The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions;

2024/04/2806:43:33 game 1710

Source: IT Orange

China's game industry is still in turmoil in 2022.

High-quality game companies are negotiating premiums among , Tencent, , Byte and other giants, but more of them are those game companies whose glory has faded or have not yet made a splash. Under the absolute " buyer's market ", they are seeking Investments and M&A.

Today, IT Orange released "2022 China Game Industry Investment and Financing Development Report" . The contents of the report include:

analyzes the overall market situation of China's game industry;

analyzes the possible development trajectory of game companies from investment and financing transactions and active investors in China's game industry;

In addition, the domestic market of the game industry has shifted from incremental to stock, but the global market is still The game industry is full of vitality, and major game companies have long regarded the overseas investment and financing of games as a strategic focus. Therefore, this report will also analyze the overseas investment and financing situation of the game industry in an attempt to show the overall development of the game industry.

The following are selected contents of the report:

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

After more than ten years of development in China's game industry, the penetration rate of and has reached a high level. Coupled with the policy level, National Press and Publication Administration , Central Propaganda Department , etc. have issued a series of " "Anti-addiction" measures have led to a decrease in the number of users in China's game industry, a contraction in usage time, and a decline in market size growth. Relevant data shows that China's game market will reach 296.5 billion yuan in 2021, with the growth rate falling to 6.4%, and the number of users will exceed 660 million, an increase of only 0.2% from 2020.

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

In April 2022, the State Press and Publication Administration issued 45 domestic online game version numbers. Prior to this, the game version number had been suspended for 8 months. During this period, the leading companies in the game industry still have to compete in the existing user market, let alone those small and medium-sized game companies. Tianyancha APP shows that tens of thousands of game companies have gone bankrupt in 8 months.

Now version number has recurred, with 86 version numbers issued in May, 60 in June, and a total of 191 in this quarter. This is a decrease of 69 units compared with Q2 of 2021 before the suspension, and a decrease of 143 units compared with Q1 of 2021. As a result, although the game version numbers have recurred, the total volume has shrunk significantly.

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

The overall trend of investment activity in China’s gaming industry in the past ten years has been in an “inverted V” shape. In 2012, the total number of transactions occurred was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained over 400 transactions; in 2016, it dropped directly to 291, and then continued to show a downward trend until 2019. , there were only 73 transactions in 2019; since then, the transaction activity in the industry has increased, with a total of 130 transactions in 2021. However, due to the impact of policies and the suspension of version numbers, in H1, 2022, the number of transactions was only 17.

Judging from the transaction amount, it has been basically between 7 billion and 10 billion over the years. Two extreme values ​​appeared in 2019 and 2021 respectively: in early 2019, Century Huatong acquired Shengqu Games for 29.8 billion US dollars, and in 2021 ByteDance acquired Muton Games for 4 billion US dollars, respectively, which increased the total transaction volume in these two years.

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

This report divides China's game industry into three categories: comprehensive game services, game platforms, and reasoning/offline/social games. Game comprehensive service companies are mainly companies that provide services for the "game" itself, such as game development, game distribution operations and channels, etc. In order to develop and promote games, third-party services of game comprehensive services mainly serve in game development.

Reasoning/offline/social games and game platform companies mainly serve "users", that is, they serve users' entertainment and social interaction, help users better match suitable games and solve a problem that users extend during the game process. Series requirements.

According to IT Orange statistics, from 2012 to H1 2022, nearly 90% of the investment in the game industry was concentrated in the field of comprehensive game services.

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

According to statistics from IT Orange, there are a total of 23 companies with capital invested in 20 or more game companies. Among them, Tencent ranked first with investments in 121 game companies; Innovation Works ranked second, investing in 52 game companies in total, less than half of Tencent; followed closely by IDG Capital , which invested in 40 game companies. Investors; B website ranked 4th with 35 game companies; 5th place was won by ZhenFund, which invested in 34 game companies.

Even if you are an active investor in the game industry, it is rare to invest in the same game company multiple times. Among the 121 game companies invested by Tencent, only 6 invested twice or more; IDG Capital is among the active capital , the most frequent investment in the same game company is 11; 10 active investors including Qingsong Fund, Xiaomi Group , Xinghui Entertainment , etc. only invest in the selected game company once.

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

Appendix

The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNewsThe total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews
The above content is excerpted from IT Orange's " 2022 China Game Industry Investment and Financing Development Report ". Reply to [2022 game ] on the IT Orange public account homepage to obtain the report.
The total number of transactions occurred in 2012 was 105, which increased to a peak of 425 in 2014. It declined in 2015, but still maintained a number of over 400 transactions; - DayDayNews

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