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Gaming Market in China 2025-2029

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    Report

  • 169 Pages
  • March 2025
  • Region: China
  • TechNavio
  • ID: 6091498
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The gaming market in China is forecasted to grow by USD 43.6 billion during 2024-2029, accelerating at a CAGR of 10.7% during the forecast period. The report on the gaming market in China provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing disposable income, growth of esports industry, and approval of new games.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

The gaming market in China is segmented as below:

By Type

  • Casual gaming
  • Professional gaming

By Device

  • Mobile
  • Gaming console
  • PC

By Platform

  • Online
  • Offline

By Geographical Landscape

  • APAC
This study identifies the expansion of cloud gaming services as one of the prime reasons driving the gaming market in China growth during the next few years. Also, strategic partnerships and collaborations and emergence of indie game development will lead to sizable demand in the market.

The report on the gaming market in China covers the following areas:

  • Gaming Market in China sizing
  • Gaming Market in China forecast
  • Gaming Market in China industry analysis
A robust vendor analysis within the report is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gaming market in China vendors that include 37 Interactive Entertainment Network Technology Group Co. Ltd., Bandai Namco Holdings Inc., Beijing Elex Technology Co. Ltd., Electronic Arts Inc., Kunlun Wanwei Technology Co. Ltd., Microsoft Corp., NetEase Inc., Nintendo Co. Ltd., Perfect World, SEGA SAMMY CREATION INC., Shanda, Sony Group Corp., Take Two Interactive Software Inc., Tencent Holdings Ltd., and Virtuos. Also, the gaming market in China analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary
1.1 Market overview
Executive Summary - Chart on Market Overview
Executive Summary - Data Table on Market Overview
Executive Summary - Chart on Country Market Characteristics
Executive Summary - Chart on Market Segmentation by Type
Executive Summary - Chart on Market Segmentation by Device
Executive Summary - Chart on Market Segmentation by Platform
Executive Summary - Chart on Company Market Positioning
2 Market Analysis
2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
2.2 Criticality of inputs and Factors of differentiation
Overview on criticality of inputs and factors of differentiation
2.3 Factors of disruption
Overview on factors of disruption
2.4 Impact of drivers and challenges
Impact of drivers and challenges in 2024 and 2029
3 Market Landscape
3.1 Market ecosystem
Parent Market
Data Table on - Parent Market
3.2 Market characteristics
Market characteristics analysis
3.3 Value chain analysis
Value chain analysis
4 Market Sizing
4.1 Market definition
Offerings of companies included in the market definition
4.2 Market segment analysis
Market segments
4.3 Market size 2024
4.4 Market outlook: Forecast for 2024-2029
Chart on China - Market size and forecast 2024-2029 ($ billion)
Data Table on China - Market size and forecast 2024-2029 ($ billion)
Chart on China: Year-over-year growth 2024-2029 (%)
Data Table on China: Year-over-year growth 2024-2029 (%)
5 Historic Market Size
5.1 Gaming Market in China 2019 - 2023
Historic Market Size - Data Table on Gaming Market in China 2019 - 2023 ($ billion)
5.2 Type segment analysis 2019 - 2023
Historic Market Size - Type Segment 2019 - 2023 ($ billion)
5.3 Device segment analysis 2019 - 2023
Historic Market Size - Device Segment 2019 - 2023 ($ billion)
5.4 Platform segment analysis 2019 - 2023
Historic Market Size - Platform Segment 2019 - 2023 ($ billion)
6 Qualitative Analysis
6.1 Impact of AI on Gaming Market in China
7 Five Forces Analysis
7.1 Five forces summary
Five forces analysis - Comparison between 2024 and 2029
7.2 Bargaining power of buyers
Bargaining power of buyers - Impact of key factors 2024 and 2029
7.3 Bargaining power of suppliers
Bargaining power of suppliers - Impact of key factors in 2024 and 2029
7.4 Threat of new entrants
Threat of new entrants - Impact of key factors in 2024 and 2029
7.5 Threat of substitutes
Threat of substitutes - Impact of key factors in 2024 and 2029
7.6 Threat of rivalry
Threat of rivalry - Impact of key factors in 2024 and 2029
7.7 Market condition
Chart on Market condition - Five forces 2024 and 2029
8 Market Segmentation by Type
8.1 Market segments
Chart on Type - Market share 2024-2029 (%)
Data Table on Type - Market share 2024-2029 (%)
8.2 Comparison by Type
Chart on Comparison by Type
Data Table on Comparison by Type
8.3 Casual gaming - Market size and forecast 2024-2029
Chart on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Data Table on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Chart on Casual gaming - Year-over-year growth 2024-2029 (%)
Data Table on Casual gaming - Year-over-year growth 2024-2029 (%)
8.4 Professional gaming - Market size and forecast 2024-2029
Chart on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Data Table on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Chart on Professional gaming - Year-over-year growth 2024-2029 (%)
Data Table on Professional gaming - Year-over-year growth 2024-2029 (%)
8.5 Market opportunity by Type
Market opportunity by Type ($ billion)
Data Table on Market opportunity by Type ($ billion)
9 Market Segmentation by Device
9.1 Market segments
Chart on Device - Market share 2024-2029 (%)
Data Table on Device - Market share 2024-2029 (%)
9.2 Comparison by Device
Chart on Comparison by Device
Data Table on Comparison by Device
9.3 Mobile - Market size and forecast 2024-2029
Chart on Mobile - Market size and forecast 2024-2029 ($ billion)
Data Table on Mobile - Market size and forecast 2024-2029 ($ billion)
Chart on Mobile - Year-over-year growth 2024-2029 (%)
Data Table on Mobile - Year-over-year growth 2024-2029 (%)
9.4 Gaming console - Market size and forecast 2024-2029
Chart on Gaming console - Market size and forecast 2024-2029 ($ billion)
Data Table on Gaming console - Market size and forecast 2024-2029 ($ billion)
Chart on Gaming console - Year-over-year growth 2024-2029 (%)
Data Table on Gaming console - Year-over-year growth 2024-2029 (%)
9.5 PC - Market size and forecast 2024-2029
Chart on PC - Market size and forecast 2024-2029 ($ billion)
Data Table on PC - Market size and forecast 2024-2029 ($ billion)
Chart on PC - Year-over-year growth 2024-2029 (%)
Data Table on PC - Year-over-year growth 2024-2029 (%)
9.6 Market opportunity by Device
Market opportunity by Device ($ billion)
Data Table on Market opportunity by Device ($ billion)
10 Market Segmentation by Platform
10.1 Market segments
Chart on Platform - Market share 2024-2029 (%)
Data Table on Platform - Market share 2024-2029 (%)
10.2 Comparison by Platform
Chart on Comparison by Platform
Data Table on Comparison by Platform
10.3 Online - Market size and forecast 2024-2029
Chart on Online - Market size and forecast 2024-2029 ($ billion)
Data Table on Online - Market size and forecast 2024-2029 ($ billion)
Chart on Online - Year-over-year growth 2024-2029 (%)
Data Table on Online - Year-over-year growth 2024-2029 (%)
10.4 Offline - Market size and forecast 2024-2029
Chart on Offline - Market size and forecast 2024-2029 ($ billion)
Data Table on Offline - Market size and forecast 2024-2029 ($ billion)
Chart on Offline - Year-over-year growth 2024-2029 (%)
Data Table on Offline - Year-over-year growth 2024-2029 (%)
10.5 Market opportunity by Platform
Market opportunity by Platform ($ billion)
Data Table on Market opportunity by Platform ($ billion)
11 Customer Landscape
11.1 Customer landscape overview
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
12 Drivers, Challenges, and Opportunity/Restraints
12.1 Market drivers
12.2 Market challenges
12.3 Impact of drivers and challenges
Impact of drivers and challenges in 2024 and 2029
12.4 Market opportunities/restraints
13 Competitive Landscape
13.1 Overview
13.2 Competitive Landscape
Overview on criticality of inputs and factors of differentiation
13.3 Landscape disruption
Overview on factors of disruption
13.4 Industry risks
Impact of key risks on business
14 Competitive Analysis
14.1 Companies profiled
Companies covered
14.2 Company ranking index
Company ranking index
14.3 Market positioning of companies
Matrix on companies position and classification
37 Interactive Entertainment Network Technology Group Co. Ltd.37 Interactive Entertainment Network Technology Group Co. Ltd. - Overview37 Interactive Entertainment Network Technology Group Co. Ltd. - Product / Service
37 Interactive Entertainment Network Technology Group Co. Ltd. - Key offerings
SWOT
14.5 Bandai Namco Holdings Inc.
Bandai Namco Holdings Inc. - Overview
Bandai Namco Holdings Inc. - Business segments
Bandai Namco Holdings Inc. - Key offerings
Bandai Namco Holdings Inc. - Segment focus
SWOT
14.6 Beijing Elex Technology Co. Ltd.
Beijing Elex Technology Co. Ltd. - Overview
Beijing Elex Technology Co. Ltd. - Product / Service
Beijing Elex Technology Co. Ltd. - Key offerings
SWOT
14.7 Electronic Arts Inc.
Electronic Arts Inc. - Overview
Electronic Arts Inc. - Product / Service
Electronic Arts Inc. - Key offerings
SWOT
14.8 Kunlun Wanwei Technology Co. Ltd.
Kunlun Wanwei Technology Co. Ltd. - Overview
Kunlun Wanwei Technology Co. Ltd. - Product / Service
Kunlun Wanwei Technology Co. Ltd. - Key offerings
SWOT
14.9 Microsoft Corp.
Microsoft Corp. - Overview
Microsoft Corp. - Business segments
Microsoft Corp. - Key news
Microsoft Corp. - Key offerings
Microsoft Corp. - Segment focus
SWOT
14.10 NetEase Inc.
NetEase Inc. - Overview
NetEase Inc. - Business segments
NetEase Inc. - Key offerings
NetEase Inc. - Segment focus
SWOT
14.11 Nintendo Co. Ltd.
Nintendo Co. Ltd. - Overview
Nintendo Co. Ltd. - Product / Service
Nintendo Co. Ltd. - Key offerings
SWOT
14.12 Perfect World
Perfect World - Overview
Perfect World - Product / Service
Perfect World - Key offerings
SWOT
14.13 SEGA SAMMY CREATION INC.
SEGA SAMMY CREATION INC. - Overview
SEGA SAMMY CREATION INC. - Product / Service
SEGA SAMMY CREATION INC. - Key offerings
SWOT
14.14 Shanda
Shanda - Overview
Shanda - Product / Service
Shanda - Key offerings
SWOT
14.15 Sony Group Corp.
Sony Group Corp. - Overview
Sony Group Corp. - Business segments
Sony Group Corp. - Key offerings
Sony Group Corp. - Segment focus
SWOT
14.16 Take Two Interactive Software Inc.
Take Two Interactive Software Inc. - Overview
Take Two Interactive Software Inc. - Product / Service
Take Two Interactive Software Inc. - Key offerings
SWOT
14.17 Tencent Holdings Ltd.
Tencent Holdings Ltd. - Overview
Tencent Holdings Ltd. - Business segments
Tencent Holdings Ltd. - Key news
Tencent Holdings Ltd. - Key offerings
Tencent Holdings Ltd. - Segment focus
SWOT
14.18 Virtuos
Virtuos - Overview
Virtuos - Product / Service
Virtuos - Key offerings
SWOT
15 Appendix
15.1 Scope of the report
15.2 Inclusions and exclusions checklist
Inclusions checklist
Exclusions checklist
15.3 Currency conversion rates for US$
Currency conversion rates for US$
15.4 Research methodology
Research methodology
15.5 Data procurement
Information sources
15.6 Data validation
Data validation
15.7 Validation techniques employed for market sizing
Validation techniques employed for market sizing
15.8 Data synthesis
Data synthesis
15.9 360 degree market analysis
360 degree market analysis
15.10 List of abbreviations
List of abbreviations
List of Exhibits
Exhibits 1: Executive Summary - Chart on Market Overview
Exhibits 2: Executive Summary - Data Table on Market Overview
Exhibits 3: Executive Summary - Chart on Country Market Characteristics
Exhibits 4: Executive Summary - Chart on Market Segmentation by Type
Exhibits 5: Executive Summary - Chart on Market Segmentation by Device
Exhibits 6: Executive Summary - Chart on Market Segmentation by Platform
Exhibits 7: Executive Summary - Chart on Company Market Positioning
Exhibits 8: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits 9: Overview on criticality of inputs and factors of differentiation
Exhibits 10: Overview on factors of disruption
Exhibits 11: Impact of drivers and challenges in 2024 and 2029
Exhibits 12: Parent Market
Exhibits 13: Data Table on - Parent Market
Exhibits 14: Market characteristics analysis
Exhibits 15: Value chain analysis
Exhibits 16: Offerings of companies included in the market definition
Exhibits 17: Market segments
Exhibits 18: Chart on China - Market size and forecast 2024-2029 ($ billion)
Exhibits 19: Data Table on China - Market size and forecast 2024-2029 ($ billion)
Exhibits 20: Chart on China: Year-over-year growth 2024-2029 (%)
Exhibits 21: Data Table on China: Year-over-year growth 2024-2029 (%)
Exhibits 22: Historic Market Size - Data Table on Gaming Market in China 2019 - 2023 ($ billion)
Exhibits 23: Historic Market Size - Type Segment 2019 - 2023 ($ billion)
Exhibits 24: Historic Market Size - Device Segment 2019 - 2023 ($ billion)
Exhibits 25: Historic Market Size - Platform Segment 2019 - 2023 ($ billion)
Exhibits 26: Five forces analysis - Comparison between 2024 and 2029
Exhibits 27: Bargaining power of buyers - Impact of key factors 2024 and 2029
Exhibits 28: Bargaining power of suppliers - Impact of key factors in 2024 and 2029
Exhibits 29: Threat of new entrants - Impact of key factors in 2024 and 2029
Exhibits 30: Threat of substitutes - Impact of key factors in 2024 and 2029
Exhibits 31: Threat of rivalry - Impact of key factors in 2024 and 2029
Exhibits 32: Chart on Market condition - Five forces 2024 and 2029
Exhibits 33: Chart on Type - Market share 2024-2029 (%)
Exhibits 34: Data Table on Type - Market share 2024-2029 (%)
Exhibits 35: Chart on Comparison by Type
Exhibits 36: Data Table on Comparison by Type
Exhibits 37: Chart on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits 38: Data Table on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits 39: Chart on Casual gaming - Year-over-year growth 2024-2029 (%)
Exhibits 40: Data Table on Casual gaming - Year-over-year growth 2024-2029 (%)
Exhibits 41: Chart on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits 42: Data Table on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits 43: Chart on Professional gaming - Year-over-year growth 2024-2029 (%)
Exhibits 44: Data Table on Professional gaming - Year-over-year growth 2024-2029 (%)
Exhibits 45: Market opportunity by Type ($ billion)
Exhibits 46: Data Table on Market opportunity by Type ($ billion)
Exhibits 47: Chart on Device - Market share 2024-2029 (%)
Exhibits 48: Data Table on Device - Market share 2024-2029 (%)
Exhibits 49: Chart on Comparison by Device
Exhibits 50: Data Table on Comparison by Device
Exhibits 51: Chart on Mobile - Market size and forecast 2024-2029 ($ billion)
Exhibits 52: Data Table on Mobile - Market size and forecast 2024-2029 ($ billion)
Exhibits 53: Chart on Mobile - Year-over-year growth 2024-2029 (%)
Exhibits 54: Data Table on Mobile - Year-over-year growth 2024-2029 (%)
Exhibits 55: Chart on Gaming console - Market size and forecast 2024-2029 ($ billion)
Exhibits 56: Data Table on Gaming console - Market size and forecast 2024-2029 ($ billion)
Exhibits 57: Chart on Gaming console - Year-over-year growth 2024-2029 (%)
Exhibits 58: Data Table on Gaming console - Year-over-year growth 2024-2029 (%)
Exhibits 59: Chart on PC - Market size and forecast 2024-2029 ($ billion)
Exhibits 60: Data Table on PC - Market size and forecast 2024-2029 ($ billion)
Exhibits 61: Chart on PC - Year-over-year growth 2024-2029 (%)
Exhibits 62: Data Table on PC - Year-over-year growth 2024-2029 (%)
Exhibits 63: Market opportunity by Device ($ billion)
Exhibits 64: Data Table on Market opportunity by Device ($ billion)
Exhibits 65: Chart on Platform - Market share 2024-2029 (%)
Exhibits 66: Data Table on Platform - Market share 2024-2029 (%)
Exhibits 67: Chart on Comparison by Platform
Exhibits 68: Data Table on Comparison by Platform
Exhibits 69: Chart on Online - Market size and forecast 2024-2029 ($ billion)
Exhibits 70: Data Table on Online - Market size and forecast 2024-2029 ($ billion)
Exhibits 71: Chart on Online - Year-over-year growth 2024-2029 (%)
Exhibits 72: Data Table on Online - Year-over-year growth 2024-2029 (%)
Exhibits 73: Chart on Offline - Market size and forecast 2024-2029 ($ billion)
Exhibits 74: Data Table on Offline - Market size and forecast 2024-2029 ($ billion)
Exhibits 75: Chart on Offline - Year-over-year growth 2024-2029 (%)
Exhibits 76: Data Table on Offline - Year-over-year growth 2024-2029 (%)
Exhibits 77: Market opportunity by Platform ($ billion)
Exhibits 78: Data Table on Market opportunity by Platform ($ billion)
Exhibits 79: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits 80: Impact of drivers and challenges in 2024 and 2029
Exhibits 81: Overview on criticality of inputs and factors of differentiation
Exhibits 82: Overview on factors of disruption
Exhibits 83: Impact of key risks on business
Exhibits 84: Companies covered
Exhibits 85: Company ranking index
Exhibits 86: Matrix on companies position and classification
Exhibits 87: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Overview
Exhibits 88: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Product / Service
Exhibits 89: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Key offerings
Exhibits 90: SWOT
Exhibits 91: Bandai Namco Holdings Inc. - Overview
Exhibits 92: Bandai Namco Holdings Inc. - Business segments
Exhibits 93: Bandai Namco Holdings Inc. - Key offerings
Exhibits 94: Bandai Namco Holdings Inc. - Segment focus
Exhibits 95: SWOT
Exhibits 96: Beijing Elex Technology Co. Ltd. - Overview
Exhibits 97: Beijing Elex Technology Co. Ltd. - Product / Service
Exhibits 98: Beijing Elex Technology Co. Ltd. - Key offerings
Exhibits 99: SWOT
Exhibits 100: Electronic Arts Inc. - Overview
Exhibits 101: Electronic Arts Inc. - Product / Service
Exhibits 102: Electronic Arts Inc. - Key offerings
Exhibits 103: SWOT
Exhibits 104: Kunlun Wanwei Technology Co. Ltd. - Overview
Exhibits 105: Kunlun Wanwei Technology Co. Ltd. - Product / Service
Exhibits 106: Kunlun Wanwei Technology Co. Ltd. - Key offerings
Exhibits 107: SWOT
Exhibits 108: Microsoft Corp. - Overview
Exhibits 109: Microsoft Corp. - Business segments
Exhibits 110: Microsoft Corp. - Key news
Exhibits 111: Microsoft Corp. - Key offerings
Exhibits 112: Microsoft Corp. - Segment focus
Exhibits 113: SWOT
Exhibits 114: NetEase Inc. - Overview
Exhibits 115: NetEase Inc. - Business segments
Exhibits 116: NetEase Inc. - Key offerings
Exhibits 117: NetEase Inc. - Segment focus
Exhibits 118: SWOT
Exhibits 119: Nintendo Co. Ltd. - Overview
Exhibits 120: Nintendo Co. Ltd. - Product / Service
Exhibits 121: Nintendo Co. Ltd. - Key offerings
Exhibits 122: SWOT
Exhibits 123: Perfect World - Overview
Exhibits 124: Perfect World - Product / Service
Exhibits 125: Perfect World - Key offerings
Exhibits 126: SWOT
Exhibits 127: SEGA SAMMY CREATION INC. - Overview
Exhibits 128: SEGA SAMMY CREATION INC. - Product / Service
Exhibits 129: SEGA SAMMY CREATION INC. - Key offerings
Exhibits 130: SWOT
Exhibits 131: Shanda - Overview
Exhibits 132: Shanda - Product / Service
Exhibits 133: Shanda - Key offerings
Exhibits 134: SWOT
Exhibits 135: Sony Group Corp. - Overview
Exhibits 136: Sony Group Corp. - Business segments
Exhibits 137: Sony Group Corp. - Key offerings
Exhibits 138: Sony Group Corp. - Segment focus
Exhibits 139: SWOT
Exhibits 140: Take Two Interactive Software Inc. - Overview
Exhibits 141: Take Two Interactive Software Inc. - Product / Service
Exhibits 142: Take Two Interactive Software Inc. - Key offerings
Exhibits 143: SWOT
Exhibits 144: Tencent Holdings Ltd. - Overview
Exhibits 145: Tencent Holdings Ltd. - Business segments
Exhibits 146: Tencent Holdings Ltd. - Key news
Exhibits 147: Tencent Holdings Ltd. - Key offerings
Exhibits 148: Tencent Holdings Ltd. - Segment focus
Exhibits 149: SWOT
Exhibits 150: Virtuos - Overview
Exhibits 151: Virtuos - Product / Service
Exhibits 152: Virtuos - Key offerings
Exhibits 153: SWOT
Exhibits 154: Inclusions checklist
Exhibits 155: Exclusions checklist
Exhibits 156: Currency conversion rates for US$
Exhibits 157: Research methodology
Exhibits 158: Information sources
Exhibits 159: Data validation
Exhibits 160: Validation techniques employed for market sizing
Exhibits 161: Data synthesis
Exhibits 162: 360 degree market analysis
Exhibits 163: List of abbreviations

Executive Summary

The following companies are recognized as the key players in the gaming market in china: 37 Interactive Entertainment Network Technology Group Co. Ltd., Bandai Namco Holdings Inc., Beijing Elex Technology Co. Ltd., Electronic Arts Inc., Kunlun Wanwei Technology Co. Ltd., Microsoft Corp., NetEase Inc., Nintendo Co. Ltd., Perfect World, SEGA SAMMY CREATION INC., Shanda, Sony Group Corp., Take Two Interactive Software Inc., Tencent Holdings Ltd., and Virtuos.

Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is expansion of cloud gaming services."

According to the report, one of the major drivers for this market is the increasing disposable income.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 37 Interactive Entertainment Network Technology Group Co. Ltd.
  • Bandai Namco Holdings Inc.
  • Beijing Elex Technology Co. Ltd.
  • Electronic Arts Inc.
  • Kunlun Wanwei Technology Co. Ltd.
  • Microsoft Corp.
  • NetEase Inc.
  • Nintendo Co. Ltd.
  • Perfect World
  • SEGA SAMMY CREATION INC.
  • Shanda
  • Sony Group Corp.
  • Take Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Virtuos