广与开发者的积极参与下,小游戏市场规模快速扩张,2023年小游戏市场规模可达200亿元,同比增长300%。

自2022年起,随着中重度小游戏的兴起,内购付费的占比快速提升,并迅速带动了小游戏市场规模增长。市场规模的扩大,让游戏公司在小游戏市场中看到了新的增长突破口。

《趋势报告》指出,小游戏市场得到了上市企业的关注,三七互娱(维权)、恺英网络、掌趣科技等多家企业布局小游戏,为市场带来了更多增量。随着更多企业入局,短期内小游戏市场仍具备快速增长潜力。

中手游在2023年财报中提到,其积极布局小游戏板块,截至2023年度已累计推出《九州仙剑传》和《全民枪神:边境王者》等多款产品,带来超过6亿元收入。中手游方面表示,小游戏业务已成为新的业务增长点,其将在2024年推出包括《新仙剑奇侠传之挥剑问情》和《火影忍者:木叶高手》在内的超过10款小游戏产品。

国内移动互联网商业智能服务商QuestMobile发布的《2024手机游戏行业与重点人群洞察报告》显示,微信小程序游戏活跃用户达7teenagemutantninjaturtlesarcadegame.5亿,在全景流量中占比达80teenagemutantninjaturtlesarcadegame.3%。小游戏正在蚕食手游用户,今年重合用户规模较去年增加1.1亿;现阶段超过70%的手机游戏App用户正在使用微信小游戏。

对此,李中港表示,国内微信的用户基数比较大,用户数量很可观。

受到小游戏产品的带动,2023年腾讯增值服务的毛利润为1619.19亿元,较上年同期的1456.47亿元增长11%,毛利率由上年同期的51%提升至54%。毛利率的提升主要得益于游戏收入和小游戏平台服务费的占比增加。

完美世界在2023年财报中提到,无须下载、即点即玩的轻量化小游戏,为游戏市场带来全新增量。

完美世界方面表示,公司积极布局小游戏赛道,一方面是原生制作的轻量级小游戏,另一方面是将符合小游戏特性的现有游戏进行改编,增加小游戏版本。目前,多款小游戏在稳步推进中。

此外,世纪华通(维权)也将目光投向这一赛道。该公司旗下点点互动推出的微信小游戏《无尽冬日》表现出强劲的增长潜力,产品上线后排名不断上升,近日已升至微信小游戏畅销榜第7的位置。

由于小游戏轻量化的特点,对一些轻度App游戏产品造成了冲击。

2023年,吉比特的营收、净利润分别同比下滑19.02%、22.98%。吉比特方面表示,《一念逍遥(大陆版)》在2023年的营业收入及发行投入同比皆大幅减少,但营业收入较发行投入减少更多,故整体利润同比大幅减少。

对此,吉比特董事长兼总经理卢竑岩表示:“teenagemutantninjaturtlesarcadegame我认为《一念逍遥》2023年业绩下滑和来自于小游戏的竞争是有关系的,而且关系应该不小,但这个是比较主观的判断,因为放置类游戏本身比较轻松,小游戏整体来说也是比较轻松的,再加上这个品类的产品营收盘子还是受益于后面破圈带来的大规模用户,而小游戏的用户覆盖面更广。当然《一念逍遥》业绩下滑肯定不止这个原因,也有其他的问题,本身游戏到了后期,确实存在一些不太好解决的问题。”

能否持续发力

经历过2023年的发展之后,小游戏同质化问题日益凸显。观察小游戏TOP10榜单不难发现,大多数游戏玩法过于单一,游戏体验类似。

事实上,随着小游戏赛道的不断拓展,玩家已经不再满足于当前产品的质量要求。“平时玩微信小游戏主要是利用碎片化时间,不用下载安装,只要手机有微信就可以。但一些小游戏的广告很多,影响游戏体验。而且游戏画面也比较粗糙。”一位经常体验小游戏产品的玩家说道。

此前,《羊了个羊》通过特殊的游戏机制以及小游戏的天然渗透力迅速爆火。但是,很多玩家在通关后或者多次尝试无法通关,便选择不再进行游戏。随着游戏的社交属性逐渐消失,这款游戏便失去了用户黏性。

teenagemutantninjaturtlesarcadegame| Mini games support whether the future growth of game stocks can continue

“从目前上市公司披露的财报来看,2024年小游戏仍然是一个比较热门的赛道。特别是A股中的腰部游戏公司。相较于App端,小游戏的研发成本较低。投放渠道也决定小游戏产品的买量成本相对App端较低一些,市场的竞争加剧是必然的。如今的小游戏产品,为了保持长期的热度,需要游戏公司创新更多的玩法,诸如通过加入故事线等方式来增加玩家的黏性。”李中港说道。

According to the trend report, there are still opportunities in Mini Game in the future, because the factors that activate its potential still exist, namely, higher quality, lower purchase cost, better jump links, and multiple potential users.

While the Mini Game market has achieved rapid development, it is also undergoing a process of transformation from mild to moderate to severe. In recent years, with the increasing attention of head manufacturers to the Mini Game track, many medium and heavy boutique Mini Game began to come to the fore. In the TOP50 of Wechat Mini Game bestseller list, you can see many medium and heavy products owned by Tencent and NetEase. These moderate and heavy games are not only better in terms of picture, sound effects, plot, etc., but also bring players a more diversified and in-depth game experience. In terms of vitality, user retention and commercial realization, they also have better performance than light products. " A person from a game company said.

On the future development trend of Mini Game, Li Zhonggang said: "at present, Mini Game is still mainly lightweight." The emergence of Mini Game is based on lightweight. Mini Game has a lower barrier to entry than heavy games, and the track was originally created when players wanted to 'pass the time' with a lightweight game scene. If Mini Game takes the moderate and heavy route, on the one hand, the natural hardware support of Wechat Mini Game is not very high, on the other hand, players will also turn to the App end. "

In addition, the "trend report" pointed out that payment optimization will become the focus of revenue generation, because Mini Game users have the advantages of high acceptance of internal purchase and payment, and high acceptance of advertising, but the requirements for dealing with fee points and paid items are different from those of the App version, so the team that can improve the product tuning earlier will have an advantage. In addition, Mini Game will enter the stage of high-value user competition more quickly, as competitive products increase, which leads to higher customer acquisition costs, so if you can't get more high-value users, product profits may be offset by costs more quickly.

In this regard, Li Zhonggang said that Mini Game's initial profit is through advertising revenue. Some of the changes now are from announcement revenue to a model that combines advertising revenue and player recharge. At present, after some A-share game companies joined the Mini Game track, they brought the payment method of top-up gift bags on the app side to the Mini Game field. At present, the game experience level of Mini Game products made by large game companies is still online. At the same time, as game companies set their sights on the Mini Game track, long-term gaming is also on the rise.

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