Cloud Gaming - China

  • China
  • In China, revenue in the Cloud Gaming market is projected to reach €2.14bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 26.21%, leading to a projected market volume of €5.43bn by 2029.
  • In the Cloud Gaming market withChina, the number of readers is anticipated to amount to 243.3m users by 2029.
  • User penetration will be 15.5% in 2025 and is expected to increase to 17.1% by 2029.
  • The average revenue per user (ARPU) in China is expected to amount to €9.67.
  • In a global context, the majority of revenue will be generated the United States (€2,646.00m in 2025).
  • China's cloud gaming market is rapidly evolving, driven by increasing internet penetration and a growing demand for immersive gaming experiences among younger consumers.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in China is witnessing phenomenal growth, fueled by advancements in internet infrastructure, increased smartphone penetration, and a surge in consumer demand for immersive gaming experiences. This dynamic environment is reshaping the Games Market within the Media Market.

Customer preferences:
Consumers in China are increasingly gravitating towards cloud gaming solutions that offer flexibility and accessibility, reflecting a desire for seamless gaming experiences across devices. This trend is amplified by the rise of younger gamers who prioritize social interaction and community engagement within gaming platforms. Furthermore, as lifestyles become more mobile, there’s a growing preference for games that can be played on-the-go, aligning with the fast-paced urban living. Cultural nuances also play a role, as local narratives and characters in games resonate more with domestic audiences, driving engagement and loyalty.

Trends in the market:
In China, the cloud gaming market is experiencing significant growth as players increasingly seek flexible gaming solutions that allow for seamless transitions between devices. This shift is driven by younger gamers who value social connectivity and community building within gaming ecosystems. Additionally, the demand for mobile-friendly gaming experiences aligns with the fast-paced lifestyle of urban residents. The incorporation of local narratives and culturally relevant characters further enhances player engagement, suggesting that industry stakeholders must prioritize localization and community interaction to maintain competitiveness in this evolving landscape.

Local special circumstances:
In China, the cloud gaming market is shaped by unique factors such as stringent regulations and a diverse player base. The government's emphasis on content control influences game development, encouraging companies to create titles that align with cultural values and social norms. Additionally, urbanization drives the need for on-the-go gaming solutions, appealing to a tech-savvy youth. The popularity of popular esports events and social gaming platforms fosters community interaction, further enhancing engagement and loyalty among players in this rapidly evolving landscape.

Underlying macroeconomic factors:
The growth of the cloud gaming market in China is significantly influenced by macroeconomic factors such as urbanization, technological advancement, and government regulation. The rapid urbanization in Chinese cities fuels demand for mobile and cloud-based gaming solutions, catering to a tech-savvy population seeking convenient entertainment options. Furthermore, the government's stringent regulatory framework shapes content creation, compelling developers to align with cultural norms, which can both enhance local acceptance and limit creative freedom. Additionally, rising disposable incomes and increased internet penetration support the growth of gaming infrastructure, fostering a competitive landscape that attracts investment and innovation in cloud gaming services.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

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