What
the Heck’s Going on in China ’s
Video-Game Market, the Largest in the World?
The Dragon in the Game Room has a situation
By Adam H. Williams, Senior Associate at E911-LBS, LBSglobe.com, for WOLF STREET:
Global
Impact
Quirks of
the Chinese market
China requires foreign games to have local partners. Beyond
this, all games must receive official approval, and numerous games are banned
(not always for clear reasons), or publishers are required to alter the games.
Why the
Crackdown?
Chinese
Acquisitions, Market Access, and Global Impact
Looking
Ahead
The Dragon in the Game Room has a situation
By Adam H. Williams, Senior Associate at E911-LBS, LBSglobe.com, for WOLF STREET:
March 30, 2019 -- The
opening of mainland China ’s
video game market to the world, combined with the rapid adoption of smartphones
in China ,
has helped drive the extraordinary rise in global video game sales of the last
decade. China ’s
gaming-industry revenue soared
tenfold from 2008 through 2017. In 2018, China’s 620 million video game players
spent about $38 billion on video games, or about 28% of the
global market and half the global mobile market, which made China the largest
video game market in the world, ahead of the US at $30 billion; and it helped
make video games the largest form of entertainment in the world, with $138
billion in revenues, ahead of TV (see our chart of the global growth of video games by category).
In early 2018 something
within this market changed, albeit very quietly at first. The government banned
all new video game sales for the entire year! Additionally, they began to
impose usage restrictions potentially impacting your social credit score.
Major Chinese tech
companies have been seriously hurt by these blows. Tencent is ostensibly the
largest gaming company in the world, though it may be better-known as the
provider of WeChat. Due to the new game bans and usage restrictions, its stock
is down about 25% from all-time highs in early 2018. The other major Chinese
gaming company, NetEase, has experienced similar woes, with layoffs
already announced. Its shares have dropped 35% since the end of 2017. One
can only assume smaller operations have been feeling the pain outside of the
public eye.
At the end of 2018, the
ban lifted and approvals started coming out – but the loss of a year isn’t
going to be recouped overnight, particularly since many titles may have lost
their luster. Moreover, the approving regulator in February of 2019 asked for
companies to stop submitting games for approval, as they had to deal with the backlog
the ban generated. This means the ban is effectively back for the time
being.
This slowdown/stall in China has
pummeled projections for the gaming industry worldwide and shocked
the markets. Gaming revenues are now expected to decline in 2019.
Global
Impact
The Chinese gaming market
is unique in several respects: its size, its culture, its barriers to entry,
and the huge role that government plays.
Between 2000 and 2015,
all foreign game consoles were banned for official sale, forcing gamers into a
deep PC game culture. This culture revolved heavily around netcafes where
paying for access was part of the way of life. When the consoles (Xbox,
PlayStation, Nintendo) were finally approved, they proved to be prohibitively
expensive and gained little traction.
The rise of the
smartphone, however, finally provided an inexpensive and common platform and China ’s pent up
gaming desire exploded. Most of the video-game growth globally in the last 10
years has been driven by mainland China coming online beyond normal
demographic increases and general smartphone market.
Meanwhile, the government
maintains tight controls over what is allowed in the market. Spending too much
time gaming is seen as a social
ill with real repercussions. This approval ban also affects foreign games
and associated capital flows.
Quirks of
the Chinese market
There are also
accusations for knockoffs of games. While rarely mentioned in major news, it is
a significant part of trade talk discussion – this is a multi-billion dollar
issue as players struggle to access the Chinese market while their products are
being copied often wholesale as this USCC report notes.
Consumer spending
patterns are also wildly different. Pay
to Win in China is seen as a legitimate course to “victory,” whereas in
nearly all other game cultures it is viewed with deep disdain. It is curious to
note that, “micro transactions accounted for 88 percent of PC games spending in
2016,” according to a report by IHS Markit. Similar spending is likely on mobile.
In other words, Chinese spending was not on games per se, but on in-game
purchases, accounting for the majority of revenue in both the PC and mobile
markets.
Chinese players also tend
to switch games quickly. A game will become fashionable; urbanites will buy
their way to powerful characters to gain face; and then they will quickly move
onto the next fashionable game fad.
Many big gaming companies
desperately want access to the Chinese market, but they aren’t getting it.
Certainly, the government bans and delays haven’t helped, nor has what can be
called a “cultural gaming crackdown.”
Why the
Crackdown?
So, why the crackdown?
Issues of Political Acceptability, Social Order, Good Behavior, Health (particularly
eyesight), and Frivolousness are all cited for the approvals ban and
obstacles. So the state is limiting game use. Tencent has already implemented
in-game controls over playtime and amount of play available to minors, at the
request of the Online Games Ethics Committee. The state has set limits on when
you can play and how long you can play – children under 12 will be limited to
just one hour of play per day, 13-18-year-olds get two hours – and overall
there is a ban
on play between 9pm and 8am. There is also talk of using facial recognition
to help enforce the limits. There is talk that too much play will impact social
credit scores.
Furthermore, Authorities
have been cracking down on gambling, so if in-game transactions are deemed to
be gambling and the practice banned, the sales losses could be even more
extreme given the micro-transaction nature of the market. Interestingly, Chinese
laws on things like lootboxes are actually some of the most comprehensive in
the world.
Chinese
Acquisitions, Market Access, and Global Impact
With the internal market
struggling, one item rarely talked about is that major Chinese companies have
been quietly purchasing stakes in foreign studios. While not nearly as
sensational as Chinese property acquisitions, this acquisition binge is very
real yet difficult to understand due to the closed nature of many of these
deals. Epic Games for example, the creator of Fortnite, is actually 40% owned
by Tencent, making the pain of games like Fortnite not getting approval cut
even deeper.
Tencent, in particular,
has aggressive efforts to gain international sales. Recently, Epic Games
launched its own game-store, and aggressively expanding, offering lower
commissions, and (unpopular) exclusive titles.
Unfortunately, Epic has
been accused of several privacy scandals, allegations including harvesting PC
data and system modification without permission. And Fornite has had several
security compromises giving serious concerns of privacy and data protection.
The store itself is not nearly as mature as its main rival Steam, lacking
many features.
While obviously more
customers are good for business, attempting to buy your way to success doesn’t
seem to be going so well. If Chinese Tech companies are forced to liquidate
foreign game investments due to capital shortfalls, there could be major ripple
effects difficult to anticipate but likely impacting globally.
Of Note: only about 5% of
Chinese game profits are by US companies, and only 25% international – 75% of
the market is internal. This dovetails to the trade war concerns as outsiders
struggle to get a piece of the market which remains mostly closed. This is a
big deal, as many major players are going all in on mobile, with hopes to get a
piece of the cake, but are not allowed in.
Also of note: No Chinese
game has ever made it big outside of China . While some titles have
gained limited popularity – usually in limited markets – there has never been a
global success.
Looking
Ahead
Will China ’s love of
spending money on mobile games last? Will micro-transactions continue to be
popular as incomes become debt-constrained and central authorities limiting
playtime? Will Pay-to-Win mechanics be fashionable in a time of tight wallets?
With Chinese consumers cutting back their game spending (by choice or by
force), plus the de facto ban on new games, the result is likely more financial
impact. If the game market worsens, it could easily have global repercussions
not just on game market, but even on the Chinese economy overall.
By Adam H. Williams,
Senior Associate at E911-LBS,
LBSglobe.com, for WOLF STREET
In the US video game
industry, there are already layoffs and closures — the beginnings of a major
shakeout. Read… Video
Game Industry Stalls, Stocks Plunge. What’s Going On?
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