China’s Pan-Entertainment Industry Expected to Exceed ¥480 billion in 2017
China’s network infrastructure has gradually improved and the construction of cyberpower has accelerated since 2011. Network game, network film and television, network literature, network animation, network music, and peripheral products in the forms of “Internet + cultural entertainment”are widely interconnected and deeply fused. It gradually forms a “pan-entertainment” industry, and gradually becomes a hot topic of the social and capital concern.
The concept of pan-entertainment is first proposed and implemented by Tencent Entertainment. Up to now, the pan-entertainment industry has become an important part and a driving force of China’s new economy.
According to “2017 White Papers on China’s Pan-Entertainment Industry” jointly issued by 37 Interactive Entertainment and MIIT, China’s entertainment industry output was about ¥415.5 billion in 2016. It is expected to exceed ¥480 billion in 2017, and the growth is expected to be more than 15%. In addition, there will also be big growth for peripheral derivatives and theme parks.
Network game is a core industry of pan-entertainment industry. According to data released by GPC, the actual sales revenue of China’s game market was ¥165.57 billion in 2016, an increase of 17.7% yoy. Market Segmentation in Chinese game industry has developed and differentiated. The market share of client game and network game has fallen since the same time, while the share of mobile game is close to half of the game market, and has continued to maintain rapid growth. Family console game is still at the stage of layout. The sales revenue of China electronic competitive game market reached ¥50.46 billion, accounting for 30. 5%, and the competitive game has become an important part of the game industry.
Network film and television (including network TV series, network big movie, Internet film and so on) is also a key cultural entertainment form in the pan-entertainment industry. In recent years, the development mode of “combination of film and game”has become more and more mature, which has become a classic mode of interconnection of pan-entertainment industries. According to the data from GPC, the revenue of mobile game developed based on film and television was ¥8.92 billion in 2016, accounting for 10.9% of the total mobile game market.
Network live broadcast has become another “tuyere” of the Internet industry, and with the rapid development of this form, the live broadcast and the pan-entertainment industry have gradually merged. The live broadcast and the game show the tendency of bilateral interaction, interconnection and mutual integration. In 2016, there were more than 100 million game live users in China, and more and more games were participating in the live broadcast.
Network animation is one of the source forms of the entertainment industry. In this field, the new high quality IP is emerging. The core of the network animation is “creativity”, the forms are animation and comics, and the drive is transmission of film and television. IP tends to go through the process of formation and appreciation of “develop- produce – publish – perform – broadcast – sell”. The integration of network animation and network game is bilateral, and the high quality animation IP can be quickly adapted into games to realize commercial value.
Online literature is an important part of the pan-entertainment industry, and it is a breeding ground for many important IP, providing continuous impetus for the development of pan-entertainment industry. According to Sullivan’s data, the market for online literature in China in 2016 reached ¥4.571 billion, and the number of users reached 333 million.
All in all, in the rapid development of the sunrise industry, on the one hand, the enterprises need to keep improving, pursuing high quality and innovating, on the other hand, the government needs to provide open policies and space for the growth of the industry to make the healthy development of pan-entertainment industry.