What you’ll learn from this report:
Our analysis shows that although TV-based gaming in China is currently a small part of the overall market, it represents a significant new avenue for spending and a path to the living room of billions of households. With 600 million gamers (nearly 2x the population of the US), the Chinese games market is the single-most important market in the world, and projected growth in the TV-based segment will represent an enormous surge in revenue. The report explains our analysis on the factors that are driving and inhibiting growth as well as which platforms and publishers, both foreign and domestic, are important.
- Detailed analysis on trends in the TV-based games segment (gaming via consoles and over-the-top boxes) based on data published in the 2017 China Digital Games Market Data Report
- Qualitative and quantitative analysis on gamer behavior and influences
- Growth drivers and barriers
- Gamer adoption
- Approved titles
- Regulations specific to TV-based gaming
- Legal and grey market revenue
- 46 slides with more than 12 data exhibits
Key takeaways from the analysis:
- 10.3 million people in China play digital games with TVs as screens, rising to 21.5 million by 2021.
- Consoles are more important for gaming than OTT boxes, specifically PS4 and Xbox One.
- PS4 and Xbox One are legally available but growth has been slow, with no real driver for adoption by hard-core gamers.
- Dedicated gaming boxes such as the TGP Box (micro-console that runs Windows and WeGame) are used mostly for streaming rather than playing games.
- TV games software revenue will rise from $253 million in 2016 to $711 million in 2021.
How do topic reports work?
Topic Reports are companion reports to the China Digital Games Market Data Report which covers market sizing, 5-year forecasts, and gamer data from our proprietary survey. Each Topic Report holds deeper analysis of a specific topic, allowing you to purchase only those Topic Reports that are relevant to your business.
Companies that buy the Data report plus all 5 Topic Reports receive 5 hours of consulting time.
2017 topic reports include:
1. PC Online Games
2. Mobile Games
3. TV-Based Games
4. Esports (including I-cafes)
5. Virtual Reality/Augmented Reality
2. Executive Summary
3. China’s TV-Based Games Market Overview
4. A Closer Look at the PS4, Xbox One and Chinese Boxes
5. Gamer Insights
- TV-based gaming via consoles and over-the-top boxes (OTT) comprises a tiny share of the Chinese digital games segment, and is unlikely to take significant share. Only 530,000 console units are forecast to be sold in 2017, with merely 3% CAGR through 2021.
- Consoles are more important for gaming than OTT boxes, specifically the PS4 and the Xbox One.
- The PS4 and Xbox One are legally available but expensive for this market and games are limited. Growth has been slow, and no real driver for adoption by hard-core gamers who are avidly playing PC online games.
- Only 153 console games have been approved since ban was lifted in 2014, with very few AAA titles.
- Sony’s PS4 outsells Microsoft’s Xbox One due to lower costs, more localized games and greater brand investment in China.
- We revised upward the number of grey console unit sales in our forecast model as PS4 Pro and Xbox One S and Nintendo Switch are popular globally, but not yet legally launched in China.
- Dedicated gaming boxes such as the TGP Box (micro-console that runs Windows and WeGame) are used mostly for streaming rather than playing games. FUZE (runs Android) closed after one year due to weak demand and few games.
- FUZE and Tencent TGP are local consoles, though Linekong closed the FUZE product shortly after launch in 2016.
- Legal console game software spending is rising as installed base of legal consoles increases and more games are coming to market.