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China Gaming Market Forecast, 2018–2022

China Gaming Market Forecast, 2018–2022

The IDC study analyzes the China gaming market from the aspects of size, technology trends, and users. It provides data on the market size in 2017 and forecasts the development in the next five years (2018–2022). Since 2007, IDC has been conducting continuous research on China's gaming market. It has maintained close exchanges of views with mainstream vendors in the industry and carried out in-depth interviews with different gamer groups. Adopting both top-down and bottom-up research methods, making reference to IDC's global and Asia/Pacific research results and in relation to the specific situation in China, IDC analysts have made the forecast so that vendors and users in the industry can use it as reference in formulating their strategic plans."The China gaming market is entering a period of gradual decelerating and stable growth. Game vendors need to rationally leverage gaming-related industries to further stimulate market development," said Turian Tan, market analyst for IDC China's Client System Research. "All gaming market segments will continue to see growth differentiation in the future. Against a background of serious homogenization and intensifying competition among client, mobile-end, and web games, home console games and PC single-player games will become new points of growth in the market. Maintaining sensitivity to changes in the game trend and prompt research and development (R&D) of emerging games will become an important factor for game enterprises to stand out from the competition," he added.


IDC Market Forecast Figure
Executive Summary
Advice for Technology Suppliers
Market Forecast
Overall Market Situation
China Client-End Gaming Market
China Mobile Gaming Market
China Web Gaming Market
China Home Console Game Market
China PC Single-Player Gaming Market
China Game Users
Market Context
Drivers and Inhibitors
Drivers
Progress in Mobile Communications Technology
Development of Related Science and Technology
eSports Tournaments Becoming Mainstream
Inhibitors
Intensification of the Mathew Effect
Restriction of Game-Related Policies
Significant Market Developments
Client-End Games Brace for a Rebound in Growth Rate After Bottoming Out
The eSports Industry Fully Develops
PC Single-Player Game Platforms Become a Hot Spot
Changes from Prior Forecast
Market Definition
Client-End Games
Web Games
Mobile Games
Home Console Games
eSports Games
Methodology
Field Investigation
Desk Research
Related Research

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