Mobile Games - China
- China
- In China, revenue in the Mobile Games market market is projected to reach €28.53bn in 2025.
- Revenue in this market is expected to show an annual growth rate (CAGR 2025-2029) of 5.33%, resulting in a projected market volume of €35.11bn by 2029.
- In the Mobile Games market market United States, the number of users is expected to amount to 0.7bn users by 2029.
- User penetration United States will be 43.5% in 2025 and is expected to hit 48.1% by 2029.
- In global comparison, most revenue in the Mobile Games market market will be generated United States (€28.53bn in 2025).
- The average revenue per user (ARPU) in the Mobile Games market market United States is projected to amount to €45.84 in 2025.
- In China, the mobile games market is experiencing unprecedented growth, driven by innovative gameplay and the integration of social features that enhance user engagement.
Key regions: Japan, Germany, South Korea, China, Asia
Analyst Opinion
The Mobile Games Market in China is experiencing moderate growth, influenced by factors such as changing consumer preferences, increased smartphone penetration, and the rise of social gaming. These elements are shaping the market's trajectory and overall development.
Customer preferences: Consumers in China are increasingly gravitating towards mobile games that offer social interaction and community engagement, reflecting a shift in preference towards collaborative and immersive experiences. This trend is amplified by the rise of multiplayer formats and live-streaming features, catering to younger demographics who prioritize social connectivity in their gaming. Additionally, cultural elements such as traditional narratives and local folklore are being integrated into game design, appealing to national pride and fostering a deeper emotional connection among players.
Trends in the market: In China, the mobile games market is experiencing a surge in demand for social and interactive gaming experiences, driven by younger players seeking community engagement and collaborative gameplay. This trend is underscored by the popularity of multiplayer formats and live-streaming features that enhance connectivity and shareability. Additionally, there is a noticeable integration of local cultural narratives and folklore in game design, fostering a sense of national pride among gamers. For industry stakeholders, these trends signify the need to innovate and adapt offerings to align with evolving consumer preferences, emphasizing social interaction and culturally resonant content.
Local special circumstances: In China, the mobile games market is uniquely shaped by its vast population and rapid urbanization, which has led to diverse gaming preferences across different regions. Cultural factors, such as the deep-rooted appreciation for storytelling and mythology, influence game narratives, prompting developers to incorporate local folklore and historical elements. Regulatory conditions also play a critical role, with stringent approval processes for game content impacting the types of games that can thrive. This dynamic landscape necessitates that developers remain agile and culturally attuned to engage a broad audience effectively.
Underlying macroeconomic factors: The mobile games market in China is significantly influenced by macroeconomic factors such as technological innovation, consumer spending trends, and government policies. The rapid advancement of mobile technology and internet infrastructure facilitates seamless gaming experiences, boosting user engagement. Furthermore, rising disposable incomes in urban areas enhance consumer spending on mobile games, while the government’s regulatory framework, including content approvals and anti-addiction measures, shapes the market landscape. Additionally, global economic trends, such as fluctuations in trade relations and currency values, can impact developer revenues and market dynamics, necessitating adaptability to maintain growth.
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