中国外汇枯竭,停止了支付宝和微信的游戏平台的外汇支付渠道

第二个话题是中国外汇枯竭,停止了支付宝和微信的游戏平台的外汇支付渠道。

整治行动导致股市受损 中国新批准105款国产游戏版号

连日来,中国国家新闻出版署有关计划修正《网络游戏管理办法》的消息引发股市下跌。而在本周一,当局批准多达105款游戏版号似乎是对相关产业的急救之举。

中国国家新闻出版署12月22日公布《网络游戏管理办法》草案,征求修正意见。该草案内容包括,禁止网络游戏设定每日登入,禁止首次储值、连续储值等诱导性奖励等规定。

此修法整治游戏产业的消息一出,在香港上市的中国两大游戏龙头公司腾讯、网易的股票大跌,仅一天的市值蒸发合计逾5千亿元人民币。12月25日,相关游戏概念股持续下挫。

北京网友MegaDrive2
游戏圈都在讨论新法案对免费游戏氪金的限制,但很少
有人注意到此法案真正的目的: 它禁止了支付宝和微信
对PSN、XBLIVE和Steam的充值。

根据《网络游戏管理办法》 (草案征求意见稿)

第二十八条【禁止为违法游戏提供支付服务】任何单
位不得为非法网络游戏和违法网络游戏经营活动提供
支付服务。
违反前款规定提供支付服务的,由有关部门依法予
以处理。

我们简单看一下,这到底涉及多少亿美元的外汇
中国政府拿不出来的,手头紧成这样了。
2022年5月25日,索尼称中国市场发展迅速,PS5售出67万台,全球第6。
按照每台PS5消费100美元计算。
每年需要外汇6700萬美元
300美元是2亿美元

PS4约352万台
这两个加起来不过是
4.1億美元或者12亿美元
有一个参考数据是中国游戏机台数是
900萬
这是9億美元或者27亿美元
彭博社2019年12月的报道也曾援引该机构Niko Partners的统计数据,显示当时中国市场Switch销量约395万台、PS4约352万台、XboxOne约124万台,合计约871万台。
当然,由于中国大量的水货,就是走私货的存在
真实数据可能高于这个数据
如果按照1500万台计算
是15亿美元或者45亿美元

2021年,日本报告称,活跃的中国Steam玩家的数量约为3500万,Steam在中国年收入735亿元。
这就是100亿美元。
当然也有人认为这个数据有些夸大。

如果我们采用这个数据45亿美元+100亿美元
也就是145亿美元。
中国现在连145亿美元都拿不出来了
或者不愿意拿出来了

看样子,支付宝和微信的海外支付被停掉,也是很快了

要知道中国号称有3.1万亿美元的外汇储备
却连145亿美元都不愿意支付了

英文翻译

The second topic is the depletion of foreign exchange in China, which has stopped the foreign exchange payment channels of Alipay and WeChat’s gaming platforms.

Censorship actions cause stock market damage, China approves 105 new domestic game licenses

In recent days, news that China’s National Press and Publication Administration plans to amend the “Online Games Management Measures” triggered a decline in the stock market. On Monday this week, the authorities approved as many as 105 game licenses, which seemed to be an emergency move for related industries.

China’s State Press and Publication Administration released a draft of the “Online Game Management Measures” on December 22, soliciting opinions on revisions. The draft content includes provisions such as prohibiting online games from setting daily logins, prohibiting first-time top-up, continuous top-up and other inductive rewards.

As soon as the news of this amendment to rectify the game industry came out, the stocks of Tencent and NetEase, China’s two leading game companies listed in Hong Kong, plummeted. Their market value evaporated by more than 500 billion yuan in just one day. On December 25, related game concept stocks continued to fall.

Beijing netizen MegaDrive2
The gaming community is discussing the new bill’s restrictions on free game monetization, but there are few
Someone noticed the real purpose of this bill: it bans Alipay and WeChat
Top-up on PSN, XBLIVE and Steam.

According to the “Measures for the Administration of Online Games” (Draft for Comment)

Article 28 [It is prohibited to provide payment services for illegal games] Any order
Bits shall not be provided for illegal online games and illegal online game business activities
Payment Services.
Anyone who provides payment services in violation of the provisions of the preceding paragraph shall be punished by the relevant departments in accordance with the law.
to process.

Let’s take a brief look at how many billions of dollars in foreign exchange are involved.
The Chinese government cannot afford it because money is so tight.
On May 25, 2022, Sony said that the Chinese market was developing rapidly, with 670,000 PS5 units sold, ranking sixth in the world.
Calculated based on consumption of US$100 per PS5.
Requires foreign exchange of US$67 million per year
$300 is $200 million
and
Approximately 3.52 million PS4 units
These two combined are nothing more than
US$410 million or US$1.2 billion
There is a reference data: the number of game consoles in China is
9 million
That’s $900 million or $2.7 billion
A report by Bloomberg in December 2019 also cited statistics from Niko Partners, which showed that at that time, Switch sales in the Chinese market were approximately 3.95 million units, PS4 approximately 3.52 million units, and Xbox One approximately 1.24 million units, totaling approximately 8.71 million units.
Of course, due to the large amount of parallel imports in China, there are smuggled goods.
The real data may be higher than this data
If calculated based on 15 million units
Is it $1.5 billion or $4.5 billion?

In 2021, Japan reported that the number of active Chinese Steam players was approximately 35 million, and Steam’s annual revenue in China was 73.5 billion yuan.
That’s $10 billion.
Of course, some people think this data is exaggerated.

If we use this figure 4.5 billion US dollars + 10 billion US dollars
That’s $14.5 billion.
China can’t even come up with US$14.5 billion now
Or don’t want to take it out

It seems that overseas payments by Alipay and WeChat were stopped very soon.

You must know that China claims to have US$3.1 trillion in foreign exchange reserves.
But they are not even willing to pay US$14.5 billion.

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