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China Online Gaming Market, Number of Users, Category (Mobile, PC Online Client Games, Web), Market based on Age Group, Segments & Companies

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    Report

  • 89 Pages
  • July 2018
  • Region: China
  • Renub Research
  • ID: 4587682

China online gaming market is expected to surpass US$ 75 Billion by the end of the year 2024. China online gaming market is one of the biggest online gaming markets in the world, surpassing the United States and Japan. The user of China online gaming is anticipated to cross 700 Million by the end of the year 2024. According to this research analysis, PC Online (Client Games) market share is contracting and mobile game market share is expanding continuously. Tencent captured the lion’s market share compared as compared to its competitors. 

The rise in per capita income of Chinese online gamers has reinforced the China online gaming market to the great height. Due to convenient or well-developed payment systems, players would like to engage themselves in games and spend more money and time. The online mobile game is the largest revenue contributors in China online gaming Market. There are numerous new games like “Knives Out” and “Love & Producer” are expected to outperform. Increasing consumer’s propensity to play online games and rising mobile games penetration are the major growth drivers of China online gaming market.

Mobile Online Games Dominates the Online Games Market in China

China mobile online games are continuously rising at a rapid pace and expected to outperform in the anticipated year. The report covers the market of Mobile Online Games, PC Online / Client Games, and Web Games.

Chinese Age Group of (19-25 Years) is highly Passionate about Online Gaming

Chinese youth (19-25) are spending more money on online games because they are considered to be the working for population and have high disposable income. The report covers following Age Bracket (Below 19 Years), Age Bracket (19 - 25 Years), Age Bracket 26+ 37

Large Client Games dominates the China Online Gaming Industry

Large client games are most popular in China online gaming industry because it played on PC’s and Mobile both. The report covers the following segment markets: Large Client Games, Platform Games, Social Games and Other Games.

This report titled “China Online Gaming Market, Number of Users, Category (Mobile, PC Online Client Games, Web), Market based on Age Group (below 19, 19-25, 26+) Years, Segments (Large Client Games, Platform Games, Social Games, Other Games), Companies (Tencent, NetEase, Kingsoft, Changyou, Shanda” provides a comprehensive assessment of the fast-evolving, high-growth of online gaming market in China.

By Category - China Online Gaming Market:


  • Mobile Online Games Market
  • PC Online / Client Games Market
  • Web Games Market

By Age Group - China Online Gaming Market:


  • Age Bracket (Below 19 Years)
  • Age Bracket (19 - 25 Years)
  • Age Bracket 26+

By Segments - China Online Gaming Market:


  • Large Client Games
  • Platform Games
  • Social Games
  • Other Games

Number of Users - China Online Gaming:


  • Online Gaming Users
  • Mobile Online Games Users
  • PC Online Client’s Games Users

Companies Sales (2011 - 2024):


  • Tencent
  • NetEase
  • Kingsoft
  • Changyou
  • Shanda

Table of Contents


1. Executive Summary2. China Online Gaming Market (2011 - 2024)
3. Market & Users Share - China Online Gaming (2011 - 2024)
3.1 Market Share
3.2 Users Share
3.3 Company Sales Share
3.4 China Online Gamers Share by Location
4. Category - China Online Game Market (2011 - 2024)
4.1 Mobile Online Games Market
4.2 PC Online / Client Games Market
4.3 Web Games Market
5. Age Group - China Online Gaming Market (2011 - 2024)
5.1 Age Bracket (Below 19 Years)
5.2 Age Bracket (19 - 25 Years)
5.3 Age Bracket 26+37
6. Segments - China Online Gaming Market (2013 - 2024)
6.1 Large Client Games
6.2 Platform Games
6.3 Social Games
6.4 Other Games
7. Number of Users - China Online Gaming (2010 - 2024)
7.1 Online Gaming Users
7.2 Mobile Online Games Users
7.3 PC Online Client’s Games Users
8. Game Players Behavioral Features and Preferences
8.1 Mobile Game Players
8.1.1 Number of Years
8.1.2 Average Game Playing Duration
8.1.3 Payment for Mobile Games
8.1.4 Main Products of Mobile Games
8.1.5 Information Access and Download Channels
8.2 PC Client Game Players
8.2.1 Number of Years
8.2.2 Average Game Playing Duration
8.2.3 Payment for PC Online Games
8.2.4 Main Products of PC Online Games
8.2.5 Information Access and Download Channels
9. Regulatory Status on China Online Gaming Industry
9.1 Dual Approval Regime Remains Unchanged
9.2 Online Publishing Service License
9.3 No Foreign Investment
9.4 Prior Approval for Foreign Online Games
10. Government Initiatives to Promote China Online Gaming Industry
10.1 Development of Broadband Infrastructure and Broadband Connections
10.2 Ban on Foreign Online Games
10.3 Overseas Expansion of Online Games
11. Company Sales Analysis (2011 - 2024)
11.1 Tencent Online Games Sales
11.2 NetEase Online Games Sales
11.3 Kingsoft Online Games Sales
11.4 Changyou Online Games Sales
11.5 Shanda Online Games Sales
12. Growth Drivers
12.1 Increasing Consumers Propensity to Play Online Games
12.2 Increase in Mobile Games Penetration
13. Challenges
13.1 High Piracy Rate
List of Figures
Figure 2-1: China - Online Gaming Market (Million US$), 2011-2017
Figure 2-2: China - Forecast for Online Gaming Market (Million US$), 2018-2024
Figure 3-1: China - Online Gaming Market Share (Percent), 2011-2017
Figure 3-2: China - Forecast for Online Gaming Market Share (Percent), 2018-2024
Figure 3-3: China - Online Gaming Users Share (Percent), 2010-2017
Figure 3-4: China - Forecast for Online Gaming Users Share (Percent), 2018-2024
Figure 3-5: China - Online Gaming Company Sales Share (Percent), 2011-2017
Figure 3-6: China - Forecast for Online Gaming Company Sales Share (Percent), 2018-2024
Figure 3-7: China - Online Gamers Share by Location (Percent), 2014
Figure 4-1: China - Mobile Online Games Market (Million US$), 2011-2017
Figure 4-2: China - Forecast for Mobile Online Games Market (Million US$), 2018-2024
Figure 4-3: China - PC Online (Client Games) Market (Million US$), 2011-2017
Figure 4-4: China - Forecast for PC Online (Client Games) Market (Million US$), 2018-2024
Figure 4-5: China - Web Games Market (Million US$), 2011-2017
Figure 4-6: China - Forecast for Web Games Market (Million US$), 2018-2024
Figure 5-1: China - Online Gaming Market by Age Group (Below 19) (Million US$), 2011-2017
Figure 5-2: China - Forecast for Online Gaming Market by Age Group (Below 19) (Million US$), 2018-2024
Figure 5-3: China - Online Gaming Market by Age Group (19-25) (Million US$), 2011-2017
Figure 5-4: China - Forecast for Online Gaming Market by Age Group (19-25) (Million US$), 2018-2024
Figure 5-5: China - Online Gaming Market by Age Group (26+) (Million US$), 2011-2017
Figure 5-6: China - Forecast for Online Gaming Market by Age Group (26+) (Million US$), 2018-2024
Figure 6-1: China - Online Games Market by Large Client Games (Million US$), 2013-2017
Figure 6-2: China - Online Games Market by Platform Games (Million US$), 2013-2017
Figure 6-3: China - Online Games Market by Social Games (Million US$), 2013-2017
Figure 6-4: China - Online Games Market by Other Games (Million US$), 2013-2017
Figure 7-1: China - Online Gaming Users (Million), 2010-2017
Figure 7-2: China - Forecast for Online Gaming Users (Million), 2018-2024
Figure 7-3: China - Mobile Online Games Users (Million), 2010-2017
Figure 7-4: China - Forecast for Mobile Online Games Users (Million), 2018-2024
Figure 7-5: China - PC Online Client’s Games Users (Million), 2010-2017
Figure 7-6: China - Forecast for PC Online Client’s Games Users (Million), 2018-2024
Figure 8-1: China - Game Playing Years of Mobile Game Users (Percent), 2015
Figure 8-2: China - Average Mobile Online Game Playing Duration Everyday (Percent), 2015
Figure 8-3: China - Payment for Mobile Games (Percent), 2015
Figure 8-4: China - Access channels for Mobile Games Information (Percent), 2015
Figure 8-5: China - Download Channels for Mobile Games (Percent), 2015
Figure 8-6: China - Game Playing Years of PC Online Game Users (Percent), 2014
Figure 8-7: China - Average PC Online Game Playing Duration Everyday (Percent), 2014
Figure 8-8: China - Payment for PC Online Games (Percent), 2014
Figure 8-9: China - Download Channels for PC Online Games (Percent), 2014
Figure 11-1: Tencent Online Games Sales (Million US$), 2011-2017
Figure 11-2: Forecast for Tencent Online Games Sales (Million US$), 2018-2024
Figure 11-3: NetEase Online Games Sales (Million US$), 2011-2017
Figure 11-4: Forecast for NetEase Online Games Sales (Million US$), 2018-2024
Figure 11-5: Kingsoft Online Games Sales (Million US$), 2011-2017
Figure 11-6: Forecast for Kingsoft Online Games Sales (Million US$), 2018-2024
Figure 11-7: Changyou Online Games Sales (Million US$), 2011-2017
Figure 11-8: Forecast for Changyou Online Games Sales (Million US$), 2018-2024
Figure 11-9: Shanda Online Games Sales (Million US$), 2011-2017
Figure 11-10: Forecast for Shanda Online Games Sales (Million US$), 2018-2024
Figure 12-1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
List of Tables
Table 8 1: China - Main Products of Mobile Games, 2009 - 2015
Table 8 2: China - Main Products of PC Online Games, 2001- 2013

Companies Mentioned

  • Changyou
  • Kingsoft
  • NetEase
  • Shanda
  • Tencent

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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