On 28th July, Shanghai Game Publishing Industry Survey Report 2019-2020 and the Shanghai E-sports Industry Development Evaluation Report 2020 were released at a game summit in Shanghai.
Two reports show that in 2019, the sales revenue of mobile games in Shanghai reached 52.39 billion yuan, an increase of more than 13 billion yuan, which is a record high.
Shanghai's e-sports industry has shown strong resilience. In 2020, the scale of Shanghai's e-sports industry is expected to exceed 22 billion yuan, maintaining growth year after year.
Shanghai has gathered 10.7% of listed game companies across the country. In addition, Shanghai’s A-share listed game companies accounted for 77.3%, and China’s NEEQ listed game companies Shanghai accounted for 18.7%.
In recent years, although the number of newly-listed game companies in Shanghai is small, they are generally of high quality. For example, bilibili, xd.com, etc., have differentiated competitive advantages.
According to Joynews.cn, the growth rate of marketing expenditures of China's top game companies has been higher than the growth rate of their revenue. In 2019, Shanghai game companies invested more than 10 billion yuan in marketing costs.
In terms of technological innovation, Shanghai's game industry is also expected to have further developments. At the end of 2019, Shanghai has built 16,000 5G base stations, and 5G networks have boosted the rapid development of cloud-based games, and many game companies in Shanghai have strived to develop cloud games in depth.
Shanghai is the first city to launch online e-sports events during the global epidemic. Thanks to the increase in copyright revenue from top game events, the revenue from e-sports events in Shanghai has increased significantly. It is estimated that in 2020, Shanghai e-sports revenue will account for 50.2% of the country's total.
The data shows that in addition to e-sports game revenue, the revenue from other areas of the Shanghai e-sports industry is expected to reach 3.63 billion yuan in 2020. The main revenue comes from live broadcast, accounting for 45.1%.