Gaming Networks - China

  • China
  • Revenue in the Gaming Networks market is projected to reach US$0.57bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.75%, resulting in a projected market volume of US$0.79bn by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 21.2m users by 2029.
  • User penetration will be 1.1% in 2024 and is expected to hit 1.5% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$36.22 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in China has witnessed significant growth in recent years, driven by the increasing popularity of online gaming among Chinese consumers.

Customer preferences:
Chinese consumers have shown a strong preference for online gaming, with a large number of players actively participating in various gaming networks. This can be attributed to several factors, including the widespread availability of high-speed internet connections, the affordability of gaming devices, and the rise of mobile gaming. Additionally, Chinese gamers have a preference for multiplayer online games, which has fueled the demand for gaming networks that provide a platform for social interaction and competition.

Trends in the market:
One notable trend in the Chinese Gaming Networks market is the increasing focus on esports. Esports refers to competitive gaming, where professional players compete against each other in organized tournaments. The popularity of esports has soared in China, with a growing number of viewers and participants. This trend has led to the emergence of dedicated gaming networks that cater specifically to esports enthusiasts, providing them with a platform to connect, compete, and spectate. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. VR and AR technologies offer immersive gaming experiences, allowing players to interact with virtual environments and characters in a more realistic way. Chinese gaming networks have been quick to adopt these technologies, offering VR and AR-enabled games and experiences to cater to the growing demand for innovative and immersive gaming experiences.

Local special circumstances:
China has a large and rapidly growing gaming population, which has contributed to the success of gaming networks in the country. The Chinese government has also been supportive of the gaming industry, recognizing its potential as a driver of economic growth. This has led to favorable policies and regulations that have facilitated the development of gaming networks and the overall gaming ecosystem in China.

Underlying macroeconomic factors:
The strong growth of the Chinese economy and the increasing disposable income of Chinese consumers have played a significant role in the development of the Gaming Networks market. As more Chinese consumers have the financial means to purchase gaming devices and access high-speed internet connections, the demand for gaming networks has increased. Additionally, the rapid urbanization and modernization of China have created a conducive environment for the growth of the gaming industry, with more people embracing gaming as a form of entertainment and social interaction.

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.

Overview

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