Gaming Market in China 2025-2029

Gaming Market In China 2025-2029

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.

Technavio's 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
The robust vendor analysis 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 publisher 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.


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 Technavio 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. - Overview
37 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
Exhibits:
Exhibits1: Executive Summary - Chart on Market Overview
Exhibits2: Executive Summary - Data Table on Market Overview
Exhibits3: Executive Summary - Chart on Country Market Characteristics
Exhibits4: Executive Summary - Chart on Market Segmentation by Type
Exhibits5: Executive Summary - Chart on Market Segmentation by Device
Exhibits6: Executive Summary - Chart on Market Segmentation by Platform
Exhibits7: Executive Summary - Chart on Company Market Positioning
Exhibits8: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits9: Overview on criticality of inputs and factors of differentiation
Exhibits10: Overview on factors of disruption
Exhibits11: Impact of drivers and challenges in 2024 and 2029
Exhibits12: Parent Market
Exhibits13: Data Table on - Parent Market
Exhibits14: Market characteristics analysis
Exhibits15: Value chain analysis
Exhibits16: Offerings of companies included in the market definition
Exhibits17: Market segments
Exhibits18: Chart on China - Market size and forecast 2024-2029 ($ billion)
Exhibits19: Data Table on China - Market size and forecast 2024-2029 ($ billion)
Exhibits20: Chart on China: Year-over-year growth 2024-2029 (%)
Exhibits21: Data Table on China: Year-over-year growth 2024-2029 (%)
Exhibits22: Historic Market Size - Data Table on Gaming Market in China 2019 - 2023 ($ billion)
Exhibits23: Historic Market Size - Type Segment 2019 - 2023 ($ billion)
Exhibits24: Historic Market Size - Device Segment 2019 - 2023 ($ billion)
Exhibits25: Historic Market Size - Platform Segment 2019 - 2023 ($ billion)
Exhibits26: Five forces analysis - Comparison between 2024 and 2029
Exhibits27: Bargaining power of buyers - Impact of key factors 2024 and 2029
Exhibits28: Bargaining power of suppliers - Impact of key factors in 2024 and 2029
Exhibits29: Threat of new entrants - Impact of key factors in 2024 and 2029
Exhibits30: Threat of substitutes - Impact of key factors in 2024 and 2029
Exhibits31: Threat of rivalry - Impact of key factors in 2024 and 2029
Exhibits32: Chart on Market condition - Five forces 2024 and 2029
Exhibits33: Chart on Type - Market share 2024-2029 (%)
Exhibits34: Data Table on Type - Market share 2024-2029 (%)
Exhibits35: Chart on Comparison by Type
Exhibits36: Data Table on Comparison by Type
Exhibits37: Chart on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits38: Data Table on Casual gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits39: Chart on Casual gaming - Year-over-year growth 2024-2029 (%)
Exhibits40: Data Table on Casual gaming - Year-over-year growth 2024-2029 (%)
Exhibits41: Chart on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits42: Data Table on Professional gaming - Market size and forecast 2024-2029 ($ billion)
Exhibits43: Chart on Professional gaming - Year-over-year growth 2024-2029 (%)
Exhibits44: Data Table on Professional gaming - Year-over-year growth 2024-2029 (%)
Exhibits45: Market opportunity by Type ($ billion)
Exhibits46: Data Table on Market opportunity by Type ($ billion)
Exhibits47: Chart on Device - Market share 2024-2029 (%)
Exhibits48: Data Table on Device - Market share 2024-2029 (%)
Exhibits49: Chart on Comparison by Device
Exhibits50: Data Table on Comparison by Device
Exhibits51: Chart on Mobile - Market size and forecast 2024-2029 ($ billion)
Exhibits52: Data Table on Mobile - Market size and forecast 2024-2029 ($ billion)
Exhibits53: Chart on Mobile - Year-over-year growth 2024-2029 (%)
Exhibits54: Data Table on Mobile - Year-over-year growth 2024-2029 (%)
Exhibits55: Chart on Gaming console - Market size and forecast 2024-2029 ($ billion)
Exhibits56: Data Table on Gaming console - Market size and forecast 2024-2029 ($ billion)
Exhibits57: Chart on Gaming console - Year-over-year growth 2024-2029 (%)
Exhibits58: Data Table on Gaming console - Year-over-year growth 2024-2029 (%)
Exhibits59: Chart on PC - Market size and forecast 2024-2029 ($ billion)
Exhibits60: Data Table on PC - Market size and forecast 2024-2029 ($ billion)
Exhibits61: Chart on PC - Year-over-year growth 2024-2029 (%)
Exhibits62: Data Table on PC - Year-over-year growth 2024-2029 (%)
Exhibits63: Market opportunity by Device ($ billion)
Exhibits64: Data Table on Market opportunity by Device ($ billion)
Exhibits65: Chart on Platform - Market share 2024-2029 (%)
Exhibits66: Data Table on Platform - Market share 2024-2029 (%)
Exhibits67: Chart on Comparison by Platform
Exhibits68: Data Table on Comparison by Platform
Exhibits69: Chart on Online - Market size and forecast 2024-2029 ($ billion)
Exhibits70: Data Table on Online - Market size and forecast 2024-2029 ($ billion)
Exhibits71: Chart on Online - Year-over-year growth 2024-2029 (%)
Exhibits72: Data Table on Online - Year-over-year growth 2024-2029 (%)
Exhibits73: Chart on Offline - Market size and forecast 2024-2029 ($ billion)
Exhibits74: Data Table on Offline - Market size and forecast 2024-2029 ($ billion)
Exhibits75: Chart on Offline - Year-over-year growth 2024-2029 (%)
Exhibits76: Data Table on Offline - Year-over-year growth 2024-2029 (%)
Exhibits77: Market opportunity by Platform ($ billion)
Exhibits78: Data Table on Market opportunity by Platform ($ billion)
Exhibits79: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits80: Impact of drivers and challenges in 2024 and 2029
Exhibits81: Overview on criticality of inputs and factors of differentiation
Exhibits82: Overview on factors of disruption
Exhibits83: Impact of key risks on business
Exhibits84: Companies covered
Exhibits85: Company ranking index
Exhibits86: Matrix on companies position and classification
Exhibits87: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Overview
Exhibits88: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Product / Service
Exhibits89: 37 Interactive Entertainment Network Technology Group Co. Ltd. - Key offerings
Exhibits90: SWOT
Exhibits91: Bandai Namco Holdings Inc. - Overview
Exhibits92: Bandai Namco Holdings Inc. - Business segments
Exhibits93: Bandai Namco Holdings Inc. - Key offerings
Exhibits94: Bandai Namco Holdings Inc. - Segment focus
Exhibits95: SWOT
Exhibits96: Beijing Elex Technology Co. Ltd. - Overview
Exhibits97: Beijing Elex Technology Co. Ltd. - Product / Service
Exhibits98: Beijing Elex Technology Co. Ltd. - Key offerings
Exhibits99: SWOT
Exhibits100: Electronic Arts Inc. - Overview
Exhibits101: Electronic Arts Inc. - Product / Service
Exhibits102: Electronic Arts Inc. - Key offerings
Exhibits103: SWOT
Exhibits104: Kunlun Wanwei Technology Co. Ltd. - Overview
Exhibits105: Kunlun Wanwei Technology Co. Ltd. - Product / Service
Exhibits106: Kunlun Wanwei Technology Co. Ltd. - Key offerings
Exhibits107: SWOT
Exhibits108: Microsoft Corp. - Overview
Exhibits109: Microsoft Corp. - Business segments
Exhibits110: Microsoft Corp. - Key news
Exhibits111: Microsoft Corp. - Key offerings
Exhibits112: Microsoft Corp. - Segment focus
Exhibits113: SWOT
Exhibits114: NetEase Inc. - Overview
Exhibits115: NetEase Inc. - Business segments
Exhibits116: NetEase Inc. - Key offerings
Exhibits117: NetEase Inc. - Segment focus
Exhibits118: SWOT
Exhibits119: Nintendo Co. Ltd. - Overview
Exhibits120: Nintendo Co. Ltd. - Product / Service
Exhibits121: Nintendo Co. Ltd. - Key offerings
Exhibits122: SWOT
Exhibits123: Perfect World - Overview
Exhibits124: Perfect World - Product / Service
Exhibits125: Perfect World - Key offerings
Exhibits126: SWOT
Exhibits127: SEGA SAMMY CREATION INC. - Overview
Exhibits128: SEGA SAMMY CREATION INC. - Product / Service
Exhibits129: SEGA SAMMY CREATION INC. - Key offerings
Exhibits130: SWOT
Exhibits131: Shanda - Overview
Exhibits132: Shanda - Product / Service
Exhibits133: Shanda - Key offerings
Exhibits134: SWOT
Exhibits135: Sony Group Corp. - Overview
Exhibits136: Sony Group Corp. - Business segments
Exhibits137: Sony Group Corp. - Key offerings
Exhibits138: Sony Group Corp. - Segment focus
Exhibits139: SWOT
Exhibits140: Take Two Interactive Software Inc. - Overview
Exhibits141: Take Two Interactive Software Inc. - Product / Service
Exhibits142: Take Two Interactive Software Inc. - Key offerings
Exhibits143: SWOT
Exhibits144: Tencent Holdings Ltd. - Overview
Exhibits145: Tencent Holdings Ltd. - Business segments
Exhibits146: Tencent Holdings Ltd. - Key news
Exhibits147: Tencent Holdings Ltd. - Key offerings
Exhibits148: Tencent Holdings Ltd. - Segment focus
Exhibits149: SWOT
Exhibits150: Virtuos - Overview
Exhibits151: Virtuos - Product / Service
Exhibits152: Virtuos - Key offerings
Exhibits153: SWOT
Exhibits154: Inclusions checklist
Exhibits155: Exclusions checklist
Exhibits156: Currency conversion rates for US$
Exhibits157: Research methodology
Exhibits158: Information sources
Exhibits159: Data validation
Exhibits160: Validation techniques employed for market sizing
Exhibits161: Data synthesis
Exhibits162: 360 degree market analysis
Exhibits163: List of abbreviations

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