Gaming Networks - China

  • China
  • In China, revenue in the Gaming Networks market is projected to reach €0.56bn in 2025.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2025-2029) of 6.48%, leading to a projected market volume of €0.72bn by 2029.
  • The number of users in the Gaming Networks market in China is anticipated to amount to 21.2m users by 2029.
  • User penetration in China will be 1.2% in 2025 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 €721.00m in 2025.
  • The average revenue per user (ARPU) in the Gaming Networks market in China is projected to be €33.25 in 2025.
  • China's gaming networks are increasingly prioritizing social interaction and community-building features, reflecting a shift towards immersive and collaborative gaming experiences.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks Market in China is witnessing considerable growth, fueled by factors such as a surge in mobile gaming popularity, advancements in internet infrastructure, and a growing emphasis on social connectivity through online platforms.

Customer preferences:
Consumers in China are increasingly gravitating towards immersive gaming experiences that prioritize social interaction and community building. The rise of multiplayer online games reflects a desire for cooperative play, particularly among younger demographics who value shared experiences. Additionally, the incorporation of culturally relevant narratives and localized content is resonating strongly with players, enhancing engagement. As lifestyles become more digital-centric, the demand for cross-platform accessibility and esports involvement continues to grow, fostering a dynamic gaming culture that aligns with modern social trends.

Trends in the market:
In China, the Gaming Networks market is experiencing a surge in demand for social gaming platforms that facilitate collaborative play and community engagement. The popularity of multiplayer online games is reshaping player interactions, particularly among Generation Z, who prioritize shared experiences. Additionally, the integration of culturally relevant storylines and localized content is significantly enhancing player immersion. As the trend towards mobile and cross-platform gaming accelerates, industry stakeholders must adapt by investing in esports initiatives and community-driven content to capture this evolving audience.

Local special circumstances:
In China, the Gaming Networks market is flourishing, fueled by a robust internet infrastructure and a youthful, tech-savvy population eager for interactive entertainment. Cultural preferences for narrative-driven gameplay and social interaction shape game design, with developers focusing on themes rooted in Chinese mythology and history. Additionally, stringent regulatory frameworks influence content creation, necessitating compliance with local laws on gaming and online interactions. This unique blend of cultural expectations and regulatory oversight drives innovation, creating a distinctive gaming landscape that prioritizes community engagement and localized experiences.

Underlying macroeconomic factors:
The Gaming Networks market in China is significantly shaped by macroeconomic factors, including the rapid expansion of digital infrastructure, government policies promoting tech innovation, and the nation’s economic resilience. With a burgeoning middle class and rising disposable incomes, there is a heightened demand for immersive gaming experiences. Furthermore, the emphasis on self-sufficiency in technology and local content creation has led to increased investments in the gaming sector. Fluctuations in global supply chains and international relations also affect market dynamics, as developers adapt to both domestic consumer preferences and global gaming trends.

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.

Vue d’ensemble

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