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Gaming Networks - China

China
  • In China, revenue in the Gaming Networks market market is projected to reach US$572.30m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.77%, leading to a projected market volume of US$794.20m by 2029.
  • The number of users in the Gaming Networks market market in China is anticipated to amount to 21.2m users by 2029.
  • User penetration in China will be 1.1% in 2024 and is expected to increase to 1.5% by 2029.
  • In global comparison, most revenue will be generated the United States, where it is estimated to reach US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in China is projected to be US$36.22 in 2024.
  • China's gaming networks are increasingly prioritizing social interaction and community-building features, reflecting a shift towards immersive and collaborative gaming experiences.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
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 Gaming Networks market in China has witnessed significant growth in recent years, driven by the increasing popularity of online gaming among Chinese consumers.

    Customer preferences:
    Chinese consumers have shown a strong preference for online gaming, with a large number of players actively participating in various gaming networks. This can be attributed to several factors, including the widespread availability of high-speed internet connections, the affordability of gaming devices, and the rise of mobile gaming. Additionally, Chinese gamers have a preference for multiplayer online games, which has fueled the demand for gaming networks that provide a platform for social interaction and competition.

    Trends in the market:
    One notable trend in the Chinese Gaming Networks market is the increasing focus on esports. Esports refers to competitive gaming, where professional players compete against each other in organized tournaments. The popularity of esports has soared in China, with a growing number of viewers and participants. This trend has led to the emergence of dedicated gaming networks that cater specifically to esports enthusiasts, providing them with a platform to connect, compete, and spectate. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. VR and AR technologies offer immersive gaming experiences, allowing players to interact with virtual environments and characters in a more realistic way. Chinese gaming networks have been quick to adopt these technologies, offering VR and AR-enabled games and experiences to cater to the growing demand for innovative and immersive gaming experiences.

    Local special circumstances:
    China has a large and rapidly growing gaming population, which has contributed to the success of gaming networks in the country. The Chinese government has also been supportive of the gaming industry, recognizing its potential as a driver of economic growth. This has led to favorable policies and regulations that have facilitated the development of gaming networks and the overall gaming ecosystem in China.

    Underlying macroeconomic factors:
    The strong growth of the Chinese economy and the increasing disposable income of Chinese consumers have played a significant role in the development of the Gaming Networks market. As more Chinese consumers have the financial means to purchase gaming devices and access high-speed internet connections, the demand for gaming networks has increased. Additionally, the rapid urbanization and modernization of China have created a conducive environment for the growth of the gaming industry, with more people embracing gaming as a form of entertainment and social interaction.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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    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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