Mobile Games - China

  • China
  • Revenue in the Mobile Games market is projected to reach US$34.66bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.42%, resulting in a projected market volume of US$45.13bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 0.7bn users by 2029.
  • User penetration will be 42.3% in 2024 and is expected to hit 48.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$57.18 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

China is one of the largest and fastest-growing markets for mobile games in the world. With a population of over 1. 4 billion people and a high smartphone penetration rate, the demand for mobile games in China has been steadily increasing.

Customer preferences:
Chinese consumers have shown a strong preference for mobile games due to their convenience and accessibility. With busy lifestyles and limited leisure time, mobile games provide a quick and entertaining way to relax and have fun. Additionally, the social aspect of mobile gaming, such as multiplayer features and in-game chat, has also contributed to its popularity. Chinese consumers enjoy playing mobile games with friends and competing with others, which enhances their overall gaming experience.

Trends in the market:
One of the key trends in the mobile games market in China is the rise of hyper-casual games. These games are characterized by their simple gameplay mechanics and short play sessions, making them ideal for quick entertainment on the go. Hyper-casual games have gained significant popularity in China due to their addictive nature and the ability to easily share high scores with friends and compete against each other. Another trend in the market is the increasing popularity of mobile eSports. eSports refers to competitive video gaming, and mobile eSports have gained traction in China. The country has a large and active gaming community, and mobile eSports tournaments attract millions of viewers and participants. This trend is driven by the growing interest in competitive gaming and the rise of professional eSports teams and leagues.

Local special circumstances:
The mobile games market in China is heavily influenced by government regulations and policies. The Chinese government has implemented strict regulations on the gaming industry, including limitations on the number of new game releases and restrictions on game content. These regulations aim to address concerns about gaming addiction and protect the mental and physical health of young people. As a result, game developers and publishers need to navigate through regulatory hurdles and comply with government guidelines to enter and operate in the Chinese market.

Underlying macroeconomic factors:
The rapid growth of the mobile games market in China can be attributed to several underlying macroeconomic factors. Firstly, the increasing disposable income of Chinese consumers has allowed them to spend more on entertainment, including mobile games. Secondly, the widespread adoption of smartphones and the availability of affordable mobile data plans have made mobile gaming accessible to a larger population. Finally, the strong presence of domestic game developers and publishers in China has contributed to the growth of the market, as they understand the preferences and tastes of Chinese consumers better than foreign competitors. In conclusion, the mobile games market in China is experiencing significant growth due to customer preferences for convenient and social gaming experiences. The rise of hyper-casual games and mobile eSports are key trends in the market, while government regulations and macroeconomic factors also play a role in shaping the industry. Overall, the future of the mobile games market in China looks promising, with continued growth expected in the coming years.

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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