+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

China Online Gaming Market, Size, Forecast 2023-2027, Industry Trends, Growth, Impact of Inflation, Opportunity Company Analysis

  • PDF Icon

    Report

  • 100 Pages
  • January 2023
  • Region: China
  • Renub Research
  • ID: 5715844

Chinese online game industry was US$ 60.34 Billion in 2022

China Online Game Market will reach US$ 90.52 Billion by 2027 at a CAGR of 8.45%., according to the publisher. China's online gaming market is rising meteorically, with more than 701.8 Million gamers as of 2022; China is the biggest market in the world in terms of video games. As the leading market worldwide in video games, China was able to take advantage of the online gaming industry, contributing to its growth over the years. China is attracting many worldwide gaming companies that want to expand their activities in one of the most digitalized countries in the world.

Online games are played over the Internet using video game consoles, personal computers (PCs), and mobile devices. Online games may include multiplayer modes, downloadable content, and in-game chat, which can be provided for free or on a fee or subscription basis. The Chinese online game industry is a rapidly increasing and dynamic interactive entertainment industry worldwide. According to our research findings, China Online Games Industry will grow with a CAGR of 8.45% from 2022 to 2027.

China is the 'Gaming Industry Capital of the World' making up around 25 percent of the global video game industry. However, China's biggest tech company, involving gaming giant Tencent, has come under heavy regulatory scrutiny over the past two years as the Communist party sought to overhaul the private sector, a move which saw billions wiped off their collective market value. As a result, Chinese online games industries have studied from the West, adopted the Western form and structure, and operated under a foreign management mode; cases of development of online games industries that rely on the West reflect the formation of global popular culture in China.

In addition, China made up over 25 percent of the global video game industry and anticipated that half of China's population is players in China alone. Moreover, the sector gets larger and stronger during the pandemic. The Chinese online game industry was US$ 60.34 Billion in 2022.

China gaming industry remains the largest single-country market in the world. The rising online gaming market has appeared as China's most influential and transforming market. It has been development driven by double-digit growth in online gaming users, increasing Internet and broadband infiltration, and rapid product development and commercialization.

Various new games like 'Knives Out' and 'Love & Producer' are expected to outperform. Increasing consumers' propensity to play online games and rising mobile game penetration are the major growth drivers of China's online gaming market. Furthermore, with the rise of Chinese online gamers' per capita income, 5G technologies have also given rise to the mobile-based VR gaming market in the Chinese region. As a result, they have significantly reinforced the china online gaming market.

Mobile Gaming has grown continuously and remains main factor to boost Online Game

Based on Category, China Online Gaming Market was divided into three types: Mobile Gaming, Client Gaming, and Web Gaming. Mobile Gaming holds the maximum revenue due to rapid increases in China's internet access through Wi-Fi networks along with the widespread adoption of 4G, 5G service, which is quickly bringing China to the top of global internet access rates. The market has seen relatively higher growth, with the age ranges of 13-20 years, with good internet connectivity. The adoption of many new games is expected to increase, and turning the mobile-based device into a powerful gaming platform has significantly driven the market.

Males will dominate in the Forecast Period

By User, Males will dominate the market revenue during the forecast period 2027 due to the rising development of internet technologies and the surging popularity of online games. In addition, Global companies are entering the market by acquiring Chinese companies' shares or taking sponsorships of professional players, which has driven the segment's growth. Online Gaming Market was divided into three types: Mobile Gaming, Client Gaming, and Web Gaming.

Young People remain top in Playing an Online Game in China

By Age Group, Online Gaming Market was divided into five types, including 18-24 Years, 25-34 Years, 35-44 Years, 45-54 Years, and 55-64 Years. Young people age group captured the maximum share due to Internet reaching, the Increase in smartphones, the Digital payment user base on the Increase, and the Growing local developer ecosystem. Online game users are young; maybe they still go to school or university, and some of them are of the early-working age and need to save money for their future. Most of them play these games while waiting for something or being bored.

Key Players

Key significant players in the China Online Gaming Market include NetEase, Tencent, 37 Interactive Entertainment, Zhejiang Century Huatong, Net Dragon, King net Network, Yoozoo Interactive, and Perfect World Entertainment.

June 2020 - Tencent paid USD 260 million for a majority stake in Bohemia Interactive, a Czech-based games designer behind the 'ArmA' and 'DayZ' games series. This caters to its expansion in the gaming environment.

The publisher's latest report titled “China Online Gaming Market by Category (Mobile Gaming, Client Gaming, and Web Gaming),User (Male & Female Age Group), Age Group (18-24 years, 25-34 years, 35-44 years, 45-54 years, and 55-64 years),Company (NetEase, Tencent, 37 Interactive Entertainment, Zhejiang Century Huatong, Net Dragon, King net Network,Yoozoo Interactive, and Perfect World Entertainment)” provides current trends and analysis of the China Online GamingIndustry.

Category: China’s Online Gaming Market breakup into three types

1. Mobile Gaming
2. Client Gaming
3. Web Gaming

User: China’s Online Gaming Market breaks up into two types;

1. Male
2. Female

Age Group: China’s Online Gaming Market breaks up into five types;

1. 18-24 years
2. 25-34 years
3. 35-44 years
4. 45-54 years
5. 55-64 years

Key Players: All key players have been covered from 3 points such as

  • Overview
  • Recent Developments
  • Financial Insights

Company Analysis

1. NetEase
2. Tencent
3. 37 Interactive Entertainment
4. Zhejiang Century Huatong
5. Net Dragon
6. King net Network
7. Yoozoo Interactive
8. Perfect World Entertainment
Frequently Asked Questions about the Chinese Online Gaming Market

What is the estimated value of the Chinese Online Gaming Market?

The Chinese Online Gaming Market was estimated to be valued at $60.34 Billion in 2022.

What is the growth rate of the Chinese Online Gaming Market?

The growth rate of the Chinese Online Gaming Market is 8.4%, with an estimated value of $90.52 Billion by 2027.

What is the forecasted size of the Chinese Online Gaming Market?

The Chinese Online Gaming Market is estimated to be worth $90.52 Billion by 2027.

Who are the key companies in the Chinese Online Gaming Market?

Key companies in the Chinese Online Gaming Market include NetEase, Tencent, 37 Interactive Entertainment, Zhejiang Century Huatong, Net Dragon, King net Network and Perfect World Entertainment.

Table of Contents

1. Introduction

2. Research & Methodology

3. Executive Summary

4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges

5. China Online Gaming Market

6. Market Share - China Online Gaming Market
6.1 By Category
6.2 By Age Group
6.3 By User

7. Category - China Online Gaming Market
7.1 Mobile Gaming
7.2 Client Gaming
7.3 Web Gaming

8. Age Group - China Online Gaming Market
8.1 18-24 Years
8.2 25-34 Years
8.3 35-44 Years
8.4 45-54 Years
8.5 55-64 Years

9. User - China Online Gaming Market
9.1 Male
9.2 Female

10. Key Players - China Online Gaming Market
10.1 NetEase
10.1.1 Overview
10.1.2 Recent Development
10.1.3 Revenue
10.2 Tencent
10.2.1 Overview
10.2.2 Recent Development
10.2.3 Revenue
10.3 37 Interactive Entertainment
10.3.1 Overview
10.3.2 Recent Development
10.3.3 Revenue
10.4 Zhejiang Century Huatong
10.4.1 Overview
10.4.2 Recent Development
10.4.3 Revenue
10.5 Net Dragon
10.5.1 Overview
10.5.2 Recent Development
10.5.3 Revenue
10.6 King net Network
10.6.1 Overview
10.6.2 Recent Development
10.6.3 Revenue
10.7 Yoozoo Interactive
10.7.1 Overview
10.7.2 Recent Development
10.7.3 Revenue
10.8 Perfect World Entertainment
10.8.1 Overview
10.8.2 Recent Development
10.8.3 Revenue

List of Figures:
Figure 01: China - Online Gaming Market (Billion US$), 2017 - 2022
Figure 02: China - Forecast for Online Gaming Market (Billion US$), 2023 - 2027
Figure 03: Category - Mobile Gaming Market (Billion US$), 2017 - 2022
Figure 04: Category - Forecast for Mobile Gaming Market (Billion US$), 2023 - 2027
Figure 05: Category - Client Gaming Market (Billion US$), 2017 - 2022
Figure 06: Category - Forecast for Client Gaming Market (Billion US$), 2023 - 2027
Figure 07: Category - Web Gaming Market (Billion US$), 2017 - 2022
Figure 08: Category - Forecast for Web Gaming Market (Billion US$), 2023 - 2027
Figure 09: Age Group - 18-24 Years Market (Billion US$), 2017 - 2022
Figure 10: Age Group - Forecast for 18-24 Years Market (Billion US$), 2023 - 2027
Figure 11: Age Group - 25-34 Years Market (Billion US$), 2017 - 2022
Figure 12: Age Group - Forecast for 25-34 Years Market (Billion US$), 2023 - 2027
Figure 13: Age Group - 35-44 Years Market (Billion US$), 2017 - 2022
Figure 14: Age Group - Forecast for 35-44 Years Market (Billion US$), 2023 - 2027
Figure 15: Age Group - 45-54 Years Market (Billion US$), 2017 - 2022
Figure 16: Age Group - Forecast for 45-54 Years Market (Billion US$), 2023 - 2027
Figure 17: Age Group - 55-64 Years Market (Million US$), 2017 - 2022
Figure 18: Age Group - Forecast for 55-64 Years Market (Million US$), 2023 - 2027
Figure 19: User - Male Market (Billion US$), 2017 - 2022
Figure 20: User - Forecast for Male Market (Billion US$), 2023 - 2027
Figure 21: User - Female Market (Billion US$), 2017 - 2022
Figure 22: User - Forecast for Female Market (Billion US$), 2023 - 2027
Figure 23: NetEase - Global Revenue (Billion US$), 2017 - 2022
Figure 24: NetEase - Forecast for Global Revenue (Billion US$), 2023 - 2027
Figure 25: Tencent - Global Revenue (Billion US$), 2017 - 2022
Figure 26: Tencent - Forecast for Global Revenue (Billion US$), 2023 - 2027
Figure 27: 37 Interactive Entertainment - Global Revenue (Million US$), 2017 - 2022
Figure 28: 37 Interactive Entertainment - Forecast for Global Revenue (Million US$), 2023 - 2027
Figure 29: Zhejiang Century Huatong - Global Revenue (Million US$), 2017 - 2022
Figure 30: Zhejiang Century Huatong - Forecast for Global Revenue (Million US$), 2023 - 2027
Figure 31: Net Dragon - Global Revenue (Million US$), 2017 - 2022
Figure 32: Net Dragon - Forecast for Global Revenue (Million US$), 2023 - 2027
Figure 33: King net Network - Global Revenue (Million US$), 2017 - 2022
Figure 34: King net Network - Forecast for Global Revenue (Million US$), 2023 - 2027
Figure 35: Yoozoo Interactive - Global Revenue (Million US$), 2017 - 2022
Figure 36: Yoozoo Interactive - Forecast for Global Revenue (Million US$), 2023 - 2027
Figure 37: Perfect World Entertainment - Global Revenue (Million US$), 2017 - 2022
Figure 38: Perfect World Entertainment - Forecast for Global Revenue (Million US$), 2023 - 2027

List of Tables:
Table 01: China - Online Gaming Market Share by Category (Percent), 2017 - 2022
Table 02: China - Forecast for Online Gaming Market Share by Category (Percent), 2023 - 2027
Table 03: China - Online Gaming Market Share by Age Group (Percent), 2017 - 2022
Table 04: China - Forecast for Online Gaming Market Share by Age Group (Percent), 2023 - 2027
Table 05: China - Online Gaming Market Share by User (Percent), 2017 - 2022
Table 06: China - Forecast for Online Gaming Market Share by User (Percent), 2023 - 2027

Companies Mentioned

  • NetEase
  • Tencent
  • 37 Interactive Entertainment
  • Zhejiang Century Huatong
  • Net Dragon
  • King net Network
  • Yoozoo Interactive
  • Perfect World Entertainment

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
 

Loading
LOADING...