According to the annual report jointly released by the Game Working Committee of the China Audio Digital Association and International Data Corporation, the actual sales revenue of China's gaming industry in 2019 was 2308 800 million yuan, the number of Chinese game users has reached 6 400 million people, showing a slight overall growth trend, an increase of 7% compared to the previous year 7% and 2 5%. ① In addition, the output value of Chinese gaming companies accounts for about 24% of the global gaming output value and about 50% of the entire Asia Pacific region. According to the 2019 Global Games Market Report released by Newzoo, The number of game users in major regions around the world continues to grow, from approximately 23 in 2018 500 million people increased to 25% in 2019 100 million people. Except for a slight downward trend in North America, other regions have experienced varying degrees of growth. As the region with the largest number of global gaming users, the Asia Pacific region saw the largest increase, with nearly 100 million people added (see Figure 1). In 2019, the total revenue of the global gaming market reached 152.1 billion US dollars, an increase of 9% compared to last year 6%. ① Geographically, nearly 50% of the revenue share comes from the Asia Pacific region, with an annual revenue of 72.2 billion US dollars, but the growth rate is relatively slow. Next are North America and Western Europe, with annual revenues of $39.6 billion and $25.7 billion, respectively. They are also the regions with the fastest growth in global gaming revenue, increasing by 11% compared to last year 7% and 12 3%. In terms of Latin America and the Middle East and Africa, although the market revenue in these two regions does not account for 4% of the global total

The Current Situation of China's Game Culture Foreign Trade in 2019

According to the annual report jointly released by the Game Working Committee of the China Audio Digital Association and International Data Corporation, the actual sales revenue of China's gaming industry in 2019 was 230.88 billion yuan, and the number of Chinese gaming users reached 640 million, showing a slight growth trend overall, with an increase of 7.7% and 2.5% respectively compared to the previous year. In addition, the output value of Chinese gaming companies accounts for about 24% of the global gaming output value and about 50% of the entire Asia Pacific region.

(1) Overview of Overseas Gaming Market

According to the 2019 Global Games Market Report released by Newzoo, the number of game users in major regions around the world continues to grow, from approximately 2.35 billion in 2018 to 2.51 billion in 2019. Except for a slight downward trend in North America, other regions have experienced varying degrees of growth. As the region with the largest number of global gaming users, the Asia Pacific region saw the largest increase, with nearly 100 million people added (see Figure 1). In 2019, the total revenue of the global gaming market reached 152.1 billion US dollars, an increase of 9.6% compared to last year. Geographically, nearly 50% of the revenue share comes from the Asia Pacific region, with an annual revenue of 72.2 billion US dollars, but the growth rate is relatively slow. Next are North America and Western Europe, with annual revenues of $39.6 billion and $25.7 billion, respectively. They are also the regions with the fastest growth in global gaming revenue, increasing by 11.7% and 12.3% respectively compared to last year. In terms of Latin America and the Middle East and Africa, although the market revenue in these two regions did not reach 4% of the global total, their growth was steady, with a year-on-year increase of about 11%. Compared to this, the Eastern European region has relatively low market revenue and growth rates (see Figures 2 and 3).

Figure 1: Trends in Global Game User Count from 2018 to 2019

Figure 2 Overview of Regional Distribution of Global Game Market Revenue in 2019

Figure 3 Overview of Global Gaming Market Revenue in 2019

Furthermore, China, the United States, and Japan remain major global game producers with annual revenues exceeding $15 billion. In 2019, despite the overall growth of global gaming market revenue, China's gaming market revenue showed a downward trend, dropping from 39.3 billion US dollars in 2018 to 36.5 billion US dollars, surpassing the United States and ranking second in the world with a slight gap. The second tier consists of South Korea, Germany, the United Kingdom, and France, with an annual revenue of $4 billion to $6.5 billion in the gaming industry (see Figure 4).

Figure 4 Overview of Global Gaming Market Revenue in 2019

In the era of globalization, game users in various regions are consuming game products from different countries (see Figure 5). From the geographical distribution of mobile games, domestic game products occupy the main market share in Japan, South Korea, and the United States. Among them, Japanese games account for as much as 78% of the Japanese market, while Korean games account for 64% of the domestic market, demonstrating the strong competitiveness of the two countries' game products in the local market. However, Japanese mobile games are relatively niche in international markets outside of their home country, and similar situations also exist for Korean game products. In contrast, American games also perform well outside of their home country in the UK, Germany, and Brazil, accounting for 41%, 28%, and 23% of the top 250 games in their respective regions. In terms of Chinese gaming products, on the one hand, Chinese games are more popular in Indonesia, Russia, and India, accounting for 43%, 38%, and 36% of the top 250 mobile games in these regions, respectively; On the other hand, China's foreign game trade products have poor market competitiveness in European and American countries such as the United States, South Korea, and Germany, accounting for only 11% of the Japanese market.

Figure 5 Regional distribution of the top 250 mobile game publishers in each market in the first half of 2019 (by user spending)

In the past decade, China's independently developed game foreign trade products have shown a steady growth trend. In 2019, the overseas market revenue growth rate of China's independently developed games was significant, increasing from 9.59 billion US dollars in 2018 to 11.59 billion US dollars, with a growth rate of 21.0% (see Figure 6).

Figure 6 Actual sales revenue of Chinese independently developed online games in overseas markets from 2010 to 2019

(2) Overview of Chinese Game Export Enterprises and Products

After years of accumulation, China's game exports have gradually transitioned from the exploration stage to a steady development stage, and the game foreign trade industry chain is also becoming increasingly perfect. As shown in Figure 7, in terms of product dimensions, game developers such as Tencent, NetEase, and Perfect World first complete the research and development, then hand it over to domestic and foreign publishers, and then distribute it to users through major app stores, advertisers, and other channels. At the same time, players pay through payment platforms and then go through game channels/distributors, game publishers in reverse to reach game developers. During this process, IP copyright agencies, market research agencies, content regulatory agencies, and industry self regulatory agencies provide support services and play a supervisory role for the entire industry chain.

图7 2019年中国移动游戏出口产业链

Figure 7: China's Mobile Game Export Industry Chain in 2019

Currently, the app store charges 30% of the total revenue generated by overseas game users, while the remaining 70% is obtained by game developers. Among them, the revenue of game publishers accounts for 70% to 80%, with the remaining portion being the revenue of game developers (see Figure 8).

图8 2019年出口移动游戏流水分成分析

Figure 8 Analysis of the revenue sharing of exported mobile games in 2019

During this process, Chinese game companies also have their own focuses, some of which focus on game development, such as Zhangqu, Sanqi Huyu, Lilith, Longteng Jianhe, etc; Some focus on operational services, such as Heartbeat Network, Cheetah Mobile, Alibaba Games, Baidu Games, Moby Whale Overseas, etc; There are also some companies that balance both, such as Perfect World, Tencent, NetEase, Giant, Leyuan, Youzu, etc. According to the statistics of iResearch Consulting on the number of exported products in the first half of 2019, Tencent, NetEase, Youzu, and Zhimingxing Tong ranked among the top four in terms of the number of self-developed exported products, and Heartbeat Network's agent operation exported as many as 14 products (see Table 1).

表1 2019年上半年中国头部移动游戏上市企业海外市场在运产品数

表1 2019年上半年中国头部移动游戏上市企业海外市场在运产品数
单位:款
企业名称 自研出口产品数 代理运营出口产品数 总出口产品数
腾讯游戏 25 12 37
网易游戏 31 0 31
三七互娱 3 4 7
完美世界 5 1 6
世纪华通 8 0 8
游族网络 18 5 23
昆仑万维 7 2 9
搜狐畅游 2 0 2
智明星通 16 2 18
心动网络 5 14 19
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Table 1: Number of products in operation in overseas markets of top Chinese mobile game listed companies in the first half of 2019

According to the "2019 Top 50 Chinese Overseas Brands" list jointly released by KPMG and Facebook, game brands occupy 16 seats, including Tencent, NetEase, Perfect World, Youzu, Qujia IGG、 Game companies such as Zhimingxing Tong are on the list. In the 2019 Top 10 Game Competition initiated by the Game Working Committee, ten companies including Perfect World, Kunlun Wanwei, and miHoYo were awarded the annual "Overseas Expansion Game Enterprise" award (see Table 2).

表2 2019年度中国十大海外拓展游戏企业

表2 2019年度中国十大海外拓展游戏企业
序号 企业名称
1 完美世界股份有限公司
2 北京智明星通科技股份有限公司
3 上海米哈游网络科技股份有限公司
4 上海莉莉丝科技股份有限公司
5 北京猎豹网络科技有限公司
6 心动网络股份有限公司
7 天津紫龙奇点互动娱乐有限公司
8 深圳市腾讯计算机系统有限公司
9 广州网易计算机系统有限公司
10 北京龙创悦动网络科技有限公司
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Table 2 Top 10 Overseas Expansion Game Enterprises in China in 2019

At the end of 2019, Gamma Data and Newzoo jointly released the "2019 Global Mobile Gaming Market Chinese Enterprise Competitiveness Report", which selected the "Top 20 Chinese Enterprises in the Global Mobile Gaming Market Competitiveness" based on parameters such as profitability, growth, product revenue, and total product volume of Chinese gaming enterprises (see Table 3).

表3 2019年全球移动游戏市场中国企业竞争力20强

表3 2019年全球移动游戏市场中国企业竞争力20强
排名 企业
1 腾讯游戏
2 网易游戏
3 三七互娱
4 世纪华通
5 完美世界
6 米哈游
7 IGG
8 多益网络
9 乐元素
10 中文传媒(智明星通)
11 紫龙游戏
12 莉莉丝
13 哔哩哔哩
14 中手游
15 创梦天地
16 巨人网络
17 游族网络
18 掌趣科技
19 玩友时代
20 叠纸网络
资料来源:《伽马数据和Newzoo联合发布中国企业全球游戏市场20强&竞争力报告》,新浪VR,http://vr.sina.com.cn/news/hot/2019-11-11/doc-iicezzrr8665792.shtml,2019年11月11日。
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Table 3 Top 20 Competitive Chinese Enterprises in the Global Mobile Gaming Market in 2019

In terms of game types, the main types of foreign trade game products independently developed by China in 2019 were role-playing, strategy, and MOBA. This trend is consistent with the domestic market, indicating that the above types are the product types that Chinese game developers are more proficient in (see Figure 9).

Figure 9 Distribution of types of independently developed game products in China in 2019

In the 2019 "Top 10 Games" selection, 10 games including "Wilderness Action," "Collapse 3," "Eternal Era," and "Awakening of All Nations" were selected as the most popular overseas games of the year by the Chinese Game Working Committee (see Table 4).

表4 2019年度中国十大最受海外欢迎游戏

表4 2019年度中国十大最受海外欢迎游戏
序号 游戏名称
1 荒野行动
2 万国觉醒
3 列王的纷争
4 崩坏3
5 放置奇兵
1 梦幻模拟战
2 碧蓝航线
3 守望黎明
4 永恒纪元
5 不休的乌拉拉
资料来源:《2019年度中国游戏十强获奖名单》,游戏工委网,http://2019gametop.cgigc.com.cn/,2019。
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Table 4 Top 10 Most Popular Overseas Games in China in 2019

In summary, with the significant increase in revenue and the number of game users in the global gaming market, China's foreign trade volume of games has also steadily increased. After years of exploration and experimentation, Chinese game companies have also leveraged their respective advantages, continuously making efforts in game research and development, game distribution, and other aspects, forming a relatively mature game export industry chain, especially achieving excellent results in emerging game consumer markets such as Southeast Asian countries. However, at the same time, in 2019, China was surpassed by the United States for the first time to become the second largest country in global gaming revenue, which also exposed the problems existing in China's current international gaming trade.

The main issues of international trade in Chinese game culture

(1) The homogenization of game products cannot match the diverse needs of overseas markets

In recent years, product homogenization has been one of the main issues affecting the development of China's game foreign trade. According to market analysis conducted by App Annie and Google on Chinese gaming products among the top 1000 games worldwide, strategy games accounted for 58.3% of Chinese mobile games in 2017, followed by role-playing games and action games, accounting for 25.5% and 10.10% respectively. In the first half of 2019, although about 7% of adventure games appeared, the above three categories were still the main types of Chinese games in the global market, with nearly 50% being role-playing games (see Figure 10).

Figure 10 Distribution of Mobile Game Types in China in 2017 (Inner Ring) and the First Half of 2019 (Outer Ring) Based on App Annie's Global Top 1000 Games by User Expenditure

In short, there is a distinction between emerging and mature markets in the global gaming market. Emerging markets are dominated by countries such as Brazil, India, Russia, and Indonesia, with a significant demographic dividend among game users, and there is still room for varying degrees of growth in this demographic dividend. For example, in 2019, the number of players in the Asia Pacific region was approximately 1.33 billion, accounting for 32% of the total population in the region; Although the number of game users in North America is less than 200 million, it accounts for 54% of the total population in the region (see Figure 11). Unlike emerging markets, mature markets are dominated by Europe, the United States, Japan, and South Korea. The demographic dividend of game users is relatively small, but players have higher demands and willingness to pay for game products.

Figure 11 Overview of Global Game Users in 2019

In addition, there are significant differences in game type preferences among players from different countries. For example, Japanese players prefer three types of games: role-playing, action, and puzzle, but the main products come from local Japanese developers. In the United States, the first tier of game types are strategy, casual, and game, while the second tier is action, role-playing, and puzzle. Obviously, Chinese game products are mainly concentrated in strategy, role-playing, and action games, which have more advantages in emerging markets and occupy a huge market share. However, the above types cannot meet the diverse preferences of players in various mature markets (see Table 5).

表5 2019年中国移动游戏在主要海外市场的类型分布

表5 2019年中国移动游戏在主要海外市场的类型分布
国家 该地区排名前三位的游戏类型 中国游戏企业擅长的前三位的游戏类型
日本 角色扮演类、动作类、益智类 冒险类、策略类、角色扮演类
韩国 角色扮演类、策略类、动作类 角色扮演类、策略类、动作类
美国 策略类、休闲类、博弈类 策略类、角色扮演类、动作类
英国 休闲类、策略类、益智类 策略类、角色扮演类、动作类
德国 策略类、休闲类、角色扮演类 策略类、角色扮演类、动作类
巴西 动作类、策略类、角色扮演类 策略类、动作类、角色扮演类
印度 动作类、策略类、休闲类 动作类、策略类、角色扮演类
俄罗斯 动作类、策略类、角色扮演类 动作类、策略类、角色扮演类
印度尼西亚 动作类、角色扮演类、策略类 动作类、角色扮演类、策略类
资料来源:《2019中国移动游戏出海深度洞察报告》,https://s3.amazonaws.com/files.appannie.com/reports/1906_E3+Gaming+Report_CN.pdf,2019,第15~23页。
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Table 5 Type Distribution of Chinese Mobile Games in Major Overseas Markets in 2019

(2) Lack of high-quality games and flagship products popular among overseas players

Although the development history of electronic games is relatively short compared to literature and movies, annual international game awards have emerged, covering various platforms such as computer games, console games, mobile games, VR/AR games, etc. The awards cover game design, game music, game narrative, game performance, and more. For example, the "Game Award," also known as the "Oscar of the gaming industry," the Game Critics Awards at the Electronic Entertainment Expo (E3), the Game Developers Choice Awards at the Global Game Developers Conference, and the Design Innovate Communicative Entertainment Award at the Academy of Interactive Arts&Sciences. Entertainment, D.I.C.E., etc.

In the above selection, game developers from Japan, the United States, and Europe accounted for the majority of the winning seats, while Chinese game products rarely won awards, indicating that there is still a lot of room for improvement in the international competitiveness of Chinese game products and a lack of high-quality games that can meet the needs of overseas players (see Tables 6 to 9). This not only greatly limits the trade development of Chinese game products in mature overseas markets, but also has a further negative impact on Chinese game exports once the demographic dividend of emerging markets fades.

表6 2019年全球游戏大奖获奖名单

表6 2019年全球游戏大奖获奖名单
奖项 获奖作品/获奖者 所在地区
年度最佳游戏 只狼:影逝二度 日本
最佳游戏指导 死亡搁浅 日本
最佳游戏叙事 极乐迪斯科 爱沙尼亚
最佳艺术指导 控制 芬兰
最佳游戏音乐 死亡搁浅 日本
最佳音效设计 使命召唤:现代战争 美国
最佳表演奖 Mads Mikkelsen(饰演《死亡搁浅》中的Cliff) 丹麦
最佳社会影响力游戏 GRIS 西班牙
最佳持续运营奖 堡垒之夜 美国
最佳独立游戏 极乐迪斯科 爱沙尼亚
最佳移动端游戏 使命召唤移动版 美国
最佳VR/AR游戏 节奏光剑 捷克
最佳动作/冒险游戏 只狼:影逝二度 日本
最佳角色扮演游戏 极乐迪斯科 爱沙尼亚
最佳家庭游戏 路易吉洋楼3 日本
最佳策略游戏 火焰纹章:风花雪月 日本
最佳体育/竞速游戏 古惑狼赛车重制版 加拿大
最佳格斗游戏 任天堂明星大乱斗 日本
最佳多人游戏 Apex英雄 美国
最佳电竞游戏 英雄联盟 美国
最佳电竞选手 Kyle‘Bugha’Giersdorf 美国
最佳电竞战队 G2 Esports 西班牙
最佳电竞教练 Danny‘Zonic’Sorensen 丹麦
最佳电竞赛事 《英雄联盟》世界赛2019 美国
最佳电竞主持/解说 Eefje“Sjokz”Depoortere 比利时
年度最佳主播/视频创作者 Shroud 加拿大
最佳动作游戏 鬼泣5 日本
最佳社区支持 命运2 美国
注:地区划分以游戏开发商所在地区为标准。
资料来源:https://thegameawards.com/winners。
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Table 6: List of Global Game Awards Winners in 2019

表7 2019年E3获奖名单

表7 2019年E3获奖名单
奖项 获奖作品 所在地区
最佳展出 最终幻想7重制版 日本
最佳原创游戏 天外世界 美国
最佳主机游戏 最终幻想7重制版 日本
最佳PC游戏 德军总部:新血脉 瑞典
最佳VR/AR游戏 幽灵:秘密行动 英国
最佳硬件/外设 XBox精英手柄二代 美国
最佳动作游戏 毁灭战士:永恒 美国
最佳冒险游戏 看门狗:军团 加拿大
最佳角色扮演游戏 最终幻想7重制版 日本
最佳竞速游戏 古惑狼赛车:重制版 美国
最佳体育游戏 实况足球2020 日本
最佳策略游戏 疾速追杀Hex 英国
最佳家庭/社交游戏 路易吉洋楼3 日本
最佳在线多人游戏 使命召唤:现代战争 美国
最佳独立游戏 12分钟 美国
最佳持续运营 命运2 美国
游戏美术特别推荐 赛博朋克2077 波兰
注:地区划分以游戏开发商所在地区为标准。
资料来源:Connor Sheridan,“Game Critics Awards Best of E3 2019 Winners:Here are the Victors and Nominees for Every Category,”Gamesradar,June 27th,2019,https://www.gamesradar.com/game-critics-award-e3-2019-winners/。
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Table 7 List of E3 Awards in 2019

表8 2019年全球游戏开发者大会获奖名单

表8 2019年全球游戏开发者大会获奖名单
奖项 获奖作品/获奖者 所在地区
游戏大使奖 Kate Edwards 美国
游戏先锋奖 Roberta Williams 美国
观众奖 光·遇 美国
最佳音效 控制 芬兰
最佳亮相 极乐迪斯科 爱沙尼亚
最佳设计 巴巴是你 芬兰
最佳创新 巴巴是你 芬兰
最佳移动游戏 这啥高尔夫? 丹麦
最佳叙事 极乐迪斯科 爱沙尼亚
最佳技术 控制 芬兰
最佳视觉艺术 控制 芬兰
最佳VR/AR游戏 维达不朽 美国
年度大奖 鹅作剧 澳大利亚
注:地区划分以游戏开发商所在地区为标准。
资料来源:Djordje Stanisavljevic,“20th Annual Game Developers Choice Awards Recap,”TechAcute.com,March 20,2020,https://techacute.com/gdc-awards-2020/。
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Table 8: List of Winners at the 2019 Global Game Developers Conference

表9 第23届D.I.C.E.获奖游戏名单

表9 第23届D.I.C.E.获奖游戏名单
奖项 获奖作品 所在地区
独立游戏杰出成就奖 鹅作剧 澳大利亚
杰出音效设计奖 死亡搁浅 日本
年度动作游戏 控制 芬兰
年度冒险游戏 星球大战绝地:陨落的武士团 美国
年度家庭游戏 超级马里奥制造2 日本
年度格斗游戏 真人快打11 美国
年度游戏 鹅作剧 澳大利亚
年度沉浸现实游戏 节奏手枪 加拿大
沉浸现实技术成就奖 鲜血与真理 英国
年度网络游戏 Apex英雄 美国
动画杰出成就奖 路易吉洋楼3 日本
艺术指导杰出成就奖 控制 芬兰
角色杰出成就奖 鹅作剧 澳大利亚
游戏设计杰出成就奖 巴巴是你 芬兰
原创音乐作品杰出成就奖 控制 芬兰
故事杰出成就奖 极乐迪斯科 爱沙尼亚
技术杰出成就奖 死亡搁浅 日本
年度竞速游戏 马里奥赛车巡回赛 日本
年度角色扮演游戏 天外世界 美国
年度体育游戏 FIFA20 加拿大,罗马尼亚
年度策略/模拟游戏 火焰纹章:风花雪月 日本
游戏指导杰出成就奖 控制 芬兰
年度便携游戏 再见狂野之心 瑞典
注:地区划分以游戏开发商所在地区为标准。
资料来源:https://www.interactive.org/awards/2020_23rd_annual_dice_awards.asp#a_categories。
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Table 9 23rd D I. C.E. Award winning Game List

(3) Low gaming literacy and lack of deep understanding of overseas gaming culture

In recent years, the main problem with China's gaming culture ecology is that, on the one hand, the gaming industry has developed rapidly, with the number of players and market revenue rising rapidly; On the other hand, the mainstream gaming discourse in China still carries two obvious biases. One is the "anti addiction faction", which unilaterally emphasizes the negative effects of games and believes that all games are harmful, making games a scapegoat for other social problems; The second type is the "addict" who indiscriminately believes that all games are good, using the market success and player popularity of games as the sole criteria for judging the quality of games.

On the surface, this seems to stem from intergenerational differences, namely the differences between "gaming refugees" and "gaming natives". The former "refuses any form of gaming experience, occasionally labeling games with sensational labels such as' losing interest in playing 'and' electronic heroin ', advocating for treating game players through' chasing and intercepting ', and even suggesting using electroconvulsive therapy to solve the problem of excessive gaming"; The latter is the gaming generation that was born and grew up with electronic games. For them, games are life, and vice versa. Neither attitude is the best perspective for understanding the game.

Fundamentally, the crux of the problem lies in the insufficient gaming literacy of the domestic public. The level of gaming literacy is not determined by the duration or level of gaming experience. In short, game literacy means viewing games as an interactive medium language, including the ability to "read" and "write" using this language. As shown in Figure 12, reading games is a deep understanding of game culture, which is the input part of game language and can cultivate the aesthetic taste of game players; Writing/creating through games, that is, using game language for social expression, is the output part of game language, reflecting the production level of game developers. The two abilities complement each other and promote each other. In other words, fully reading games and deeply understanding the cultural logic of games can not only promote game producers' understanding of game language, but also grasp the specific social and historical context of player needs, thereby producing more in-depth game products.

图12 游戏素养的两种能力

Figure 12: Two Abilities of Game Literacy

Currently, there is a severe lack of research on the Chinese language related to the gaming industry, gamers, and game works. In the CNKI database, there are a total of 1642 Chinese literature titles containing "Research on the Film Industry", while there are only 650 Chinese literature titles containing "Research on the Game Industry". In major types of literature such as journals, master's theses, newspapers, academic journals, and domestic conferences, the number of academic achievements in game industry research also lags far behind that in film industry research (see Figure 13). If the search keyword is changed to "Overseas Game Industry", there will only be two results, namely a master's thesis titled "Research on Overseas Mergers and Acquisitions of China's Game Industry" and a journal paper titled "Analysis of the Overseas Development Status of Beijing's Online Game Industry". It can be seen that there is a lack of game research results in China, especially high-level achievements.

Figure 13 Comparison of the number of Chinese literature on the main types of film industry research and game industry research in CNKI database

The lack of research results in gaming will further lead to a lack of mature and systematic high-level gaming courses and gaming education systems in China. According to the "Catalogue of Undergraduate Majors in Ordinary Higher Education Institutions (2020 Edition)" released by the Ministry of Education in 2019, there are no four-year undergraduate majors in China that include "gaming". Most undergraduate level gaming courses currently focus on majors such as digital media art, animation, educational technology, visual communication design, software engineering, etc. (see Table 10), and vocational colleges and secondary vocational colleges bear greater responsibility for cultivating gaming talents.

表10 国内开设的游戏相关本科专业及院校

表10 国内开设的游戏相关本科专业及院校
学校名称 专业名称
中国传媒大学 数字媒体技术(游戏设计技术方向)
中国传媒大学 动画(游戏艺术方向)
北京电影学院 动画(动画艺术方向、电脑动画方向、游戏设计方向)
南京艺术学院 数字媒体艺术(虚拟现实艺术)(互动媒体艺术)(游戏艺术设计)
南昌航空大学 教育技术学(游戏软件开发)
山东艺术学院 动画(游戏方向)
中南财经政法大学 视觉传达设计(动漫游戏方向)
广东财经大学 产品设计(玩具与游戏设计)
平顶山学院 软件工程(云计算)(游戏开发工程师)(移动互联网)
牡丹江大学 游戏设计
电子科技大学中山学院 软件工程(软件开发技术方向、大数据开发技术方向、游戏软件设计方向)
广州大学华软软件学院 数字媒体技术(游戏开发、虚拟现实技术方向)
广州大学华软软件学院 动画(动漫设计与制作、游戏美术方向)
河北美术学院 数字媒体艺术(游戏美术设计方向)
四川大学锦江学院 数字媒体艺术(游戏美术方向)
现代软件学院 游戏动漫
注:数据采集日期为2020年4月22日。
资料来源:中国教育在线,https://gkcx.eol.cn/specials/school?argschtype=&province=&recomschprop=&argspecialtyname=%E6%B8%B8%E6%88%8F。
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Table 10: Undergraduate Programs and Colleges Related to Gaming offered in China

Therefore, the existing game research and education system greatly limit the "input" of game language, and further constrain the ability of game development teams to "output" using game language. In this way, current game exports rely more on the direct industry experience accumulated by enterprises, lacking a deep understanding of game culture and precise research on the cultural context of overseas player groups, which greatly limits the international competitiveness of game foreign trade products.

Three suggestions to promote the development of China's game foreign trade

(1) Enhance academic research and provide theoretical support for China's game foreign trade

In 2019, some local game research scholars, industry research institutions, and publishing media organizations further explored game research based on their previous achievements and advantages. Since January, Perfect World Game Research Center has launched a series of international "Game Research Academic Salons", inviting internationally renowned experts from universities such as Ritsumeikan University, Shetland University, Royal Melbourne Institute of Technology, Shantou University, etc. to give keynote speeches, and facilitating roundtable discussions between domestic and foreign scholars, game education experts, and industry experts. Through online global live streaming and offline participation, it has attracted teachers, students, and industry practitioners from many well-known universities across the country to participate in discussions. The related topics include "Development and Comparison of the Game Industry in China, the United States, and Japan", "Serious Game Design and Cases", "Globalization and Localization: Game Going Global and Chinese Game Art Style", and "E-sports and Cross institutional Interactive Participation", which provide effective references for domestic game research and practical cases with strong operability for game industry practitioners.

In June 2019, The Paper's "Market of Ideas" column launched the first game research column in China, with themes such as "Criticism Dimension", "Historical Perspective", "Cultural Logic", and "Expansion of Media and Reality". More than 20 articles from nearly 20 young game researchers from China, Japan, the United States, Australia, and other places were published. On September 20th, People's Esports held a series of people's e-sports salons with the theme of "Esports China", inviting 18 academic and industry experts to jointly discuss e-sports education, advocating the use of a serious and rigorous perspective to analyze and develop e-sports culture and game culture. At the same time, a small number of domestic gaming media have successively published articles that deeply discuss gaming culture, such as the "Game History" special topic of Game Research Society and game analysis articles published by Indienova. In the same year, East China Normal University Press also translated and introduced game research works such as "Games Change Learning", providing high-quality game research publications for domestic readers.

Based on the above research, relevant institutions and departments should effectively strengthen scientific research support for game research. Firstly, incorporate game research into the national and local scientific research fund system, establish a special research fund for game research, encourage cooperation between industry and universities, encourage interdisciplinary cooperation, conduct in-depth research on game theory, game industry, game products, and player communities, and especially encourage relevant research on the logic of overseas regional game culture. Secondly, provide policy support for the publication of game research books, establish a special fund for books, encourage game researchers to translate and introduce high-level foreign game research monographs, and especially encourage game scholars to launch high-level original research results based on scientific research topics. Thirdly, establish academic journals for Chinese game research and support academic conferences related to game research. This not only encourages game scholars to share their research results on international academic platforms and learn about global academic frontiers, but also creates academic platforms for Chinese game research to reduce language barriers and provide support for more local scholars interested in games. Fourth, develop a higher education system for gaming, draw on foreign gaming education experience, develop high-level gaming education projects, focus on humanistic literacy in gaming education, offer general courses such as game commentary and game culture research, and cultivate future gaming talents with high-quality gaming research results.

(2) Promote product innovation and enhance the diversity of exported game products from multiple dimensions

According to a report released by Newzoo, the proportion of computer games in the global gaming market is slowly declining, accounting for approximately one-fifth of total revenue by 2021; Although the market share of console games has also declined, it still accounts for a large proportion, maintaining around 27%; The game genre with the largest growth is mobile gaming, which accounted for 49% of total revenue in 2019 (see Figure 14). The changing trend of mainstream gaming platforms actually reflects the continuous and rapid iteration of gaming hardware and software. In order to adapt to the above changes, China's game foreign trade should enhance the innovation of game products from three aspects: technology, content, and application scenarios.

Figure 14: Distribution of Game Types in the Global Game Market from 2014 to 2021

Firstly, promote innovation in gaming technology and develop cloud gaming, VR/AR gaming, and console gaming technologies. Firstly, cloud services have become the latest trend in the current international gaming market, which will greatly simplify some gaming services and thus change the mobile gaming service chain (see Figure 15). At present, China is at the forefront of 5G technology in the world, and Chinese gaming export companies should combine this advantage to promote the development of cloud gaming service technology. Secondly, VR/AR games are becoming an important product type for overseas hardcore game users, and have attracted the attention of global game developers, with great market potential. For example, in a survey targeting the US market, 73% of respondents had experienced VR games within six months. As of 2019, foreign companies have successively launched multiple mainstream immersive reality gaming technology platforms, such as PlayStation VR, Oculus Rift, Samsung Gear VR, etc., while China has not yet launched similar products with international influence. Similarly, console gaming technology also faces the same problem. With the popularity of console games, game consoles and handheld consoles launched by Japanese and American manufacturers dominate the global market share, such as Nintendo Switch, Sony PlayStation, and Microsoft XBox. The disadvantage of Chinese game companies in console technology will also greatly limit the development of game foreign trade. Therefore, China needs to increase efforts to promote the development of immersive reality technology and host technology.

图15 2019年中国移动游戏出口发展趋势

Figure 15 Development Trend of China's Mobile Game Exports in 2019

Secondly, promote innovation in game content and support the development of independent games. Given the highly innovative nature of indie games in terms of game art and mechanics, major gaming companies such as Sony, Nintendo, and Microsoft are actively collaborating with indie game developers. The former provides publishing platforms and operational support for the latter, while the latter offers new content and inspiration for the former. Platforms such as Steam and Epic have attracted a large audience that is not particularly fond of AAA games due to their independent game content. In addition, in recent years, several international gaming awards have specifically established awards for independent games, such as the Global Game Awards mentioned earlier, the Game Critics Award at the Electronic Entertainment Expo, the Game Developers Choice Award at the Global Game Developers Conference, and various awards at A.I.A.S., to encourage independent gamers to innovate. Not only that, the Global Game Developers Conference has also established the Independent Games Festival (IGF), and set up multiple awards such as Excellent Visual Arts, Excellent Sound Effects, Excellent Narrative, and Best Student Work (see Table 11). A large number of innovative game works have emerged in the IGF, and such activities have also discovered a large number of talented game designers, becoming a driving force for innovation in the foreign game industry.

表11 2019年全球游戏开发者大会独立游戏节获奖游戏名单

表11 2019年全球游戏开发者大会独立游戏节获奖游戏名单
奖项 获奖作品 所在地区
优秀视觉艺术 骑士与单车 英国
观众奖 短途徒步旅行 加拿大
优秀声效 异变小镇 丹麦
优秀叙事 天堂之穹 英国
优秀设计 帕特里克的套箱 美国
优秀新游 中间 奥地利
最佳学生作品 般若穹顶 丹麦
塞尤玛斯·麦克纳利大奖 短途徒步旅行 加拿大
资料来源:Adam Robinson,“A Short Hike wins Grand Prize at the 2020 Independent Games Festival!”Gamasutra,March 18,2020,https://www.gamasutra.com/view/news/359780/A_Short_Hike_wins_Grand_Prize_at_the_2020_Independent_Games_Festival.php。
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Table 11: List of Winning Games at the 2019 Global Game Developers Conference Independent Game Festival

From this, it can be seen that independent games can also enrich the diversity of Chinese game products and are an effective way to solve the problem of homogenization in Chinese game export products. Therefore, relevant institutions should provide support for independent games: formulate policies to support independent games, improve the copyright protection system for independent games, provide special funds for independent games, and establish efficient and convenient channels for independent game version number review; Establish a domestic independent game selection mechanism, encourage large domestic game companies to cooperate with independent game developers, and provide a research and operation platform for independent games; Encourage university game majors to participate in independent game development, actively participate in international independent game festivals, attract game majors to return to China for entrepreneurship, and provide corresponding support.

Thirdly, expand the application scenarios of game products and effectively promote the development of serious games. The author of the book "Serious Games: Games That Educate, Train, and Inform" points out that games not only have entertainment functions, but also can impart knowledge, train skills, educate people, convey serious viewpoints, and social thinking. More importantly, serious games provide game developers with various new opportunities to effectively reuse existing technologies, reduce development risks, attract new investments, explore other gameplay, and experiment with multiple game distribution methods. In the book, the author also introduces the application scenarios of serious games, such as education, corporate training, government propaganda, medical health, military training, social welfare, etc., and lists a large number of game cases, such as "3D Wild Land Fire Simulation" for training firefighters, and "Creature Control: The Quest for Homestasis" for helping middle school students learn about ecological balance science knowledge. German data analytics firm Statista predicts that global revenue from serious games will reach $24 billion by 2024. Given the enormous market potential of serious games overseas, which can expand game products to multiple application scenarios, it can become a new direction for China's game foreign trade to explore in the next step.

(3) Strengthen international cooperation and focus on creating high-quality international games

Essentially, games have strong cultural attributes, making them a medium for cultural exchange between China and countries around the world. What kind of Chinese culture does game products carry in the production and consumption of foreign trade products? What kind of products do game export companies deliver to overseas audiences? How to accurately match the needs of game users in different regions? The above issues can be effectively resolved through international cooperation.

Specific measures include: integrating high-quality international resources, establishing specialized cultural exchange programs, allowing excellent foreign development teams and developers to understand Chinese culture, thereby becoming a bridge for cultural communication between domestic and foreign countries; The establishment of international teams for Sino foreign cooperation, such as the reason why "Very Hero" won the 47th Annie Awards, is largely due to the strong cooperation between the Chinese and French teams; Encourage cooperation between Chinese universities and strong overseas gaming education institutions, cultivate gaming industry talents with both international and local perspectives through exchange programs and overseas internship programs, and incubate excellent gaming works suitable for overseas markets.

In summary, China's game foreign trade continued to show an upward trend in 2019, but the demographic dividend in the early stage gradually declined. The types of game export products were single, lacking high-quality products, and the international competitiveness was not high. The reason behind this is that compared to mature overseas markets, the gaming literacy in China is relatively low. In the future, we urgently need to conduct rigorous and solid academic research on gaming, promote innovation in cloud gaming, VR/AR technology, and console gaming technology, use independent games to enhance game content innovation, integrate international resources, provide high-quality games with diversity and cultural identity for overseas gamers, and make game trade a bridge for Sino foreign exchanges.