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Current situation of computer game industry

What is the state of the gaming industry? In this article, Dr Ming Yan discusses his recent research.

The global game market is growing. In terms of market segmentation, mobile games account for the first, and console games account for the second, and the number of game players around the world is also growing.

Overview of the current world and domestic game industry

According to the data of the 2020 China Game Industry report, as of December 2020, the number of online game users in China reached 518 million, a decrease of 13.89 million from March 2020, accounting for 52.4% of the overall Internet users. In 2020, China’s online game industry continued to maintain a relatively rapid development momentum.

On the one hand, driven by the huge mobile game market, China’s mobile games are accelerating the pace of innovation, and new popular games are constantly emerging. On the other hand, the potential of Chinese console games is expected to be further stimulated as a number of console games achieve “out-circle”.

In 2020, sales of China’s self-developed games in overseas markets maintained steady growth, with actual sales revenue reaching US $15.45 billion, up 33.25% year on year, of which strategy games accounted for 37.18%, shooting games accounted for 17.97%, and role-playing games accounted for 11.35%. In the distribution of overseas revenue, the US market accounted for 27.55%, the Japanese market accounted for 23.91%, and the South Korean market accounted for 8.81%.

The impact of new technologies such as 5G and virtual reality on the gaming industry Thanks to the high-speed features of the 4th generation mobile communication technology (4G) network, many games have moved from computers to mobile phones, and big games no longer have to be run on bulky broadband computers that are difficult to move. Compared with 4G network, 5G network speed is much higher, which can reach 10 to 20Gbps, and can meet the transmission of large amounts of data such as high-definition video and virtual reality. Therefore, the arrival of 5G can make the game have a huge improvement in quality and experience.

5G cloud game refers to the game that combines cloud computing and 5G. The supercomputer in the cloud is used to complete complex graphics rendering and logical operation, and then it is transmitted between the computer and the smart device through the 5G network, and the smart device is only used as a display to output the running results of the computer.

Games such as battle and shooting have a high demand on the timeliness of the player’s input behavior and feedback. If the delay is too high, it will bring poor game effect. At the same time, the cloud computing of cloud games greatly reduces the local computing power and the requirements for hardware devices. Traditional games that are calculated on mobile devices have high power consumption and high requirements for equipment. It often happens that mobile devices heat up and power down quickly. The difference between cloud games is that the mobile phone only needs to process the video picture, and the other calculations are all uploaded to the cloud, which greatly reduces the power consumption and battery life.

VR technology has been born since 1968, and has experienced decades of development and promotion. From 2015 to 2016, the development of VR reached a climax, and many large companies have pushed forward new products on VR technology, attracting the attention of science and technology enthusiasts.

The esports game industry

E-sports game is a new concept of games, which refers to the use of electronic games to achieve the competitive level of activity, the use of mobile phones, computers and other electronic equipment, and the operation emphasizes the confrontation between people’s intelligence, skills and reactions.

E-sports games can be divided into two categories, one is the narrow sense of e-sports games, the other is the electronic traditional sports and folk entertainment activities, such as chess, Go, etc.

Nowadays, there are many e-sports events, attracting countless e-sports masters to compete for supremacy. The World Cyber Games (WCG) is the first large-scale game culture festival in the world. The first WCG started in 2001, with the goal of promoting the globalization of e-sports. The Cyberathelete Professional League (CPL) was founded in 1997 in the United States and now covers five continents and is approved as a professional competitive gaming league in 30 countries. The Electronic Sports World Cup (ESWC) was established in France in 2003 and has been widely recognized around the world.

Your task

What kind of games are you interested in, and what features do you find attractive?

Share your thoughts and ideas in the comments below.

© Communication University of China
This article is from the free online

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