[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

China Online Gaming Market By Number of Users, Category, Age Group, Segments, Company Analysis, Forecast

April 2021 | 92 pages | ID: C58E7C525EAEN
Renub Research

US$ 2,290.00

E-mail Delivery (PDF), Online Subscription, Hard Copy Mail Delivery, CD-ROM Mail Delivery, E-mail Delivery (Word)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
The fading boundary between the online game and real life is changing the online gaming industry in China. Video and online games are quickly changing culture and are creating a synthetic world. There has been a unique culture that evolved around the Chinese online gaming world. In China, online gaming, internet users are considered equivalent to the TV shows for American baby boomers. Chinese companies designed online game is getting more popular among users worldwide. According to Renub Research, China Online Gaming Market will reach to US$ 86 Billion by 2027.

Due to the surging popularity of online games in China, companies worldwide are entering the market by acquiring Chinese companies' share or taking sponsorships of professional players. The popularity of eSports is one of the main reasons for the growth of the gaming industry in China as many players participate in gaming competition that is also broadcasted online. As per this research study, China Online Gaming Industry will grow with a CAGR of 5.79% during 2020-2027.

China is one of the most gainful markets for the gaming industry globally. The online gaming market has appeared as the most influential and transforming segment in China. It has been witnessing a series of developments driven by increasing Internet and broadband infiltration, double-digit growth in online gaming users, rapid product development and commercialization. The rise of Chinese online gamers' per capita income has reinforced the china online gaming market significantly. As per our research findings, the Online Games Market in China was valued US$ 58 Billion in 2020.

Furthermore, 5G technologies have also given rise to the mobile-based VR gaming market in the Chinese region. In May 2020, Archiact had a partnership with Migu, a telecom provider China Mobile subsidiary, for Archiact's games that would be the first VR games to be playable via Migu's 5G cloud gaming platform, named as Migu Quick Gaming.

Mobile Online Games dominates the Online Games Market in China and is expected to witness significant demand during the forecast period. Besides due to the outbreak of the COVID-19 pandemic, the market has seen relatively higher growth. With a large consumer base in the mobile online game market, specifically between the age range of 13–20 years with good internet connectivity, the adoption of numerous new games are expected to increase, thereby turning the mobile-based device into a powerful gaming platform. We have covered companies like Tencent, NetEase, Kingsoft, Changyou, Shanda Online Games are the top key players in the China Online Gaming market.

Renub Research report titled “China Online Gaming Market, Number of Users, Category (Mobile, PC Online Client Games, Web), Age Group (below 19, 19-25, (26+37) Years, Segments (Large Client Games, Platform Games, Social Games, Other Games), Company Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)” provides a comprehensive analysis of the online gaming market in China.

Category – Market breakup from 3 viewpoints

1. Mobile Online Games Market
2. PC Online / Client Games Market
3. Web Games Market
Age Group –Market breakup from 3 viewpoints
1. Age Bracket (Below 19 Years)
2. Age Bracket (19 - 25 Years)
3. Age Bracket (26+37)
Segments –Market breakup from 4 viewpoints
1. Large Client Games
2. Platform Games
3. Social Games
4. Other Games
Users – Numbers breakup from 3 viewpoints
1. Online Gaming Users
2. Mobile Online Games Users
3. PC Online Client’s Games Users
Companies have been covered from 3 viewpoints
1. Overviews
2. Recent Developments
3. Revenues
Company Analysis
1. Tencent
2. NetEase
3. Kingsoft
4. Changyou
5. Shanda
1. INTRODUCTION

2. RESEARCH & METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET DYNAMICS

4.1 Growth Drivers
4.2 Challenges

5. REGULATORY STATUS ON ONLINE GAMING INDUSTRY

6. GOVERNMENT INITIATIVES TO PROMOTE ONLINE GAMING INDUSTRY

7. CHINA ONLINE GAMING MARKET

8. SHARE ANALYSIS

8.1 Market Share
8.2 Users Share
8.3 Company Sales Share
8.4 China Online Gamers Share by Location

9. CATEGORY – CHINA ONLINE GAMING MARKET

9.1 Mobile Online Games Market
9.2 PC Online/ Client Games Market
9.3 Web Games Market

10. AGE GROUP – CHINA ONLINE GAMING MARKET

10.1 Age Bracket (Below 19 Years)
10.2 Age Bracket (19 – 25 Years)
10.3 Age Bracket 26+

11. SEGMENTS – CHINA ONLINE GAMING MARKET

11.1 Large Client Games
11.2 Platform Games
11.3 Social Games
11.4 Other Games

12. NUMBER OF USERS – CHINA ONLINE GAMING MARKET

12.1 Online Gaming Users
12.2 Mobile Online Games Users
12.3 PC Online Client’s Games Users

13. GAME PLAYERS BEHAVIORAL FEATURES AND PREFERENCES

13.1 Mobile Game Players
  13.1.1 Number of Years
  13.1.2 Average Game Playing Duration
  13.1.3 Payment for Mobile Games
  13.1.4 Main Products of Mobile Games
  13.1.5 Information Access and Download Channels
13.2 PC Client Game Players
  13.2.1 Number of Years
  13.2.2 Average Game Playing Duration
  13.2.3 Payment for Mobile Games
  13.2.4 Main Products of Mobile Games
  13.2.5 Information Access and Download Channels

14. COMPANY SALES ANALYSIS

14.1 Tencent
  14.1.1 Overviews
  14.1.2 Recent Developments
  14.1.3 Revenues
14.2 NetEase
  14.2.1 Overviews
  14.2.2 Recent Developments
  14.2.3 Revenues
14.3 Kingsoft
  14.3.1 Overviews
  14.3.2 Recent Developments
  14.3.3 Revenues
14.4 Changyou
  14.4.1 Overviews
  14.4.2 Recent Developments
  14.4.3 Revenues
14.5 Shanda
  14.5.1 Overviews
  14.5.2 Recent Developments
  14.5.3 Revenues

LIST OF FIGURES:

Figure 1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
Figure 7-1: China – Online Gaming Market (Million US$), 2015–2020
Figure 7-2: China – Forecast for Online Gaming Market (Million US$), 2021–2026
Figure 8-1: China – Online Gaming Market Share (Percent), 2015–2020
Figure 8-2: China – Forecast for Online Gaming Market Share (Percent), 2021–2026
Figure 8-3: China – Online Gaming Users Share (Percent), 2015–2020
Figure 8-4: China – Forecast for Online Gaming Users Share (Percent), 2021–2026
Figure 8-5: China – Online Gaming Company Sales Share (Percent), 2015–2020
Figure 8-6: China – Forecast for Online Gaming Company Sales Share (Percent), 2021–2026
Figure 8-7: China – Online Gamers Share by Location (Percent), 2017
Figure 9-1: China – Mobile Online Games Market (Million US$), 2015–2020
Figure 9-2: China – Forecast for Mobile Online Games Market (Million US$), 2021–2026
Figure 9-3: China – PC Online (Client Games) Market (Million US$), 2015–2020
Figure 9-4: China – Forecast for PC Online (Client Games) Market (Million US$), 2021–2026
Figure 9-5: China – Web Games Market (Million US$), 2015–2020
Figure 9-6: China – Forecast for Web Games Market (Million US$), 2021–2026
Figure 10-1: China – Online Gaming Market by Age Group (Below 19) (Million US$), 2015-2020
Figure 10-2: China – Forecast for Online Gaming Market by Age Group (Below 19) (Million US$), 2021-2026
Figure 10-3: China – Online Gaming Market by Age Group (19-25) (Million US$), 2015-2020
Figure 10-4: China – Forecast for Online Gaming Market by Age Group (19-25) (Million US$), 2021-2026
Figure 10-5: China – Online Gaming Market by Age Group (26+) (Million US$), 2015-2020
Figure 10-6: China – Forecast for Online Gaming Market by Age Group (26+) (Million US$), 2021-2026
Figure 11-1: China – Online Games Market by Large Client Games (Million US$), 2014-2020
Figure 11-2: China – Online Games Market by Platform Games (Million US$), 2014-2020
Figure 11-3: China – Online Games Market by Social Games (Million US$), 2014-2020
Figure 11-4: China – Online Games Market by Other Games (Million US$), 2014-2020
Figure 12-1: China – Online Gaming Users (Million), 2015–2020
Figure 12-2: China – Forecast for Online Gaming Users (Million), 2021–2026
Figure 12-3: China – Mobile Online Games Users (Million), 2015–2020
Figure 12-4: China – Forecast for Mobile Online Games Users (Million), 2021–2026
Figure 12-5: China – PC Online Client’s Games Users (Million), 2015–2020
Figure 12-6: China – Forecast for PC Online Client’s Games Users (Million), 2021–2026
Figure 13-1: China – Game Playing Years of Mobile Game Users (Percent), 2015
Figure 13-2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2015
Figure 13-3: China – Payment for Mobile Games (Percent), 2015
Figure 13-4: China – Access channels for Mobile Games Information (Percent), 2015
Figure 13-5: China – Download Channels for Mobile Games (Percent), 2015
Figure 13-6: China – Game Playing Years of PC Online Game Users (Percent), 2014
Figure 13-7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
Figure 13-8: China – Payment for PC Online Games (Percent), 2014
Figure 13-9: China – Download Channels for PC Online Games (Percent), 2014
Figure 14-1: Tencent Online Games Sales (Million US$), 2015–2020
Figure 14-2: Forecast for Tencent Online Games Sales (Million US$), 2021–2026
Figure 14-3: NetEase Online Games Sales (Million US$), 2015–2020
Figure 14-4: Forecast for NetEase Online Games Sales (Million US$), 2021–2026
Figure 14-5: Kingsoft Online Games Sales (Million US$), 2015–2020
Figure 14-6: Forecast for Kingsoft Online Games Sales (Million US$), 2021–2026
Figure 14-7: Changyou Online Games Sales (Million US$), 2015–2020
Figure 14-8: Forecast for Changyou Online Games Sales (Million US$), 2021–2026
Figure 14-9: Shanda Online Games Sales (Million US$), 2015–2020
Figure 14-10: Forecast for Shanda Online Games Sales (Million US$), 2021–2026

LIST OF TABLES:

Table 13-1: China – Main Products of Mobile Games, 2019
Table 13-2: China – Main Products of PC Online Games, 2001– 2013


More Publications