Every player has been exposed to the emulator, which is a trend in the future of mobile games. As early as two years ago, China had more than 100 million emulator users, which indicates that the emulator market has entered a mature stage. At the same time, the development and upgrading of mobile game duration in China and the world also provide a strong driving force for the development of the emulator market, driving the continuous development of emulator products and content.
In terms of overseas market, with the development of Chinese games and overseas mobile game market, the overseas emulator market has exceeded 100 million yuan per month, and China’s emulators occupy a large number of market leading seats worldwide. The impact of the global distribution of competitive games and the global home order has also brought significant growth to the emulator market in 2020, promoting the market share of domestic emulators as well as the development of domestic emulators in various regional markets.
It is predicted that the market penetration rate will continue to increase, which will have an impact on more game players and developers to meet the demand. Adopt cloud technology to build a comprehensive cultural and entertainment platform. While serving users and developers, it will also become an important force to help cultural products spread globally.
China’s Emulators Market Brief Overview
Based on the background of rapid growth of China’s game market and continuous upgrading of heavy products in 2020, the year-on-year growth rate of China’s mobile game emulator user scale will rise to 36.5% in 2020, the user scale will reach 130 million people, and the penetration rate in the mobile game market will be about 19%, further driving the emulator to become a force for the development of China’s mobile game market. The development of the game market is the primary factor affecting the development of the emulator market. As product upgrades and cloud gaming emerges, it is expected to enjoy high growth in the industry again.
Unlike products in 2015, the emulator market has come to fiercer competition. In addition to the BlueStacks, the top-ranked emulators are Chinese emulators, including Tencent’s Gameloop, NetEase’s MuMu, LD Player, and Nox Player. These emulators utilize their own unique advantages to consolidate the ranking in this sector. As to the category, sandbox, MMO, MOBA, and cards are the main categories with high user penetration.
As a whole, the emulator has become an important channel, enabling the market to develop and be full of hope. Gamers and publishers can pay more attention to the development trend of this industry in the next few days.
Users, Penetration, and Nations
The emulator has become an important channel market. The emulator market is fully developed, mature and has a bright future. For players and publishers, the current emulator market is in a stage worthy of attention. Emulator users have rich gaming experience, high stickiness and activity level, strong initiative, and strong willingness to pay. In terms of game experience, 69.4% of users have more than 4 years of game experience, only 10.3% of users only play mobile games, and users with experience in both client games and consoles account for more than 60%. In addition, users with 1-2 years of experience in playing mobile games using emulators accounted for the main part, accounting for 46.3%, and users with more than 2 years of experience accounted for a total of 36.5%. It shows that most of the emulator users are players with relatively rich experience in mobile games and emulators. At the same time, 17.2% of users are less than one year old, that is, more and more new players are starting to use emulators, indicating that although the emulator market has developed relatively maturely, there is a large room for growth.
35.7% of the users use the emulator every day, and 29% of the users use the emulator 3-5 days a week; among these users, 56% of the users use the emulator for more than 3 hours a day, indicating that core users The usage habits of the emulator are more thorough. emulator users are generally paying users and have high net worth characteristics. Among non-paying users, they generally have a higher willingness to pay. According to the survey data, among the overall emulator users, paying users accounted for as high as 61.9%, and nearly half of the users paid more than 200 yuan a year. At the same time, 65.6% of the non-paying users said that they will or may pay on the emulator in the future.
India, Brazil and the United States rank in the top three in terms of traffic volume, followed by Vietnam, Indonesia, Russia, Thailand, South Korea, the Philippines and Türkiye. Although the penetration rate of PC Internet users in India itself is less than 10%, it still accounts for the largest share of traffic due to population and industry reasons. Due to the lack of advanced mobile hardware, the emulator is one of the most convenient ways for Indian users to access the latest high-quality mobile games. In general, the purchasing power of PC Internet users in underdeveloped regions is generally stronger than that of mobile Internet users. Therefore, emulator is an effective channel to contact high net worth players.
It should be noted that more than 70% of users have used other entertainment applications on the emulator, including social applications, live broadcast applications and video applications. In this sense, users believe that the emulator is a game tool and a platform to meet their different entertainment needs.
In short, emulators have played an important role in promoting games developed by Chinese people. In terms of market, products and development trends, participants in this industry face various opportunities. There are still some challenges to overcome. Only by focusing on the needs of users and developers, constantly optimizing products, exploring broader market potential, and more diversified content services, can emulators continue to promote the development of the game industry and even the cultural and entertainment industry.