The Game Industry In China Thats Decreased Exports, Cash Accumulation Compared To The Future
In the first half of this year, game exports fell 1.4% year-on-year.
Game exports decreased from $3.7 billion in the first half of 2021 to $36.5 billion in the first half of 2022.
Investment of game companies based on listed companies increased by 48.3%p Qom to collect cash and prepared for economic uncertainty.
In addition, the debt ratio in the game industry has been steadily increasing since the second half of 2020.
According to the analysis of the content industry trend in the first half of 2022, published by the Korea Creative Content Agency on the 20th, game sales increased by 15.7% year-on-year to 10.545 trillion won in the first half of 2022.
Among the total content industry sales, games accounted for 15.7%, followed by broadcasting (16.4%) and publishing (16.3%).
The game industry’s 2022 sales grew 4% year-on-year to about 21.8 trillion won.
In the first half of 2022, the number of people in the game industry was 82,698, up 1.4% year-on-year and 1% Qom.
The game was the third highest (12.7%) after publishing (28.4%) and knowledge information (14.9%).
In the first half of this year, the recruitment of the game industry was lower than the content industry.
According to the survey, the average game industry required an average of 8.28, but the actual employee was 2.97, with a recruitment rate of 35.9%.
The game industry was the highest in the content industry to expand its business within the next six months.
The total average was 7.3%, but the game was 18%, 10.7%p high.
The ratio of game companies to maintain was 80.2%, reduced by 0.9%, and closure consideration and scheduled 0.5%.
The top priority management strategy in the game industry was the improvement and diversification (42.2%).
Subsequently, the core business capacity (38.5%) and the expansion of new businesses (33.5%) were the first management strategies.
The company could choose two answers.
The four game companies, which are considering the closure of business, the reduction of business, and changing the industry, have been in the order of sluggish sales, deterioration of profitability, and economic recession.
The game industry requested policy support to strengthen finance and tax support (56.3%), improve and expand content production support projects (52.3%), and strengthen employment maintenance support (41.4%).
Improvement and supplementation (0.5%) and strengthening support for overseas markets (3.6%) were relatively less requested.
The company could choose two answers.
Next year’s game industry is also expected to be positively.
The game industry CBI (CBI) scored 110.8 points in the first half of this year and 106.3 points in the second half.
In general, if it is less than 100 points, it is a weakening outlook for the first half, and if it is 100 points, it is usually improved compared to the first half.
The entire content industry CBI scored 102.9 points in the first half of this year and 102.7 points in the second half, so the game industry was relatively better.
The game industry’s mother fund has increased significantly.
The game funds accounted for 87 cases and 39.6 billion won in the first half of 2021, accounting for 1.32%of the content industry.
Since then, it has increased to 478 cases in the first half of 2022, 3886 billion won and 11.68%.
When only listed companies surveyed the total game industry, sales amounted to 6.3 trillion won in the first half of this year, down 12.1% year-on-year and 4.9% Qom.
Game listed companies’ sales have increased since the second half of 2020, down from the first half of 2022.
The sales of listed companies in the game industry accounted for 57.5%in the first half of 2022.
Operating profit in the first half of this year was about 1.4 trillion won, an increase of 6.2% year-on-year, down 43.4% Qom.
Normally, game company operating profit is better in the second half of the first half.
Game listed companies showed the highest investment growth rate among the content industry.
Investment growth in game listed companies was 10.9%, higher than the average of 5.8%of all listed companies.
Game listed companies have the largest increase in investment in the content industry.
In general, the reservation rate is an indicator of how much funds the company has, and the higher the company, the higher the adaptability to the company.
In the first half of this year, game-listed companies’ investment rate was 241.6%, an increase of 48.3%p from electricity.
In relation to the investment in knowledge information listed companies, the increase in the investment rate of the listed companies was 521.5%, but the increase of electricity was 37.5%p, and the average investment in the total content industry was 293.4%, and the increase from electricity to 24.1%p.
The ratio of game listed companies is steadily increasing to 33%in the second half of 2020, 34.6%in the first half of 2021, 40.9%in the second half of 2021, and 50.3%in the first half of 2022.
This year, the debt ratio of game listed companies increased by 15.7%p compared to the same period last year, higher than the average of 14.8%p overall content.
The higher the rate, the better the current ratio of the game listed companies to 212%in the first half of this year, down 49%p from 261%of the same period last year.
The higher the capital, the more stable the equity capital, which is judged to be stable, was 66.5%in the first half of this year, down 7.8%p from 73.3%of the previous year.