Definition:
The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.Structure:
The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update:
Source: Statista Market Insights
Most recent update:
Source: Statista Market Insights
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.
Most recent update:
Source: Statista Market Insights
Most recent update:
Sources: Statista Market Insights, Statista Consumer Insights Global
Most recent update:
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update:
Source: Statista Market Insights