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Games - China

China
  • Revenue in the Games market in China is projected to reach US$123.60bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.34%, leading to a projected market volume of US$184.50bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with the same figure of US$123.60bn in 2024.
  • Within the Games market United States, the number of users is anticipated to reach 894.7m users by 2029.
  • User penetration United States is forecasted to be 54.8% in 2024 and is expected to increase to 62.8% by 2029.
  • The average revenue per user (ARPU) United States is expected to amount to [arpu_firstmarket_yeartoday].
  • China's gaming industry continues to evolve, with increased government regulation driving companies toward innovative, culturally relevant content that resonates with domestic audiences.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in China has been experiencing significant growth in recent years, driven by a combination of factors such as the increasing popularity of mobile gaming, the rise of eSports, and the growing middle class with higher disposable incomes.

    Customer preferences:
    Chinese consumers have shown a strong preference for mobile gaming, with the majority of gamers in China playing games on their smartphones. This can be attributed to the widespread adoption of smartphones in the country, as well as the convenience and accessibility of mobile gaming. Additionally, Chinese gamers are increasingly interested in eSports, which has led to the emergence of professional gaming teams and the organization of large-scale eSports tournaments.

    Trends in the market:
    One of the key trends in the Chinese Games market is the dominance of free-to-play (F2P) games with in-app purchases. This business model has become extremely popular in China, as it allows gamers to play for free and only pay for additional in-game items or features. This has led to the rise of "whales," a term used to describe gamers who spend large amounts of money on in-app purchases. As a result, game developers are focusing on creating engaging and addictive games that encourage players to make in-app purchases. Another trend in the Chinese Games market is the increasing popularity of multiplayer online battle arena (MOBA) games. MOBA games, such as League of Legends and Honor of Kings, have gained a massive following in China, attracting millions of players and generating significant revenue. This trend can be attributed to the competitive nature of Chinese gamers and their desire to showcase their skills in online battles.

    Local special circumstances:
    China has strict regulations on the gaming industry, particularly when it comes to content and monetization. Game developers are required to obtain approval from the State Administration of Press and Publication (SAPP) before launching their games in China. This approval process can be time-consuming and challenging, as the SAPP has strict guidelines on content that is deemed inappropriate or harmful to Chinese society. Additionally, the Chinese government has implemented restrictions on the amount of time minors can spend playing online games, in an effort to combat gaming addiction among young people.

    Underlying macroeconomic factors:
    The growth of the Games market in China can be attributed to several macroeconomic factors. Firstly, the rising middle class in China has led to an increase in disposable incomes, allowing more people to afford gaming devices and in-app purchases. Secondly, the widespread adoption of smartphones in China has made gaming more accessible to the general population. Lastly, the Chinese government has been actively promoting the development of the gaming industry, recognizing its potential as a driver of economic growth and job creation. In conclusion, the Games market in China is experiencing significant growth, driven by customer preferences for mobile gaming and eSports, as well as the rise of F2P games and MOBA games. However, the market is also subject to strict regulations and restrictions imposed by the Chinese government. Overall, the growth of the Games market in China can be attributed to the increasing popularity of gaming among Chinese consumers, as well as the favorable macroeconomic factors in the country.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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