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中国游戏企业综合指数Gaming Industry

规模 · 质量 · 创新 · 贡献 四维模型 · 排名更新日期:2026-10-20Four-dimensional model (Scale · Quality · Innovation · Contribution) · Last updated: 2026-10-20

综述Overview

The game industry is one of the most representative cultural-product forms of the digital age; it is both a large-scale digital-economy industry and an important medium carrying original content and the expression of Chinese culture. As of 2024, China's actual sales revenue in the game market exceeded RMB 320 billion, and the overseas-market actual revenue of self-developed games was about USD 18.6 billion; local game enterprises have become a force that cannot be ignored in the global game landscape.
游戏产业是数字时代最具代表性的文化产品形态之一,它既是规模庞大的数字经济产业,也是承载原创内容与中华文化表达的重要媒介。截至 2024 年,中国游戏市场实际销售收入已超过 3200 亿元,自主研发游戏海外市场实际收入约 186 亿美元,本土游戏企业已成为全球游戏版图中不可忽视的力量。
However, judging by 'revenue scale' alone cannot distinguish whether an enterprise is a 'porter of paid-traffic agencies' or a 'creator of original IP', nor can it measure its real contribution to cultural outreach and technological innovation. To this end, this index does not copy any public ranking, but adopts the CPPPS proprietary algorithm to comprehensively evaluate 20 representative Chinese game enterprises across four dimensions—Scale (revenue, users), Quality (net profit, market value), Innovation (R&D investment, original IP) and Contribution (overseas revenue).
然而,单纯以"收入规模"论英雄,无法区分一家企业是"买量代理的搬运工"还是"原创 IP 的创造者",也无法衡量其对文化出海、科技创新的真实贡献。为此,本指数不摘抄任何公开榜单名次,而是采用 CPPPS 自有算法,从规模(营收、用户)、质量(净利润、市值)、创新(研发投入、原创 IP)、贡献(出海收入)四个维度,对 20 家具有代表性的中国游戏企业进行综合评价。
The model log-transforms all large-span monetary indicators (revenue, net profit, market value, R&D, overseas revenue) to prevent head enterprises from 'dominating alone' and monopolizing the scores, and linearly normalizes bounded indicators such as original IP and user count. The composite index is obtained by four-dimensional weighted summation, in which the 'Contribution' dimension (cultural outreach) is the CPPPS distinctive feature and an evaluation perspective generally missing from most international rankings.
模型对所有金额类大跨度指标(营收、净利润、市值、研发、出海收入)取对数,避免头部企业"一家独大"垄断得分;对原创 IP 与用户数等有界指标线性归一。综合指数由四维加权求和得到,其中"贡献"维度(文化出海)为 CPPPS 特色,是多数国际榜单普遍缺失的评价视角。
Evaluation results: Tencent Games, NetEase Games, miHoYo, Lilith Games and 37 Interactive Entertainment rank in the top five. Overall, head developers strong in both scale and overseas expansion rank ahead, and boutique developers with outstanding original IP (such as representative enterprises in the ACG and female-oriented tracks) rise to the front on the strength of their innovation and overseas performance. This ranking is based mainly on public-knowledge approximations, uniformly marked 'subject to official figures', permanently free and public, and for research and reference only.
评价结果:腾讯游戏、网易游戏、米哈游、莉莉丝、三七互娱 位列前五。整体看,规模与出海双强的头部厂商居前,原创 IP 突出的精品厂商(如二次元、女性向赛道的代表企业)凭借创新与出海表现跻身前列。本排名数据以公开常识近似值为主,一律标注"以官方为准",永久免费公开,仅供研究与参考。

分层梯队Tiers

A++ 前三(顶尖) A+ 四至十(头部) A 十一至十五(中坚) B 其余(潜力)

20 家游戏企业综合指数排名Comprehensive Index Ranking of 20 Game Companies

排名企业综合指数规模质量创新贡献营收(亿)出海(亿)梯队
1腾讯游戏Tencent Games95.83100.0100.083.3100.01980580A++
2网易游戏NetEase Games74.1278.379.075.959.683685A++
3米哈游miHoYo67.4545.465.185.181.4350240A++
4莉莉丝Lilith Games44.634.942.950.554.09565A+
5三七互娱37 Interactive Entertainment41.4352.838.922.251.616558A+
6世纪华通Century Huatong37.9839.233.132.349.313552A+
7叠纸Papergames35.0319.231.760.531.25222A+
8鹰角网络Hypergryph30.8712.730.458.324.54216A+
9库洛游戏Kuro Games30.0612.526.255.729.23820A+
10灵犀互娱Lingxi Games28.9827.235.229.523.18015A+
11完美世界Perfect World28.8225.924.840.923.17215A
12吉比特G-bits21.1513.829.530.79.9428A
13IGG20.9117.49.718.043.74540A
14恺英网络Kingnet Network19.3417.428.39.723.14515A
15巨人网络Giant Network15.639.627.024.00.0305A
16心动公司XD Inc.14.0817.18.515.714.63510B
17游族网络Yoozoo Games13.688.88.916.823.12815B
18中手游CMGE8.5312.90.010.79.9258B
19冰川网络Glacier Network7.37.46.32.414.62510B
20掌趣科技Ourpalm4.421.14.34.29.9158B

算法详细论述Methodology

一、评价依据:为何"规模+质量+创新+贡献"

The evaluation of game enterprises cannot look only at revenue; it must also look at the way they create value. The four dimensions of this algorithm correspond to the following theoretical bases:
游戏企业评价不能只看收入,更要看它创造价值的方式。本算法的四个维度分别对应以下理论依据:
  1. 规模(营收、用户):对应产业组织理论中"规模经济"与网络效应,反映企业的市场地位与基本盘;也是企业持续投入创新与出海的物质前提。
  2. 质量(净利润、市值):对应熊彼特"创新租金"与价值投资理念——净利润反映真实盈利能力,市值反映资本市场对企业长期质量的定价,两者共同刻画"有效率的规模"。
  3. 创新(研发投入、原创 IP):熊彼特《经济发展理论》认为创新是增长的源泉;对游戏企业而言,原创 IP 是内容产业最核心的无形资产,决定产品的生命期与溢价能力。
  4. 贡献(出海收入):对应约瑟夫·奈"文化软实力"与中国"文化出海"战略——游戏是中华文化数字出海的重要载体,海外收入直接衡量文化影响力与价值观传播的广度。这是 CPPPS 特色维度,多数国际榜单普遍缺失。

二、模型的数学结构

Each indicator is first range-standardized to [0,1]; large-span monetary indicators are log-transformed before standardization to avoid head monopoly. The four sub-indices and the composite index are as follows:
各指标先极差标准化到 [0,1];金额类大跨度指标取对数后再标准化,避免头部垄断。四个分项指数与综合指数如下:
规模 S = 0.60·log₁₀(营收)′ + 0.40·用户′ 质量 Q = 0.50·log₁₀(净利润)′ + 0.50·log₁₀(市值)′ 创新 I = 0.50·log₁₀(研发)′ + 0.50·原创IP′ 贡献 C = 1.00·log₁₀(出海收入)′ 综合指数 = 100 × ( 0.30·S + 0.25·Q + 0.25·I + 0.20·C )
Here the superscript ′ denotes the value after range-standardization to [0,1]; log₁₀ takes the common logarithm of monetary indicators such as revenue, net profit, market value, R&D and overseas revenue, compressing order-of-magnitude differences so that the second tier and long-tail enterprises are also comparable.
其中上标 ′ 表示极差标准化到 [0,1] 后的值;log₁₀ 对营收、净利润、市值、研发、出海收入等金额指标取常用对数,压缩数量级差异,使第二梯队与长尾企业也有可比性。

三、指标与权重依据

指标处理权重所属维度依据
营业收入对数规模 0.60规模市场规模与基本盘
用户数线性规模 0.40规模用户基本盘/网络效应
净利润对数质量 0.50质量真实盈利能力
市值对数质量 0.50质量资本市场长期定价
研发投入对数创新 0.50创新科技创新投入
原创 IP线性创新 0.50创新内容产业核心无形资产
出海收入对数贡献 1.00贡献文化出海贡献(软实力)
Dimension weights: Scale 0.30, Quality 0.25, Innovation 0.25, Contribution 0.20. Scale is the foundation but accounts for only thirty percent, preventing 'scale-only thinking'; Quality and Innovation each account for a quarter, highlighting 'quality growth' and 'original-IP driven' development; and Contribution accounts for twenty percent, the core feature distinguishing CPPPS from single-scale ranking.
维度权重:规模 0.30、质量 0.25、创新 0.25、贡献 0.20。规模是基础但仅占三成,防止"唯规模论";质量与创新各占四分之一,凸显"有质量的增长"与"原创驱动";贡献占两成,是 CPPPS 区别于单一规模排序的核心特色。

四、数据来源与局限性

Revenue, net profit and market value are taken from the annual reports and public market data of listed companies (Tencent Holdings, NetEase, 37 Interactive Entertainment, Century Huatong, Perfect World, G-bits, IGG, Giant Network, Kaiying Network, XD Inc., Yoozoo Games, Bingchuan Network, CMGE and Ourpalm, etc.); the revenue and valuation of unlisted enterprises (miHoYo, Lilith Games, Hypergryph, Papergames, Kuro Games and Lingxi Games) adopt common-knowledge approximations from public reports; overseas revenue references the public calibers of third-party monitoring such as Sensor Tower, data.ai (AppMagic) and Gamma Data (CNG), and the Game Industry Report of the Game Publishing Committee of the China Audio-video and Digital Publishing Association (GPC); and original IP is a CPPPS subjective approximate score based on the number and influence of enterprises' self-developed IP. All monetary data are public-knowledge approximations, subject to official disclosure.
营收、净利润、市值取自各上市公司年报及公开市场数据(腾讯控股、网易、三七互娱、世纪华通、完美世界、吉比特、IGG、巨人网络、恺英网络、心动公司、游族网络、冰川网络、中手游、掌趣科技等);未上市企业(米哈游、莉莉丝、鹰角网络、叠纸、库洛游戏、灵犀互娱)的营收、估值采用公开报道的常识近似值;出海收入参考 Sensor Tower、data.ai(AppMagic)、伽马数据(CNG)等第三方监测与中国音数协游戏工委(GPC)《游戏产业报告》的公开口径;原创 IP 为 CPPPS 依据企业自研 IP 数量与影响力做出的主观近似评分。所有金额数据均为公开常识近似值,以官方披露为准。
The limitations of this model: (1) the original-IP score is subjective; (2) the revenue and valuation of unlisted enterprises carry estimation errors; (3) the Contribution dimension currently uses overseas revenue as a single proxy variable, while contributions such as tax, employment and import substitution are not included due to the lack of unified public data; (4) the user count is a whole-platform cumulative caliber that differs from the true active-user count (MAU). The ranking is for research and reference only.
本模型的局限:①原创 IP 评分带有主观性;②未上市企业的营收与估值存在估计误差;③贡献维度暂以出海收入为单一代理变量,税收、就业、国产替代等贡献因缺乏统一公开数据未纳入;④用户数为全平台累计口径,与真实活跃用户(MAU)存在差异。排名仅供研究与参考。

五、参考文献

  1. 熊彼特:《经济发展理论》(创新理论)与《资本主义、社会主义与民主》。
  2. 约瑟夫·奈:《软实力:世界政治中的成功之道》(Soft Power)。
  3. 迈克尔·波特:《国家竞争优势》(钻石模型)。
  4. 中国音数协游戏工委(GPC):《中国游戏产业报告》(年度)。
  5. 伽马数据(CNG):中国游戏产业及出海研究报告。
  6. Sensor Tower / data.ai(AppMagic):移动游戏出海收入监测。
  7. 腾讯控股、网易、三七互娱、世纪华通、完美世界、吉比特、IGG、巨人网络、恺英网络、心动公司、游族网络、冰川网络、中手游、掌趣科技等上市公司年度报告。
  8. 国家新闻出版署:国产网络游戏版号审批信息。

说明Notes

本版采用 CPPPS 自有四维模型(规模+质量+创新+贡献),不摘抄任何公开榜单名次:①规模 S=0.60·log₁₀(营收)+0.40·用户;②质量 Q=0.50·log₁₀(净利润)+0.50·log₁₀(市值);③创新 I=0.50·log₁₀(研发)+0.50·原创IP;④贡献 C=log₁₀(出海收入),为文化出海特色维度;⑤综合指数=100×(0.30·S+0.25·Q+0.25·I+0.20·C),金额类大跨度指标一律取对数避免头部垄断。数据为公开常识近似值(上市公司年报、GPC/伽马数据/Sensor Tower 等第三方口径),一律标注"以官方为准"。未上市企业营收与估值为公开报道近似值,原创 IP 为 CPPPS 主观近似评分。排名永久免费公开,仅供研究参考。
This edition adopts the CPPPS proprietary four-dimension model (scale + quality + innovation + contribution) and does not reproduce the rankings of any public list: ① Scale S=0.60·log₁₀(revenue)+0.40·users; ② Quality Q=0.50·log₁₀(net profit)+0.50·log₁₀(market cap); ③ Innovation I=0.50·log₁₀(R&D)+0.50·original IP; ④ Contribution C=log₁₀(overseas revenue), the signature dimension for cultural exports; ⑤ Composite index = 100×(0.30·S+0.25·Q+0.25·I+0.20·C), with all wide-span monetary indicators uniformly log-transformed to avoid top-tier monopoly. Data are public approximate values (listed company annual reports, and third-party sources such as GPC/Gamma Data/Sensor Tower), uniformly marked "subject to official figures". Revenue and valuation of unlisted companies are approximations from public reporting, and original IP is a CPPPS subjective approximate score. The ranking is permanently free and public, for research reference only.