Games - China

  • China
  • Revenue in the Games market in China is projected to reach €125.50bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 7.56%, leading to a projected market volume of €168.00bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with the same figure of €125.50bn in 2025.
  • 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 56.9% in 2025 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.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games Market within the Media Market in China is witnessing remarkable growth, fueled by the surge in mobile gaming, increased internet accessibility, and a growing youth demographic eager for immersive entertainment experiences.

Customer preferences:
In the Games Market within the Media Market in China, consumers are increasingly gravitating towards social and interactive gaming experiences that foster community engagement. This trend is particularly pronounced among younger players who prioritize multiplayer and co-op gameplay. Additionally, there is a rising interest in storytelling and narrative-driven games that reflect cultural themes and values, resonating with a demographic seeking deeper connections. The integration of esports and live streaming also influences preferences, as gamers desire to be part of a larger, dynamic gaming culture.

Trends in the market:
In China, the Games Market within the Media Market is experiencing a surge in demand for social and interactive gaming experiences, particularly among younger audiences who favor multiplayer and cooperative gameplay. This shift highlights a broader cultural trend where community and connection are prioritized, driving players to seek immersive narratives that resonate with local cultural themes. Additionally, the rise of esports and live streaming is reshaping consumer preferences, pushing industry stakeholders to innovate and create engaging content that fosters a vibrant gaming culture, ultimately leading to new monetization strategies and partnerships.

Local special circumstances:
In China, the Games Market within the Media Market is shaped by unique cultural traditions that emphasize collectivism and community engagement, driving interest in cooperative gaming experiences. The country's vast geographical diversity fosters regional gaming preferences, with local narratives and folklore influencing game development. Additionally, stringent regulatory measures on content and online gaming hours for minors create a distinct environment, compelling developers to innovate while adhering to government guidelines. This dynamic landscape fosters a vibrant gaming culture that continually adapts to local tastes and regulatory frameworks.

Underlying macroeconomic factors:
The Games Market within China's Media Market is significantly influenced by macroeconomic factors such as national economic growth, consumer spending patterns, and government policies. China's robust economic performance has led to increased disposable income, enabling greater investment in gaming technologies and experiences. Additionally, fiscal policies promoting technology and entertainment sectors encourage innovation and competition among developers. Global trends, including the rise of mobile gaming and esports, further shape consumer preferences, while the government's regulatory framework ensures that content aligns with cultural values and social norms, impacting market dynamics and growth trajectories.

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.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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