Beijing is balking, and developers big and small are pinched in one of China's premier sectors
The future is uncertain for PlayerUnknown’s Battlegrounds, a game that has been criticised for being too violent
Jim Lee is a veteran in China’s video game industry. The 40-year-old entrepreneur once worked for America’s Electronic Arts as general manager of its China division. In 2014 he gave up this well-paid job to launch his own gaming studio in Beijing. And as the country’s online games market took off, Lee’s company scaled up rapidly, with revenues growing by 100 percent in 2017.
But after China suspended giving out operating licenses to potential and some existing games in March, his business was suddenly in disarray. “It has been really, really hard for us,” says Lee of his Elevation Point Entertainment. “Our products are delayed because we can’t get licenses. We are now trying to adapt some titles into streaming video to find a new growth point.”
China, with a most opaque regulatory system, halted games approval in the name of reorganising two government departments responsible for the process. But analysts say Beijing’s real intention is reducing the money and time spent on online games. Authorities are drafting much harsher regulatory measures, as they blame the video game industry—China’s is the world’s largest, expected to generate $38 billion in domestic sales by year-end—for fomenting a wide range of social ills. “From the government side, there have been concerns about how games influence people,” says Tom Wijman, senior market analyst at consultancy Newzoo.
Now, amid the unprecedented wait, smaller studios like Lee’s are frantically searching for a way out, and midtier developers are laying off employees to cover for lost profit, while larger firms from Tencent to NetEase have shed hundreds of billions of dollars in market value amid warnings of much slower growth.
Tencent, once regarded as a national tech champion, is now in hot water. State media have singled out its flagship Honor of Kings mobile game for fueling online addiction among minors, prompting the company to introduce identity checks and playtime curbs that limit underage players to 2 hours a day. In August, authorities also announced their intention to curtail the total number of online games as part of a national plan to tackle growing rates of myopia associated with screen overuse. Beijing hasn’t explained how the limits would work, but analysts say the number of circulating titles could eventually be reduced by half. Currently, as many as 7,000 games have been backlogged for regulatory review, according to Cui Chenyu, an analyst at research firm IHS Markit.
(This story appears in the 01 February, 2019 issue of Forbes India. To visit our Archives, click here.)