Aauto Quicker teamed up with Tencent to sign the game year frame, and the report "Evaluation of the Protection Mechanism for Minors in 20 Mobile Games Apps" was released heavily.
21st century business herald intern Wu Feng and reporter Cai Shuyue reported in Shanghai.
Tian Jia is less idle in the month, and people are twice as busy in May. Unconsciously, May has come to an end. What noteworthy events have happened in the game field this week?
In terms of industry trends, Take-Two, a well-known game listed company, officially completed the acquisition of Zynga, a social and mobile game publisher, for US$ 12.7 billion. The biggest transaction in the game industry finally came to an end after several months of negotiations. The Game Industry Report of April 2022 released by Gamma Data shows that the actual sales revenue of China game market in April was 22.99 billion yuan, down 3.40% year-on-year; The seminar on "E-sports Industry Report" organized by the E-sports Working Committee of China Music and Digital Association was held as scheduled, with the participation of many related enterprises such as Tencent, Netease and Perfect.
Pulling our vision back to domestic game companies, the key word of domestic information this week is "cooperation": Aauto Quicker signed an agreement with Tencent to reach a number of cooperation in game licensing, distribution and operation; Netease announced Q1 financial report, with net income of 23.6 billion, including game income of 17.3 billion; In addition, the performance of domestic games is also quite eye-catching. In April, the version of "Shashi Town Time" was just approved, and in May, it reached the top of the Steam global bestseller list.
In terms of compliance supervision, "Children’s Day" is coming soon, focusing on the protection of minors touching the net, and this week’s dynamics are frequent. On May 26th, Nancai Compliance Science and Technology Research Institute released "Evaluation on the Protection Mechanism for Minors of 20 Mobile Games Apps (2022)", which comprehensively analyzed and judged the perfection of the anti-addiction mechanism of each game in terms of game time limit, in-game recharge behavior, customer service feedback mechanism and in-game content. In addition, this week, the Beijing Internet Court held a press conference on the judicial protection of minors on the Internet. At the meeting, it was mentioned that the cases of minors’ online disputes mainly focused on cases of recharging and rewarding, and the average bid amount of game recharging cases was 84,647 yuan.
In terms of overseas news, the overall situation of overseas markets is good this week. In the first week of its launch, the new overseas tour "V Rising" invested by Tencent broke 150,000 people online, and Sensor Tower also counted the revenue of "Apex Hero Mobile Games" in the first week overseas. Since its launch on May 17th, the total revenue of the game on the App Store and Google Play platform has reached 4.8 million US dollars. In addition, this week, the Japanese game company Nintendo’s IP Koda Duck derived from the surrounding popular network, which exploded out of the circle. At the same time, Nintendo newly registered the trademark "Dong Qigang", and the current commercial use is temporarily unknown.
Focusing on the e-sports track, this week, the e-sports project of the 31st Southeast Asian Games officially ended in Vietnam, and the e-sports project "Mobile Legends:Bang Bang", "Jedi Survival Mobile Games" and "Legendary Duel" won high ratings. In addition, Micro-competition Culture announced the establishment of Micro-competition MCN, aiming to add a live broadcast section of game e-sports in addition to the two major businesses of professional e-sports clubs and self-owned e-sports.
1. Take-Two formally acquired Zynga for $12.7 billion.
On May 23, Take-Two, a well-known game listed company, officially completed the acquisition of Zynga, a social and mobile game publisher, at a price of about 12.7 billion US dollars. This acquisition is one of the biggest transactions that have been completed in the game industry. It is worth noting that Zynga’s representative works include casual chess and card mobile games such as Texas Hold ’em, Xingjia City and FarmVille 2, while Take-Two represents Grand Theft Auto, bioshock and Civilization.
According to investors, Take-Two plans to bring more business capabilities to the mobile platform with the help of Zynga. Strauss Zelnick, Chairman and CEO of Take-Two, said: "I am very happy to complete the merger with Zynga, which is a key step to double the number of mobile network bookings and the fastest growing part of interactive entertainment, and provides us with huge cost synergies and income opportunities." As early as January this year, Take-Two and Zynga reached an acquisition agreement and announced it. After several months of negotiations, the biggest acquisition transaction in the game industry has finally come to an end.
2. "E-sports Industry Report" seminar was held, attended by Tencent, Netease, Perfect and many other related enterprises.
On May 25th, the E-sports Industry Report was held by the E-sports Working Committee of China Music and Digital Association. Tencent, Netease, Perfect and other related enterprises were all present. The drafting group of the report introduced the outline of the E-sports Industry Report, which was mainly divided into three parts: industrial development status, market data and trend judgment. The e-sports industry was discussed in detail and deeply interpreted from the aspects of e-sports market scale, local policy support, related industry development and continuous improvement of internal management system, so as to objectively reflect the industry status, judge the future development trend and support the orderly and integrated development of the e-sports industry.
3. Gamma data: In April, the actual sales revenue of China game market was 22.99 billion yuan, down 3.40% year-on-year.
On May 27th, Gamma released the Game Industry Report of April 2022, which showed that the actual sales revenue of China game market in April 2022 was 22.99 billion yuan, up 1.86% from the previous month and down 3.40% from the same period last year. Among them, the actual sales revenue of the mobile game market was 16.959 billion yuan, up 2.39% from the previous month and down 5.29% year-on-year; The actual sales revenue of self-developed games in overseas markets was $1.536 billion, up by 1.53% month-on-month. According to gamma data, the main reason is that Call of Duty Mobile Games opened its new season in 2022S3, which stimulated the growth of flowing water.
4. Aauto Quicker signed an agreement with Tencent to reach a number of cooperation in game licensing, distribution and operation.
On May 24, Aauto Quicker announced that it would conclude a framework agreement on game cooperation with Tencent in 2022, and both parties agreed to carry out a number of cooperation on the game; And other marketing and promotion service framework agreements, the two sides agreed to provide some new marketing and promotion services to each other. According to the agreement, Tencent and Aauto Quicker will be authorized by each other and have the right to issue, operate, distribute and promote each other’s games. It is reported that the agreement is valid from May 24, 2022 to December 31, 2023, and can be renewed with the consent of both parties and in line with the listing rules.
Netease announced Q1 financial report: net income was 23.6 billion, and game income was 17.3 billion.
On May 24th, Netease released its financial report for the first quarter of 2022. The financial report showed that Netease’s net income in the first quarter was 23.6 billion yuan, an increase of 14.8% compared with the first quarter of 2021. Among them, the net income of online game service was 17.3 billion yuan, up by 15.3% compared with the first quarter of 2021, and the net income of mobile games accounted for about 66.9% of the net income of online game service. According to the financial report, the growth of game services is mainly due to the increase in net income of newly launched games, such as Never Robbed and Harry Potter: The Magic Awakens.
6. The domestic game "Shashi Town Time" was approved in April, and reached the top of the Steam global bestseller list in May.
On May 26th, the domestic indie game "Time in Shashi Town" was launched on platforms such as Steam, WeGame and Epic in a pre-emptive experience version, and quickly reached the top of the Steam global bestseller list. It is reported that "Shashi Town Time" is a simulated business game developed by Pasia Technology. In April this year, the mobile terminal of the game was approved by the State Press and Publication Administration and obtained the version number.
7. Nancai Compliance Science and Technology Research Institute released "Evaluation of Protection Mechanism for Minors in 20 Mobile Games Apps (2022)".
Another year, Children’s Day is approaching. Has the anti-addiction system in the mobile games of various game companies been upgraded?
On May 26th, Nancai Compliance Science and Technology Research Institute, which has long been concerned about the rights and interests of teenagers and the healthy growth and the construction of online game anti-addiction system, officially launched a series of reports and reports entitled "Evaluation of Protection Mechanism for Minors in 20 Mobile Games Apps (2022)". Based on the same sample of last year’s "Evaluation of Protection Mechanism for Minors in 20 Mobile Games Apps (2021)", the index was upgraded, especially the evaluation of rent and number was added, and the anti-addiction system construction of domestic mainstream game manufacturers was judged from a third-party perspective again.
In this year’s "Evaluation of the Protection Mechanism for Minors in 20 Mobile Games (2022)", various manufacturers have made significant progress. The average score is 71.33 points, with the highest score of 85 points in the glory of the king and the lowest score of 53 points in The Three Kingdoms Zero.
Expand reading:
The evaluation results of the protection mechanism for minors in 20 mobile games were released: the highest score of the glory of the king was 85, and the lowest score of Young Three Kingdoms Zero was 53.
20 mobile game apps are not insured. Evaluation report ②: The tourist mode is not available, and the participation of guardians still needs to be improved in the real-name authentication link.
8. Beijing Internet Court: The average bid amount of juvenile game recharge cases is 84,647 yuan.
On May 26th, Beijing Internet Court held a press conference on the network judicial protection of minors. Jiang Ying, vice president, pointed out that the types of online disputes involving minors are relatively concentrated, and the proportion of recharge and reward cases reaches 75%. The bid amount of cases varies greatly, ranging from more than 1,000 yuan to more than 600,000 yuan, with the highest amount involved in recharge and reward cases, in which the average bid amount of game recharge cases is 84,647 yuan, the average bid amount of live reward cases is 69,712 yuan, and the average bid amount of online shopping cases is 34,758 yuan.
9. The online game industry mobile application privacy compliance activity was held in Guangdong.
On May 26th, the activity of "Privacy Compliance of Mobile Applications in Online Game Industry" sponsored by Guangdong Game Industry Association officially ended. Ms. Chen Wenyuan, Party Secretary and Secretary General of Guangdong Game Industry Association, pointed out at the meeting that this meeting hopes to help game companies avoid risks, actively promote the construction of game industry and guide the healthy and orderly development of online game industry through key points such as legal interpretation, policy analysis and technical risk control.
Nancai Comments: Privacy compliance has become one of the important topics in the supervision of the game industry. While the Network Security Law and the Personal Information Protection Law have been promulgated one after another, the self-discipline of trade associations is also an indispensable dimension. Multi-activity can promote the healthy and orderly development of the game industry.
10. Tencent invested in the new overseas tour "Vrising". Steam broke 150,000 people online.
On May 23rd, the game "VRising" reached the top of the Steam popularity list and trend list one week after its release, and the number of simultaneous online games reached a record high, exceeding 150,000. The game developer is Stunlock Studios, a Swedish game company. It is worth noting that Tencent has previously acquired a majority stake in the company.
11. Nintendo’s "Koda Duck" exploded out of the circle and newly registered the trademark "Dong Qigang"
This week, the "magic" Koda duck music box became popular on the Internet. It is reported that Koda Duck is a character in the Pokémon series released by Japanese game company Nintendo, and its prototype is platypus, which first appeared in the game Pokémon: Red/Green. According to the data of Qixinbao APP, the trademark of "Koda Duck" is owned by Japanese game company Nintendo. It is reported that "Koda Duck" has successfully registered 26 trademarks, of which 10 trademarks are registered by Nintendo Co., Ltd., and the international classification includes clothing, shoes, hats, furniture, education and entertainment. At the same time, China National Intellectual Property Administration showed that Nintendo Co., Ltd. submitted a new trademark registration application "Dong Qigang" in China this month. Judging from the pronunciation, it may be a transliteration of "Donkey Kong". At present, the purpose of the trademark is temporarily unknown.
12. 《Apex Hero Tour "earned $4.8 million in its first week overseas.
This week, Sensor Tower counted the revenue of the first week of Apex Hero Tour overseas. Among them, the total revenue of the game on the App Store and Google Play platforms reached 4.8 million US dollars, of which the United States was the country with the highest revenue, accounting for 2.1 million US dollars, accounting for 44% of the total revenue, followed by Japan and Thailand. Previously, on the 17th of this month, Apex Hero Mobile Games, jointly developed by Respawn and Tencent’s Photonic Studio, was officially launched in many overseas regions.
15. The e-sports event of the 31st Southeast Asian Games officially ended in Vietnam.
On the evening of May 23rd, the closing ceremony of the 31st Southeast Asian Games (SEA Games 31) was held in the track and field palace in Hanoi, Vietnam. In this campaign, the e-sports competition won a high audience rating. The total viewing time of "Mobile Legends:Bang Bang" reached 17.8 million hours, and at the same time, the peak viewing number exceeded 2.2 million, reaching the highest peak viewing number. The second place is "Jedi Survival Mobile Games", which ranks second with 7.2 million viewing hours and 900,000 peak viewing times. The third place is "Legendary Duel", with a total of 3.8 million hours of viewing time.
16. Micro-competition culture announced the establishment of Micro-competition MCN.
On May 25th, Micro-competition Culture announced the establishment of Micro-competition MCN, aiming to add a live broadcast section of game e-sports to the professional e-sports club and its own e-sports business, which will make the layout of Micro-competition culture in the e-sports industry chain more complete, and also help the parent company Weibo to carry out more cross-border planning and linkage, and constantly explore new directions of pan-sports and pan-entertainment products.
Produced by: Digital Entertainment Research Group of Nancai Compliance Science and Technology Research Institute
Planning: Cao Jinliang
Overall planning: all things are not quiet
Writing: Wu Feng (intern), Cai Shuyue
Design: Lin Huang
(Author: Wu Feng, Cai Shuyue Editor: Zhu is not static)