From Figure 2-1, it is not difficult to see that since the cloud game was proposed by OnLive in 2009, after a budding period of 7 years, by 2017, as major leading companies have joined and begun to deploy the cloud game industry, the cloud game market has entered the market. In the exploration period, in 2020, with the maturing of 5G country email list technology and the accelerated construction of 5G networks, the cloud gaming industry has officially entered the growth period, and more Internet companies have entered the market and launched cloud gaming platforms one after another.
As can be seen from Figure 2-2, the revenue of China's game market in 2019 is about 293.9 billion yuan, a year-on-year increase of 17.1%. It is expected that the overall revenue of the game market in 2020 will exceed 330 billion yuan. Factors such as the popularity of smartphones, the improvement of hardware performance, the development of the e-sports industry, and the rise of console games continue to promote the rapid growth of the game industry. Existing game content is an important source of content in the initial stage of cloud game development, providing a content foundation for the future development of cloud games.
As can be seen from Figure 2-2, in 2017-2018, the growth rate of the game industry was only 4.9%, a year-on-year growth rate of 31.3% in 2016-2017, and a decrease of 26.4%. The reason can be seen from Figure 2-3. , With the development of the Internet and the diversification of the entertainment situation, the total monthly usage market of mobile video and news information users increased by 25.3 and 29.2 percentage points respectively during the same period, and the user's game time was further diverted by other forms of entertainment.
According to the 47th "Statistical Report on China's Internet Development" released by CNNIC, as of December 2020, the number of Chinese netizens was about 989 million, of which game users accounted for 78.67% (it is estimated that the total number of Chinese game market in 2020 will be 989 million). The number of users is about 778 million), and playing games has become one of the most common online entertainment methods for Chinese netizens. Based on the good market awareness and widespread user popularity of games in China, cloud games already have a huge potential user base, and huge game users are the main source of users for cloud games.