Gaming revenue rebounded earlier than GDP, and the rebound Counter-cyclical; by 2008, the revenue of the game industry. changed Special Database almost in the same direction as GDP, reflecting a strong cyclicality. This makes people wonder: with the expansion of revenue scale, is the US game industry moving from "non-cyclical" to "cyclical"? When the next U.S. recession occurs (probably this year or next), will the gaming industry's quarterly revenue be extremely cyclical? The possibility exists, and it is not small. Sorry, there is really no "lipstick effect" in the media and Special Database entertainment industry! In addition, the proxy variables we selected for the quarterly revenue of the US game industry include.
A certain amount of revenue from outside the United States, which will also weaken the correlation between the data itself Special Database and the US macro data. We believe that the cyclicality of the gaming industry quarterly figures is likely to pick up if revenue contributions from markets outside the US can be completely excluded. However, we have not been able to confirm this speculation yet. How is the situation in China? Movies and games should be watched Special Database separately Although historical data from the United States can give us a lot of inspiration, the Chinese market is what investors are most concerned about after all.
Although the accumulation of historical data in the Chinese film and game industry is relatively small, there is always historical Special Database data. After conducting similar statistical analysis, we found that: on a quarterly basis, the Chinese film industry is non-cyclical, but the game industry is cyclical. In any case, there is no counter-cyclicality in any of them, i.e. there is no "lipstick effect". Chinese film industry: non-cyclical? The key is that there are too many disturbance factors Through Special Database and the State Administration of Radio, Film and Television, we can know the quarterly data of Chinese movie box office revenue since 2007.