Game Consoles - China

  • China
  • China is a significant player in the Game Consoles market.
  • In 2024, the country is projected to generate a revenue of US$0.9bn, making it a key contributor to the industry's growth.
  • Looking ahead, the market is expected to expand annually by -2.67% from 2024 to 2029, demonstrating a promising growth trajectory.
  • In a global comparison, in the United States leads in terms of revenue generation, with an impressive figure of US$7,848.0m in 2024.
  • However, when considering the revenue per person, China's per capita revenue stands at US$0.60 in 2024, indicating a significant market potential and individual spending power within the country.
  • When it comes to volume, the Game Consoles market is projected to reach 1.77m pieces units by 2029.
  • In 2025, a growth rate of 0.5% is anticipated, highlighting the industry's continuous expansion.
  • On an individual level, the average volume per person in the Game Consoles market is expected to reach 0.000pieces units in 2024, further emphasizing the market's significance and demand among consumers.
  • China's contribution to the Game Consoles market is both substantial and promising, as it continues to play a vital role in shaping the industry's growth and market dynamics.
  • China's booming gaming market is dominated by domestic brands, with consoles such as the Tencent-backed Nintendo Switch gaining immense popularity among Chinese gamers.

Key regions: India, United States, Brazil, Canada, China

 
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Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

Additional notes:

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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Volume
  • Price
  • Sales Channels
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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