China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast
According to Renub Research China Online Gaming Market is expected to reach close to USD 50 Billion by 2020. China Online Gaming Market has become the biggest Online Gaming Market in the world, surpassing United States and Japan. China Online Gaming Users is expected to cross the figure of 500 Million users by the end of 2020. PC Online (Client Games) market share is decreasing and Mobile Game Market share is increasing year on year. Tencent holds the lion’s market share compared to its nearest competitor Netease. According to our research Tencent will continue to hold its leading position in future too.
Renub Research report titled “China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast” provides a comprehensive assessment of the fast–evolving, high–growth of online gaming industry in China. This 69 page report with 40 Figures and 2 Tables analyses the Online Gaming Market by Segment and by Company Revenue, along with the Driving Factors and Challenges. This report has been studied from 9 viewpoints.
1. China Online Gaming Market (2011 – 2020)
2. China Online Gaming Users (2011 – 2020)
3. China Online Gaming Market (2011 – 2020)
4. China Online Gaming Users Share (2011 – 2020)
5. China Online Gaming Company Share (2011 – 2020)
6. China Online Gamers Behavioural Analysis (Mobile Gaming & PC Gaming)
7. China Online Gaming Regulatory Status
8. China Online Players Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)
9. China Online Gaming Market Growth Drivers & Challenges Analysis
China Online Gaming Companies Revenue Covered (2011 – 2020):
1. Tencent
2. NetEase
3. Kingsoft
4. Changyou
5. Shanda
Data Sources
This report is built using data and information sourced from proprietary databases, primary and secondary research and in–house analysis by Renub Research team of industry experts.
Primary sources include industry surveys and telephone interviews with industry experts.
Secondary sources information and data has been collected from various printable and non–printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.
Renub Research report titled “China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast” provides a comprehensive assessment of the fast–evolving, high–growth of online gaming industry in China. This 69 page report with 40 Figures and 2 Tables analyses the Online Gaming Market by Segment and by Company Revenue, along with the Driving Factors and Challenges. This report has been studied from 9 viewpoints.
1. China Online Gaming Market (2011 – 2020)
2. China Online Gaming Users (2011 – 2020)
3. China Online Gaming Market (2011 – 2020)
4. China Online Gaming Users Share (2011 – 2020)
5. China Online Gaming Company Share (2011 – 2020)
6. China Online Gamers Behavioural Analysis (Mobile Gaming & PC Gaming)
7. China Online Gaming Regulatory Status
8. China Online Players Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)
9. China Online Gaming Market Growth Drivers & Challenges Analysis
China Online Gaming Companies Revenue Covered (2011 – 2020):
1. Tencent
2. NetEase
3. Kingsoft
4. Changyou
5. Shanda
Data Sources
This report is built using data and information sourced from proprietary databases, primary and secondary research and in–house analysis by Renub Research team of industry experts.
Primary sources include industry surveys and telephone interviews with industry experts.
Secondary sources information and data has been collected from various printable and non–printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.
1. EXECUTIVE SUMMARY
2. CHINA ONLINE GAMING MARKET (2011 – 2020)
3. CHINA ONLINE GAMING MARKET SHARE ANALYSIS (2011 – 2020)
3.1 China Online Gaming Market Share (2011 – 2020)
3.2 China Online Gaming Users Share (2010 – 2020)
3.3 China Online Gaming Company Sales Share (2011 – 2020)
4. CHINA ONLINE GAME MARKET BY CATEGORY (2011 – 2020)
4.1 Mobile Online Games Market (2011 – 2020)
4.2 PC Online/Client Games Market (2011 – 2020)
4.3 Web Games Market (2011 – 2020)
5. CHINA ONLINE GAMING USERS ANALYSIS
5.1 China Online Gaming Users & Forecast
5.2 China Mobile Online Games Users & Forecast
5.3 China PC Online Client’s Games Users & Forecast
6. GAME PLAYERS BEHAVIORAL FEATURES AND PREFERENCES
6.1 Mobile Game Players Behavioral Features and Preferences
6.1.1 Game Playing Years of Mobile Game Users
6.1.2 Game Playing Duration of Mobile Game Users
6.1.3 Payment for Mobile Games
6.1.4 Main Products of Mobile Games
6.1.5 Mobile Game Information Access and Download Channels
6.2 PC Client Game Players Behavioral Features and Preferences
6.2.1 Game Playing Years of PC Online Game Users
6.2.2 Game Playing Duration of PC Online Game Users
6.2.3 Payment for PC Online Games
6.2.4 Main Products of PC Online Games
6.2.5 PC Online Game Information Access and Download Channels
7. REGULATORY STATUS ON CHINA ONLINE GAMING INDUSTRY
7.1 Dual Approval Regime Remains Unchanged
7.2 Online Publishing Service License
7.3 No Foreign Investment
7.4 Prior Approval for Foreign Online Games
8. GOVERNMENT INITIATIVES TO PROMOTE CHINA ONLINE GAMING INDUSTRY
8.1 Development of Broadband Infrastructure and Broadband Connections
8.2 Ban on Foreign Online Games
8.3 Overseas Expansion of Online Games
9. CHINA ONLINE GAMES COMPANY SALES ANALYSIS (2011 – 2020)
9.1 Tencent Online Games Sales (2011 – 2020)
9.2 NetEase Online Games Sales (2011 – 2020)
9.3 Kingsoft Online Games Sales (2011 – 2020)
9.4 Changyou Online Games Sales (2011 – 2020)
9.5 Shanda Online Games Sales (2011 – 2020)
10. GROWTH DRIVERS OF CHINA ONLINE GAMING INDUSTRY
10.1 Increasing Consumers Propensity to Play Online Games
10.2 Increase in Mobile Games Penetration
11. CHALLENGES IN CHINA ONLINE GAMING INDUSTRY
11.1 High Piracy Rate
2. CHINA ONLINE GAMING MARKET (2011 – 2020)
3. CHINA ONLINE GAMING MARKET SHARE ANALYSIS (2011 – 2020)
3.1 China Online Gaming Market Share (2011 – 2020)
3.2 China Online Gaming Users Share (2010 – 2020)
3.3 China Online Gaming Company Sales Share (2011 – 2020)
4. CHINA ONLINE GAME MARKET BY CATEGORY (2011 – 2020)
4.1 Mobile Online Games Market (2011 – 2020)
4.2 PC Online/Client Games Market (2011 – 2020)
4.3 Web Games Market (2011 – 2020)
5. CHINA ONLINE GAMING USERS ANALYSIS
5.1 China Online Gaming Users & Forecast
5.2 China Mobile Online Games Users & Forecast
5.3 China PC Online Client’s Games Users & Forecast
6. GAME PLAYERS BEHAVIORAL FEATURES AND PREFERENCES
6.1 Mobile Game Players Behavioral Features and Preferences
6.1.1 Game Playing Years of Mobile Game Users
6.1.2 Game Playing Duration of Mobile Game Users
6.1.3 Payment for Mobile Games
6.1.4 Main Products of Mobile Games
6.1.5 Mobile Game Information Access and Download Channels
6.2 PC Client Game Players Behavioral Features and Preferences
6.2.1 Game Playing Years of PC Online Game Users
6.2.2 Game Playing Duration of PC Online Game Users
6.2.3 Payment for PC Online Games
6.2.4 Main Products of PC Online Games
6.2.5 PC Online Game Information Access and Download Channels
7. REGULATORY STATUS ON CHINA ONLINE GAMING INDUSTRY
7.1 Dual Approval Regime Remains Unchanged
7.2 Online Publishing Service License
7.3 No Foreign Investment
7.4 Prior Approval for Foreign Online Games
8. GOVERNMENT INITIATIVES TO PROMOTE CHINA ONLINE GAMING INDUSTRY
8.1 Development of Broadband Infrastructure and Broadband Connections
8.2 Ban on Foreign Online Games
8.3 Overseas Expansion of Online Games
9. CHINA ONLINE GAMES COMPANY SALES ANALYSIS (2011 – 2020)
9.1 Tencent Online Games Sales (2011 – 2020)
9.2 NetEase Online Games Sales (2011 – 2020)
9.3 Kingsoft Online Games Sales (2011 – 2020)
9.4 Changyou Online Games Sales (2011 – 2020)
9.5 Shanda Online Games Sales (2011 – 2020)
10. GROWTH DRIVERS OF CHINA ONLINE GAMING INDUSTRY
10.1 Increasing Consumers Propensity to Play Online Games
10.2 Increase in Mobile Games Penetration
11. CHALLENGES IN CHINA ONLINE GAMING INDUSTRY
11.1 High Piracy Rate
LIST OF FIGURES:
Figure 2–1: China – Online Gaming Market (Million US$), 2011–2015
Figure 2–2: China – Forecast for Online Gaming Market (Million US$), 2016–2020
Figure 3–1: China – Online Gaming Market Share (Percent), 2011–2015
Figure 3–2: China – Forecast for Online Gaming Market Share (Percent), 2016–2020
Figure 3–3: China – Online Gaming Users Share (Percent), 2010–2015
Figure 3–4: China – Forecast for Online Gaming Users Share (Percent), 2016–2020
Figure 3–5: China – Online Gaming Company Sales Share (Percent), 2011–2015
Figure 3–6: China – Forecast for Online Gaming Company Sales Share (Percent), 2016–2020
Figure 4–1: China – Mobile Online Games Market (Million US$), 2011–2015
Figure 4–2: China – Forecast for Mobile Online Games Market (Million US$), 2016–2020
Figure 4–3: China – PC Online (Client Games) Market (Million US$), 2011–2015
Figure 4–4: China – Forecast for PC Online (Client Games) Market (Million US$), 2016–2020
Figure 4–5: China – Web Games Market (Million US$), 2011–2015
Figure 4–6: China – Forecast for Web Games Market (Million US$), 2016–2020
Figure 5–1: China – Online Gaming Users (Million), 2010–2015
Figure 5–2: China – Forecast for Online Gaming Users (Million), 2016–2020
Figure 5–3: China – Mobile Online Games Users (Million), 2010–2015
Figure 5–4: China – Forecast for Mobile Online Games Users (Million), 2016–2020
Figure 5–5: China – PC Online Client’s Games Users (Million), 2010–2015
Figure 5–6: China – Forecast for PC Online Client’s Games Users (Million), 2016–2020
Figure 6–1: China – Game Playing Years of Mobile Game Users (Percent), 2014
Figure 6–2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2014
Figure 6–3: China – Payment for Mobile Games (Percent), 2014
Figure 6–4: China – Access channels for Mobile Games Information (Percent), 2014
Figure 6–5: China – Download Channels for Mobile Games (Percent), 2014
Figure 6–6: China – Game Playing Years of PC Online Game Users (Percent), 2014
Figure 6–7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
Figure 6–8: China – Payment for PC Online Games (Percent), 2014
Figure 6–9: China – Download Channels for PC Online Games (Percent), 2014
Figure 9–1: Tencent Online Games Sales (Million US$), 2011–2015
Figure 9–2: Forecast for Tencent Online Games Sales (Million US$), 2016–2020
Figure 9–3: NetEase Online Games Sales (Million US$), 2011–2015
Figure 9–4: Forecast for NetEase Online Games Sales (Million US$), 2016–2020
Figure 9–5: Kingsoft Online Games Sales (Million US$), 2011–2015
Figure 9–6: Forecast for Kingsoft Online Games Sales (Million US$), 2016–2020
Figure 9–7: Changyou Online Games Sales (Million US$), 2011–2015
Figure 9–8: Forecast for Changyou Online Games Sales (Million US$), 2016–2020
Figure 9–9: Shanda Online Games Sales (Million US$), 2011–2015
Figure 9–10: Forecast for Shanda Online Games Sales (Million US$), 2016–2020
Figure 10–1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
Figure 2–1: China – Online Gaming Market (Million US$), 2011–2015
Figure 2–2: China – Forecast for Online Gaming Market (Million US$), 2016–2020
Figure 3–1: China – Online Gaming Market Share (Percent), 2011–2015
Figure 3–2: China – Forecast for Online Gaming Market Share (Percent), 2016–2020
Figure 3–3: China – Online Gaming Users Share (Percent), 2010–2015
Figure 3–4: China – Forecast for Online Gaming Users Share (Percent), 2016–2020
Figure 3–5: China – Online Gaming Company Sales Share (Percent), 2011–2015
Figure 3–6: China – Forecast for Online Gaming Company Sales Share (Percent), 2016–2020
Figure 4–1: China – Mobile Online Games Market (Million US$), 2011–2015
Figure 4–2: China – Forecast for Mobile Online Games Market (Million US$), 2016–2020
Figure 4–3: China – PC Online (Client Games) Market (Million US$), 2011–2015
Figure 4–4: China – Forecast for PC Online (Client Games) Market (Million US$), 2016–2020
Figure 4–5: China – Web Games Market (Million US$), 2011–2015
Figure 4–6: China – Forecast for Web Games Market (Million US$), 2016–2020
Figure 5–1: China – Online Gaming Users (Million), 2010–2015
Figure 5–2: China – Forecast for Online Gaming Users (Million), 2016–2020
Figure 5–3: China – Mobile Online Games Users (Million), 2010–2015
Figure 5–4: China – Forecast for Mobile Online Games Users (Million), 2016–2020
Figure 5–5: China – PC Online Client’s Games Users (Million), 2010–2015
Figure 5–6: China – Forecast for PC Online Client’s Games Users (Million), 2016–2020
Figure 6–1: China – Game Playing Years of Mobile Game Users (Percent), 2014
Figure 6–2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2014
Figure 6–3: China – Payment for Mobile Games (Percent), 2014
Figure 6–4: China – Access channels for Mobile Games Information (Percent), 2014
Figure 6–5: China – Download Channels for Mobile Games (Percent), 2014
Figure 6–6: China – Game Playing Years of PC Online Game Users (Percent), 2014
Figure 6–7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
Figure 6–8: China – Payment for PC Online Games (Percent), 2014
Figure 6–9: China – Download Channels for PC Online Games (Percent), 2014
Figure 9–1: Tencent Online Games Sales (Million US$), 2011–2015
Figure 9–2: Forecast for Tencent Online Games Sales (Million US$), 2016–2020
Figure 9–3: NetEase Online Games Sales (Million US$), 2011–2015
Figure 9–4: Forecast for NetEase Online Games Sales (Million US$), 2016–2020
Figure 9–5: Kingsoft Online Games Sales (Million US$), 2011–2015
Figure 9–6: Forecast for Kingsoft Online Games Sales (Million US$), 2016–2020
Figure 9–7: Changyou Online Games Sales (Million US$), 2011–2015
Figure 9–8: Forecast for Changyou Online Games Sales (Million US$), 2016–2020
Figure 9–9: Shanda Online Games Sales (Million US$), 2011–2015
Figure 9–10: Forecast for Shanda Online Games Sales (Million US$), 2016–2020
Figure 10–1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
LIST OF TABLES:
Table 6–1: China – Main Products of Mobile Games, 2009 – 2014
Table 6–2: China – Main Products of PC Online Games, 2001–
Table 6–1: China – Main Products of Mobile Games, 2009 – 2014
Table 6–2: China – Main Products of PC Online Games, 2001–