The Market Changes and Causes of Game Live Streaming Industry from 2019 to 2020 by Case Study of HUYA
- DOI
- 10.2991/978-94-6463-052-7_123How to use a DOI?
- Keywords
- Contrastive analysis; Game Live Streaming; HUYA; COVID-19
- Abstract
It is an indisputable fact that COVID-19 has hit offline traditional industries, and whether it will bring opportunities or challenges to online industries has not been evaluated in detail. Taking HUYA as the research object, this paper analyzes the impact of COVID-19 on game live streaming. By comparing the financial statements of HUYA 2019 and 2020 and the annual average monthly live users and paying users officially released by HUYA, we can judge the changes of the game live streaming industry in the context of the epidemic. By contrastive analysis, this research discovered that the epidemic did have a beneficial impact on live games. Compared with 2019, the gross revenue, gross profit, net profit, total assets, and liquid assets of HUYA in 2020 have expanded considerably, and monthly active users and paying users have furthermore increased. In addition to COVID-19, the improvement of laws and regulations, business innovation and content diversification are also contributing factors. In the post-epidemic era, this paper predicts that the live game industry may fall back to some extent. Overall, this paper verified that COVID-19 has brought opportunities to the game streaming industry, and indeed other factors, such as policies, business innovations and diverse contents. As for the possible decline after the end of the epidemic, this paper believes that the only way to retain users is for live streaming platforms to strengthen content diversification and encourage creators.
- Copyright
- © 2022 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Xiaochang Liu PY - 2022 DA - 2022/12/27 TI - The Market Changes and Causes of Game Live Streaming Industry from 2019 to 2020 by Case Study of HUYA BT - Proceedings of the 2022 International Conference on Economics, Smart Finance and Contemporary Trade (ESFCT 2022) PB - Atlantis Press SP - 1093 EP - 1103 SN - 2352-5428 UR - https://doi.org/10.2991/978-94-6463-052-7_123 DO - 10.2991/978-94-6463-052-7_123 ID - Liu2022 ER -