Industry Status
-China's game market actual sales revenues declined for the first time in nearly 10 years
-China's game enterprises in 2022, the financing of the event fell by 50 percent
-head game in 2022 The number of new products produced by companies decreased by 41.8%
Related Insights
-Development of diversified cash-out and business models
-21.4% of users' out-of-pocket gaming spending falls short of the acceptable upper limit
-Find new ways to expand and cultivate users
-More than 50% of users' paying behaviors are focused on their favorite/longest playing Products
-Using high-quality products to drive a shift in users' consumption behavior
-High-quality games are expected to increase the payment level of more than 70% of users
-Leveraging gaming technology to drive the upgrading of the product experience and break through barriers
-Games have become an important contributor to technological advances in industries such as chips, high-speed communication networks, AR/VR, etc.
Key Potential Areas
-Mixed Realization: 41.7% of console/standalone game users are willing to accept in-order purchases, and 34.4% of mobile game users are willing to accept the buyout system
-Industry Chain Expansion: 47.2% of users have purchased peripheral products in recent years, with more than 50% of them purchasing more than 3 times per year
-Console/standalone games: around 60% of users play weekly or more frequently
-Focused segments: 8 types of gameplay and 4 types of titles have increased significantly in terms of water flow compared to 3 years ago
-"Game+": 96.03% of the surveyed public have been exposed to "Game+" and most of the The public is still interested in it
-Cross-platform: ported cross-platform games are preferred by 35.6% of users, with the lowest percentage of users disliking them
-Game engine: its value continues to spill over
-Game AI: it can be applied to research and development, human-computer battles, and monitoring of plug-ins, etc.
-Cloud gaming: cloud porting of games, cloud-native gaming, and cloud-game derivation applications have potential
-Cloud gaming: cloud porting of games, cloud-native gaming, and cloud-game derivation applications have potential
-Metaverse: Scene expansion and immersive experience drive the industry to upgrade to "game as a platform"
Additionally, the report selects some of the enterprises with obvious development potential and analyzes the source of their potentials.
Status of Development: Poor Performance in 2022, but Future Prospects
Status 1: Real Sales Revenue Decreased for the First Time in Nearly a Decade, and Multiple Factors Affecting the Development of the Industry, Including the Slowdown of New Product Output and Increased Difficulty in Financing
The development of China's gaming industry changed in 2022, with the real sales revenue of the industry changing from a growth rate to a decline from March 2022, which eventually led to the decline of the annual real sales revenue in 2022, and the increase of the real sales revenue of the industry. The decline in real sales revenue in 2022 was the first contraction in nearly a decade. The decline in industry revenue is affected by multiple factors, including long-term factors such as the slowdown in new product output and the difficulty of financing, and short- and medium-term factors such as the decline in the overall length of time users spend at home. However, from a longer-term perspective, China's gaming industry has still achieved certain development results, such as relying on high-quality products to continue to enhance the attractiveness of the industry to users, and with the support of users, the industry still has a better development prospect and a certain amount of room for growth.
Status quo 2: Financing events for Chinese gaming companies drop by 50% in 2022, actual market revenue and future expectations affect the flow of funds
The performance of the gaming industry in the investment and financing market also needs to be strengthened in 2022, with the number of financing events for Chinese companies dropping by 50% year-on-year, and the stock market performance not as good as the overall one. The investment market's response is usually influenced by actual market revenues and expectations for the future, which has become a major factor dominating the flow of funds within and outside the industry. For example, in 2020, the market revenue of the gaming industry improved significantly, the investment market boosted confidence in the gaming industry, and the cash flow of gaming enterprises continued to be abundant, which in turn led to a rebound in industrial financing events in 2021, but based on the impact of the subsequent decline in market revenue, industrial investment and financing declined again in 2022. However, with the improvement of the industrial environment and the development of the expected boost, the future of the game industry capital performance is expected to be further improved.
Status quo three: the industry is trapped in the talent pool challenge, high demand for quality talent but external pressure continues to rise
The poor market performance has also been transmitted to the level of practitioners, in the talent pool for the enterprise to bring challenges. On the one hand, the industry's demand for high-quality talent is still high, and most companies do absorb more potential talent with high basic skills; but on the other hand, the industry's difficulty in taking on potential talent continues to rise, and pressures such as salary costs, external funding, and flow costs have all affected the overall business operations of the company, and in the context of the idea of reducing costs and increasing efficiency, the phenomenon of industry layoffs, salary adjustments, and contraction of the recruitment program in 2022 is more prevalent. is more common, including a number of head enterprises. Overall, the industry's talent development ideas tilted toward cultivating internal talent, prioritizing the absorption of high-value talent, and exploring cost-effective potential talent.
Status quo 4: new product innovation is difficult, the head of the product curing difficult to provide strong support for the market, the head of the enterprise new product output fell by 40%
The phenomenon of new products is difficult to support the market is more obvious in 2022, at the same time, product innovation is difficult, the head of the product curing characteristics of the new product is even more difficult to break through. The difficulty of product innovation continues to affect the industry's boutique process, and at this stage, the R&D thinking of innovative products has also changed. On the one hand, products need to learn from the R&D experience of many products to ensure the maturity of the product's gameplay and the success rate of its commercialization, but at the same time, they also need to ensure that the products have their own characteristics in the gameplay level, which is a difficult balance to control; the solidification of the headline products is mainly reflected in the fact that the products that provide the main revenue are still the old products that have been on line for many years, which occupy the top spot. The solidification of head products is mainly reflected in the fact that the products that provide the main revenue are still old products that have been on line for many years, occupying a large number of users, but it is difficult to provide effective incremental growth for the market scale, and some of the products are gradually entering into the life cycle decline. The head of new product curing is also mainly affected by the decline in the number of new product output, in which the number of new product output of the head of the enterprise is more than 40% reduction in 2022, which is much higher than the industry average, and the head of the enterprise's new product has a greater impact on the market.
The development trend: or will show 4 trends
Based on the current situation and causes of the decline in the industry market size, Gamma Data believes that the following directions have formed a trend, and is expected to further develop in the future.
Trend 1: Development of diversified cash and business models
There is still room for improvement in the ability of users to pay. From the research results, 21.4% of users' actual payment is lower than the acceptable payment ceiling, and the reason for the difference between the two is mainly affected by the users' recognition of the paid content, of which 56.9% of the users think there is no worthwhile recharge.
In the future, providing users with payment points and payment methods in line with their perception of value will help users upgrade their payment, and changing the mindset of some users to recharge will also become inevitable, for example, in response to some users' aversion to paying for numerical values, they can be made to pay for unlocking boutique game content and better network, hardware and other game experiences.
Trend 2: Finding new ways to expand and cultivate users
The way to find and retain high-value users also needs to be adjusted. Although the average annual number of games played by users is still high, behaviors such as paying for games are more and more concentrated on a few products, meaning that users have a higher degree of loyalty to their preferred products. For enterprises, this means that they need to more accurately control user acquisition, operation, return flow and other aspects, so that users from all levels to enhance the goodwill for their own products, otherwise there is a greater likelihood that users will be attracted to competing products. Therefore, the number of customers is no longer a core indicator of the pursuit of enterprises, and in the customer acquisition stage will need to cultivate the user's goodwill, and then even more in the operation, return to the level of investment, and find new ways to expand and cultivate the user's products into the highest degree of preference for the user's choice.
Trend 3: Use of boutique products to drive changes in user consumption behavior
User payment behavior is greatly influenced by boutique. Survey results show that boutique-related content accounted for 20.2% of the reasons for the rise in user fees, which means that the role of boutique is not limited to the distribution of revenue within the industry, but also has a significant positive impact on the expansion of the overall scale of the industry. It is worth noting that at this stage, the potential of the market has not been fully released, and the gap between users' expectations and the supply of enterprises is the main reason, and with the narrowing of the gap between the two, it is expected to raise the payment level of more than 70% of the users.
Trend 4: With the help of game science and technology, driving product experience upgrading and wall-breaking development
The game industry is closely related to science and technology at the beginning of its birth, and the connection between the two has been rapidly improving in recent years, and the game has become an important contributor to the technological advancement of the chip, high-speed communication network, AR/VR, and other industries, as seen in the results. The deeper reason for the closer connection mainly lies in the following: on the one hand, the original intention of using technology to enhance users' gaming experience has not changed, and it is more urgent, and a higher level of gaming science and technology helps to satisfy users' entertainment needs; on the other hand, gaming can help the field of science and technology to stand on its own feet and cultivate scientific and technological talents, and help gaming to achieve results in more fields through the medium of technology and talents, whose value is increasingly recognized by the national level. Its value is also increasingly recognized at the national level. In July 2022, the China Game Industry Research Institute (CGIRI) and the Chinese Academy of Sciences (CAS) released a report entitled "Game Technology - A New Cluster of Technology in the Process of Digital-Realistic Integration", in which the definition of "game technology" was clearly put forward, thus leading to the definition of "game technology".
As mentioned above, the game industry has promoted the development of several science and technology in the iterative process, and gradually formed the moniker of game technology, but its value is not only released through the window of the game industry, and the game technology will expand its multi-dimensional value centered on serving people's lives and satisfying their needs. In the future, game technology is expected to enhance the quality of people's lives based on the following ways: in the short and medium term, game technology will enhance users' gaming experience and optimize the production factors and business systems in various fields such as cultural tourism and cultural protection, industry and automation, film and television production, smart cities, medical and pharmaceuticals, etc., and at the same time, give rise to emerging business models, which will in turn promote the application of game technology in other industries and enhance the attention and needs of other industries for game Technology; in the long term, as games and technology promote each other and enhance the depth of integration, games will serve people with subversive experiences and life changes in the form of super digital scenes and meta-universes.
Focus on potential areas:
11 areas with greater potential
Based on the industry's development trend, Gamma Data believes that the following areas may have more obvious development potential.
Field 1: mixed realization
Mixed realization is expected to become a breakthrough in the diversification of product realization, for two main reasons:
Game shift to mobile games, customer acquisition from sloppy to refined, product from low-quality to boutique, and other changes in the environment, to ensure that the enterprise's competitiveness in the various periods of time, at this stage, the Sanqi Hutou Entertainment is centered on the next prejudgement of the game technology shift to the number of actual Data fusion to increase the layout; data-based thinking direction, the enterprise formulated based on data to create, iterative intelligent platform, and then rely on the intelligent platform to improve the probability of output of high-quality products, the idea has the characteristics of difficult to start, but the value of the molding continues to amplify, and at this stage, it has already played a role in tapping into the new segmentation; mesh resources, Sanqi Hutou Entertainment to complete a large number of resources in tandem to form a synergy and maximize the product demand, for example, to achieve the product demand. Realization of product demand, for example, the enterprise can provide a large number of testing opportunities for products in a short period of time. It is expected that the ability to launch high-flow products will continue, and the enterprise's core capabilities will continue to improve.
Game business helps break the boundary of the industry and raise the upper limit of potential
Enterprise's head position is expected to expand from game to entertainment
While the enterprise has potential in the game industry, Gamma Data believes that Sanqihou Entertainment's real long-term potential lies in the boundary-breaking of the industry, that is, the completion of the transition from the head of the game enterprise to the head of the entertainment enterprise. This is due to the existence of more ****commonality between the various industries of entertainment, enterprises in a single industry on the basis of through, if you can be through the experience of other industries with the characteristics of the depth of the combination, that is, it is possible to realize the industry to break the boundaries. Sanqihou Entertainment's core competence in the game industry contains both generic experience and methodology for exploring industrial characteristics, which may become the cornerstone of the enterprise's transformation to the whole entertainment industry. Meanwhile, Sanqihou Entertainment has already partially precipitated the characteristics of other entertainment industries, mainly relying on the many years of investment in the meta-universe, film, television, animation and artists' brokerage to realize the cultural and entertainment enterprises. In the future, Sanqihou Entertainment may use the industrial experience accumulated by invested enterprises as an entry point, use data-based thinking to quickly locate the focus and breakthroughs of new industries, and then rely on net resources to form a synergy and single-point breakthroughs to gain a foothold within the new industries, and gradually develop from a new player to the head of the enterprise.
Zulon Entertainment
Game engine has potential
Enterprises have more experience, stronger willingness to iterate, and wider talent reserves
Zulon Entertainment has potential in game engine and segmentation. Game engine is the key layout object of many head enterprises, and Zulong Entertainment's advantages mainly lie in: first, more experience in utilization, as of the end of January 2023, there are already 5 products developed based on Unreal Engine 4, the number of which is ranked at the head of the industry; second, stronger willingness to upgrade and iterate and faster, for example, when Unreal Engine 4 is still the representative of high-quality, that is, Zulong Entertainment is still having advantages, the enterprise has planned to introduce Unreal Engine 5, and become the early introduction of domestic game companies; Third, the reserve of technical talent is more comprehensive, rich, for example, the enterprise's R & D staff accounted for many years in about 80%, and also such as the enterprise seeks technical talent distribution in Unreal Engine 4, rendering, Houdini and other more than ten areas.
Technical ability to drive the advantages of segmentation in two stages of release
The first stage in a specific track; the second stage in the multi-track
At the same time, the technical ability may inspire the potential of enterprises in the field of segmentation, Gamma Data believes that this part of the potential will be divided into two phases of the release: the first stage, the potential will be in the release of the technical ability and the high degree of combining the playability of the categories, such as Shooting and action categories. This is due to the fact that Zulon Entertainment's core strengths are highly concentrated in the field of technology, but at this stage, it is difficult for the results of content shaping and numerical system to be at the same level with the technical capabilities, resulting in some games having a high degree of popularity in the early stage, but their performance in the later stage is not up to expectation. The category of highly combined technical ability and playability can help Zulon Entertainment to develop its strengths and avoid its weaknesses, so that strengthening the short boards and maintaining the flow of water can be synchronized and advanced. With Zulon Entertainment's richer experience in areas such as content shaping, the company's segmentation potential will enter the second stage, which is to bloom at multiple points in different tracks. In this stage, the technical ability will help the enterprise to break out from competitors at the level of customer acquisition and other links, and in the subsequent operation with the content shaping, numerical value system, etc*** the same role in user retention. Therefore, when Zulon Entertainment enters the second stage, the enterprise's market performance or significant growth in the short term.
YiWorld
YiWorld's market penetration in the simulation business category will continue to increase
Existing experience will play a role in realizing the potential of offshore markets and other segments
Relying on products such as "Master of the Way of Business" and "I am a great proprietor", Yi-World has already been located at the top of the simulation business category, and in the future, its existing experience will play an important role in increasing market penetration, exploring offshore markets, and exploring the potential of other segments of simulation business. In the future, the existing experience will be used to increase the market penetration rate of the simulation business category, develop overseas markets and enter other segments to raise the upper limit of Yiworld's potential. In terms of market penetration, Yiworld is not satisfied with the existing results, but continues to strengthen the category moat, for example, exploring the game cash potential of the mini-program version, when Yiworld is able to get through the various aspects of the simulated business category, the company will be able to target the launch of products to further improve market penetration; in terms of the overseas market, the preference of the users around the world and digging way there is a certain degree of commonality, which means that Yiworld In the domestic market, there is a certain **** commonality of user preferences and tapping methods, which means that the layout experience accumulated by Yiworld in the domestic market is expected to be replicated outside the country, thus realizing a market performance similar to that in the domestic market, which has been initially confirmed by the "Master of the Way of Business", and at the same time, taking into consideration of the company's outbound planning, the release of the potential of the overseas market may be accelerated. The ability to identify potential areas, analyze user preferences, guide product development, and realize long-term operation based on the analog business category is expected to be applied to other segments, expanding Yiworld's head position from analog business to more areas.
Shaping the cultural connotation of game products to prepare for a more long-term and profound development potential
It is expected to realize a win-win situation for the company, its products, users, and the society
In addition, Yi-world is preparing for a more long-term and profound development potential, i.e., shaping the cultural connotation of game products, which, when sufficiently rich in cultural connotations, will lead to the expansion of many entertainment fields, with the game as the core, and realize the development of the company, products, and the society. When the cultural connotation is rich enough, it will form a brand ecology with games as the core, expanding many fields of entertainment and realizing a win-win situation for the company, products, users and the society. At that time, for Yiworld and its products, its brand, number of fans, user stickiness, and source of income will be greatly increased; for users, they will gain entertainment, self-improvement, and enrichment of knowledge reserves in the process of participating in the brand ecosystem; and for society, cultural heritage and national brands will enhance their influence in the process of linking with the game products, for example, to be accepted by young users in a more grounded and vivid form. For society, cultural heritage and national brands will increase their influence in the process of linking with game products, such as being accepted by young users in a more localized and vivid form, or spreading Chinese culture with the products abroad. At this stage, Yi-world is focusing on shaping the cultural connotations of "I am a great master", and when the layout becomes more systematic, it is expected to promote it on a large scale in its products.
China Handy Games
"Immortal sword" IP is expected to unleash the multi-dimensional potential of cross-platform, cloud game, meta-universe, etc.
Cooperation with Penguin Film and Television, Perfect World and other head enterprises may strengthen the output effect
China Handy Games has potential for development in the areas of industry chain expansion, cross-platform, cloud game, host/standalone game and meta-universe. Gamma Data believes that the potential of the above areas will be released mainly from two directions. Around the "Immortal Sword and Chivalry" IP release potential is one of the directions, this is because, first of all, the enterprise planning has been promoted for a long time, since 2021 in the hand tour that launched a more clear IP planning, the relevant results are gradually output; Secondly, in the hand tour for the planning of the IP field is more three-dimensional, not only for the different users, such as the game, novels, For example, around the "Immortal Sword & Chivalry" IP, China Handy Games has cooperated with Penguin Film & TV, Beili Beili, Aichi, Shandong Film & TV, Celadon Game and many other head enterprises. For example, around the "Immortal Sword and Chivalry" IP, China Handy Games has cooperated with Penguin Film and Television, Beili Beili, Aichi, Shandong Film and Television, Celadon Games, and other head enterprises.
Relying on investment to strengthen the underlying capabilities
In the past three years, it has focused on artificial intelligence, cloud technology, data security and other fields
The potential of industry chain expansion, cross-platform, cloud games, console/standalone games, and meta-universes is also expected to be unleashed in more products and IPs of China Handy Games. This is due to the fact that China Handy Games is continuing to accumulate the underlying capabilities, and when the underlying capabilities are available for large-scale application in the enterprise's products or when the industry is facing an inflection point, the accumulation of existing capabilities is expected to help the enterprise maintain its market position. In terms of the accumulation of the underlying capabilities, Sinostream has increased the accumulation speed through investment. In addition to game-related enterprises, Sinostream relies on the investment organization "Guo Hong Jia Xin" to strengthen the binding to the cultural and entertainment industry as well as other high-potential industries; in terms of the direction of the enhancement of the underlying capabilities, Sinostream pays more attention to the development trend of the industry, for example, AIGC, For example, AIGC, artificial intelligence, cloud technology and other potentials have been recognized by the industry in recent years, which means that China Handy is relying on investment institutions to strengthen the layout of the above fields.
Celadon Games
Investment in research and development at the level of gameplay fusion and language style strengthens the product characteristics
Fine operation acquires more natural traffic users
Celadon Games' development potential is mainly reflected in its ability to integrate research and operation. In R&D, Celadon Games has strong control over gameplay integration, differentiated content, and numerical systems. For example, self-developed products such as "The Strongest Snail" and "Time Travel Agency" show an art style, worldview, and humorous writing style rarely seen in the industry, which in turn creates differentiated product features with content innovation; and in terms of operational capabilities, Celadon Games is able to customize products based on elements such as gameplay features, channel characteristics, and players' own interests. In terms of operational capabilities, Celadon Games is able to customize the operational activities of each game according to the game play characteristics, channel characteristics, and players' own interests, etc., acquiring more natural traffic users by means of refined operation, and some of the users have precipitated to become fans of the company, which in turn helps more products to enhance their customer acquisition capabilities, for example, the market performance of "The Magic Plan" is still better in the case of fewer volume purchases.
Focusing on high-quality content to build long-term operation and innovative marketing capabilities
Expecting to expand its content advantage to the global market
Celadon Games' ability to control high-quality content is at the forefront of gaming companies, which has also enabled it to build significant long-term operation and innovative marketing capabilities. At the level of long-term operation, Celadon Games has first continuously supplemented the gameplay content of its products, such as updating the "Rise of the Beasts" version and linking up with the "Baolian Lantern," all of which are notable innovations in gameplay, and have a significant role in stimulating the product's water flow. At the same time, Celadon Games took the initiative to develop interactive operations with users based on content, for example, after adopting pandas in the name of users and launching public welfare behaviors, it synchronously launched panda-themed version updates to enhance users' participation in public welfare behaviors in the form of games. At the level of innovative marketing, The Strongest Snail cooperates with a number of celebrities to produce different styles of content, which drives the product to realize circle-breaking on different platforms. At the same time, the relevant capabilities have also been applied to the overseas level, such as hiring funny artists in Japan to promote the game. The marketing behavior of using high-quality content as a carrier also reflects Celadon Games' ability to control the cultural preferences of different countries and groups. In the future, Celadon Games is also expected to further expand its content advantage to more overseas markets and help more of its agency products achieve success.
Greedy Game
Numerical-related fields are expected to continue to have a higher success rate
Data and intelligence support companies to research and operate products with higher returns at lower risks
Greedy Game has potential in segmentation and industry chain expansion. In terms of segmentation, Greedy Games may continue its history of high success rate and focus on numerical value-related fields, such as MMORPGs, which have already been demonstrated. dataization and intelligence are the guarantee of higher product success rate, and the role of dataization mainly lies in the fact that it helps enterprises to identify and improve the upper limit of product potential, which is based on "Hetu", which is an automated analytical label generating system. This is mainly based on the "Hetu" system that can automatically generate analysis labels and the game analysis team; the role of intelligence is mainly to realize as much product potential as possible, which is mainly based on the "Luoshu" system that can carry out the original plan with a low margin of error and the marketing experience. In other words, after the data, intelligent support enterprise can be lower than the industry average risk, research and development of return rate higher than the industry average of the product, the two space that is greedy for the long-term potential of the game.
Brand development capability is more systematic, which is useful for consolidating existing brands and tapping potential brands
Greedy Game's brand awareness and product penetration rate have increased, and the brand of fast food and trendy games has been steadily developing. The potential of expanding the game industry chain mainly lies in providing customers with brand development services, which can be regarded as a certain degree. To some extent, it can be regarded as packaging the methodology accumulated by Greedy Game in niche fields into individual products and serving more game developers. Compared with complete self-use, the advantages of developing this business lie in the increase of operating income, enhancement of net profit margins, and feeding the iterative upgrading of business, etc. Meanwhile, Gamma Data believes that this business has the potential to increase the brand awareness and product penetration of "Greedy Game". At the same time, Gamma Data believes that the long-term potential of this business mainly lies in the following: first, the business demand is relatively strong, the performance of more game products does not meet expectations is not due to the lack of technical capabilities of game developers, the main reason is the failure to identify the true expression of the user, to tap into the user's potential demands, and the services of Greedy Games can make up for its shortcomings more quickly; second, the pressure of competition is relatively small, this is due to the science and technology-driven Second, the pressure of competition is relatively small, which is due to the technology-driven user insight needs to be based on big data, precipitate a large number of general experience, the launch of more recognized cases, in other words, the layout of the threshold is high; third, there is a source of advantages, greedy game itself is an important participant in the game industry, its understanding of the industry will be transformed into one of the brands to attract the game companies, the future of its in the field of fast food, tide of play and other areas are expected to get close to add support.
Touyou Games
Customer acquisition channels and methods continue to be explored to strengthen the distribution capacity
The accumulated experience in global operation is expected to be expanded to more segments
Touyou Games has the potential to develop in the areas of global operation and segments. The overall management mainly focuses on high-quality content and multi-channel layout, and continues to strengthen the active attraction of users. In terms of operational details, Touyou always pays attention to the latest customer acquisition methods and channels in the market, as early as 2014, Touyou attempted to cooperate with different industries, and linked with multiple brands to acquire users.In 2015, Touyou gave full play to the leisure and competitive features of its products, and organized a number of leisure and competitive tournaments.2018, at the early stage of the development of WeChat mini-games, Touyou products were landed, so as to better access to the emerging channels of traffic. The company has also organized a number of leisure and competitive events for its products. With the rapid development of short-video entertainment, Touyou further strengthens its content marketing ability with the help of Jittery Voice, which promotes game content through official interaction and content creation and drives more pan-users to pay attention to the product, while cultivating more anchors to promote the dissemination of secondary content outside the game. The continuous exploration of customer acquisition channels and methods also continues to strengthen Touyou's distribution capabilities, and has formed a systematized global business model, which has become an important reason for maintaining the life cycle of its products. At the same time, it also helps Touyou to expand the idea of user acquisition and operation to other fields, such as the card category, so as to open up a new track, which has become the main reason why Touyou has the potential for more segments
Card game is expected to become a new growth point
Existing research and transportation system and talent expansion will help to explore the overseas market
In terms of segmentation, in the future, Touyou is expected to have a strong presence in the card category, which will be the main reason for Touyou's success. In terms of segmentation, Touyou is expected to continue to develop new advantages in the card category and strengthen its exploration of overseas markets. At the level of medium-heavy games, Touyou has launched two global card products, both of which have achieved certain results, and the related research and development experience is also expected to be applied to more products. In the layout of niche areas, Touyou also has a number of advantages that can continue to play a role. On the one hand, its continuous accumulation of experience in global management is expected to further strengthen the results of the marketization of the product, and global management will be more critical in the global market where competition for traffic is increasingly intensifying. On the other hand, the company has continued to strengthen its talent pool in the above categories, expanding its global talent resources, which is expected to lay the foundation for the globalization of R&D and operation of different types of products.
Shengtian Network
User value mining ability may become an important potential point for Shengtian Network
Value can be released both online and offline
Shengtian Network's ability to mine user value deserves the industry's attention, especially in the context of the development of diversified cash flow and business model has become a long-term trend, the ability to mine user value may become one of the important potential points for Shengtian Network. The ability to mine user value may become one of the important potential points of Shengtian Network. Shengtian Network's competitive advantages in the field of mining user value mainly lie in the following: firstly, Shengtian Network's resources are relatively rich and three-dimensional, and its resource linkage ability is strong; secondly, Shengtian Network mainly assumes the role of a service provider in the industry, which means that the enterprise has a stronger willingness to provide partners with the required services, and has more experience; thirdly, in terms of the layout of the network in recent years, Shengtian Network has continued to increase the capacity of realizing the value of its own resources at the user level, and has also derived a derivative service from its own resources. Thirdly, from the layout in recent years, Shengtian Network has continued to enhance the realization ability of its own resources at the user level, and derived more potential scenarios for tapping the value of users. For example, the layout of the e-sports hotel business is itself a scenario that can release the value of online and offline synchronously, and on top of that, it also has the space for combining with the game exhibitions, derivatives, tournaments and other fields.
Expansion of gaming technology is another source of potential
R&D talents, technology layout, and digital application support the realization of corporate potential
Relying on gaming-related technology to serve more industries and enterprises is another potential area for Centillion Network, the former of which can bring Centillion Network a much higher potential than that of the gaming industry, and the latter of which can feed the industrial status and technological level of Centillion Network. and technology level. At this stage, from the point of view of the degree of emphasis on technology, the number of R&D personnel of Shengtian Network has been maintained at more than 50% for a long period of time, with a higher degree of emphasis; from the point of view of technological reserves, Shengtian Network has laid out a number of technologies such as AR, big data technology and cloud computing, etc., which are relatively abundant; from the point of view of content, Shengtian Network's IP business has continued to grow, and the newly-invested issuance business has made certain achievements, and the rate of introduction of IP and content has been accelerated. From the perspective of layout process, Shengtian Network participates in the development of "Yunshang Nankong" digital application, testing the combination of game and cultural tourism industry, and at the same time, researches and develops its own Yuan Universe Interactive Space, which is capable of carrying out on-line large-scale brand live broadcasting and interactive activities. Shengtian Network, which owns a number of classic IPs and has the ability of scene empowerment, content marketing and SaaS-based services, is expected to make a big splash in the meta-universe and the social track.