China Online Gaming Market, Number of Users, Category (Mobile, PC Online Client Games, Web), Market based on Age Group, Segments & Companies
China online gaming market is expected to surpass US$ 75 Billion by the end of year 2024. China online gaming market is one of the biggest online gaming markets in the world, surpassing United States and Japan. The user of China online gaming is anticipated to cross 700 Million by the end of year 2024. According to Renub Research analysis, PC Online (Client Games) market share is contracting and mobile game market share is expanding continuously. Tencent captured the lion’s market share compared as compared to its competitors.
The rise of per capita income of Chinese online gamers has reinforced the china online gaming market to the great height. Due to convenient or well-developed payment systems, players would like to engage themselves on games and spend more money and time. The online mobile game is largest revenue contributors in China online gaming Market. There are numerous new games like “Knives Out” and “Love & Producer” are expected to outperform. Increasing consumer’s propensity to play online games and rising mobile games penetration are the major growth drivers of China online gaming market.
Mobile Online Games Dominates the Online Games Market in China
China mobile online games are continuously rising at a rapid pace and expected to outperform in anticipated year. The report covers the market of Mobile Online Games, PC Online / Client Games, and Web Games.
Chinese Age Group of (19-25 Years) is highly Passionate about Online Gaming
Chinese youth (19-25) are spending more money on online games because they are considered to be working population and having high disposable income. The report covers following Age Bracket (Below 19 Years), Age Bracket (19 - 25 Years), Age Bracket 26+ 37
Large Client Games dominates the China Online Gaming Industry
Large client games are most popular in china online gaming industry because it played on PC’s and Mobile both. The report covers the following segment markets: Large Client Games, Platform Games, Social Games and Other Games.
Renub Research report titled “China Online Gaming Market, Number of Users, Category (Mobile, PC Online Client Games, Web), Market based on Age Group (below 19, 19-25, 26+) Years, Segments (Large Client Games, Platform Games, Social Games, Other Games), Companies (Tencent, NetEase, Kingsoft, Changyou, Shanda” provides a comprehensive assessment of the fast–evolving, high–growth of online gaming market in China.
By Category – China Online Gaming Market
1. Mobile Online Games Market
2. PC Online / Client Games Market
3. Web Games Market
By Age Group – China Online Gaming Market
1. Age Bracket (Below 19 Years)
2. Age Bracket (19 - 25 Years)
3. Age Bracket 26+
By Segments – China Online Gaming Market
1. Large Client Games
2. Platform Games
3. Social Games
4. Other Games
Number of Users – China Online Gaming
1. Online Gaming Users
2. Mobile Online Games Users
3. PC Online Client’s Games Users
Companies Sales (2011 – 2024):
1. Tencent
2. NetEase
3. Kingsoft
4. Changyou
5. Shanda
- 1. Executive Summary
- 2. China Online Gaming Market (2011 – 2024)
- 3. Market & Users Share – China Online Gaming (2011 – 2024)
- 3.1 Market Share
- 3.2 Users Share
- 3.3 Company Sales Share
- 3.4 China Online Gamers Share by Location
- 4. Category – China Online Game Market (2011 – 2024)
- 4.1 Mobile Online Games Market
- 4.2 PC Online / Client Games Market
- 4.3 Web Games Market
- 5. Age Group – China Online Gaming Market (2011 – 2024)
- 5.1 Age Bracket (Below 19 Years)
- 5.2 Age Bracket (19 - 25 Years)
- 5.3 Age Bracket 26+37
- 6. Segments – China Online Gaming Market (2013 – 2024)
- 6.1 Large Client Games
- 6.2 Platform Games
- 6.3 Social Games
- 6.4 Other Games
- 7. Number of Users – China Online Gaming (2010 – 2024)
- 7.1 Online Gaming Users
- 7.2 Mobile Online Games Users
- 7.3 PC Online Client’s Games Users
- 8. Game Players Behavioral Features and Preferences
- 8.1 Mobile Game Players
- 8.1.1 Number of Years
- 8.1.2 Average Game Playing Duration
- 8.1.3 Payment for Mobile Games
- 8.1.4 Main Products of Mobile Games
- 8.1.5 Information Access and Download Channels
- 8.2 PC Client Game Players
- 8.2.1 Number of Years
- 8.2.2 Average Game Playing Duration
- 8.2.3 Payment for PC Online Games
- 8.2.4 Main Products of PC Online Games
- 8.2.5 Information Access and Download Channels
- 9. Regulatory Status on China Online Gaming Industry
- 9.1 Dual Approval Regime Remains Unchanged
- 9.2 Online Publishing Service License
- 9.3 No Foreign Investment
- 9.4 Prior Approval for Foreign Online Games
- 10. Government Initiatives to Promote China Online Gaming Industry
- 10.1 Development of Broadband Infrastructure and Broadband Connections
- 10.2 Ban on Foreign Online Games
- 10.3 Overseas Expansion of Online Games
- 11. Company Sales Analysis (2011 – 2024)
- 11.1 Tencent Online Games Sales
- 11.2 NetEase Online Games Sales
- 11.3 Kingsoft Online Games Sales
- 11.4 Changyou Online Games Sales
- 11.5 Shanda Online Games Sales
- 12. Growth Drivers
- 12.1 Increasing Consumers Propensity to Play Online Games
- 12.2 Increase in Mobile Games Penetration
- 13. Challenges
- 13.1 High Piracy Rate
- List of Figure
s- Figure 2-1: China – Online Gaming Market (Million US$), 2011–2017
- Figure 2-2: China – Forecast for Online Gaming Market (Million US$), 2018–2024
- Figure 3-1: China – Online Gaming Market Share (Percent), 2011–2017
- Figure 3-2: China – Forecast for Online Gaming Market Share (Percent), 2018–2024
- Figure 3-3: China – Online Gaming Users Share (Percent), 2010–2017
- Figure 3-4: China – Forecast for Online Gaming Users Share (Percent), 2018–2024
- Figure 3-5: China – Online Gaming Company Sales Share (Percent), 2011–2017
- Figure 3-6: China – Forecast for Online Gaming Company Sales Share (Percent), 2018–2024
- Figure 3-7: China – Online Gamers Share by Location (Percent), 2014
- Figure 4-1: China – Mobile Online Games Market (Million US$), 2011–2017
- Figure 4-2: China – Forecast for Mobile Online Games Market (Million US$), 2018–2024
- Figure 4-3: China – PC Online (Client Games) Market (Million US$), 2011–2017
- Figure 4-4: China – Forecast for PC Online (Client Games) Market (Million US$), 2018–2024
- Figure 4-5: China – Web Games Market (Million US$), 2011–2017
- Figure 4-6: China – Forecast for Web Games Market (Million US$), 2018–2024
- Figure 5-1: China – Online Gaming Market by Age Group (Below 19) (Million US$), 2011-2017
- Figure 5-2: China – Forecast for Online Gaming Market by Age Group (Below 19) (Million US$), 2018-2024
- Figure 5-3: China – Online Gaming Market by Age Group (19-25) (Million US$), 2011-2017
- Figure 5-4: China – Forecast for Online Gaming Market by Age Group (19-25) (Million US$), 2018-2024
- Figure 5-5: China – Online Gaming Market by Age Group (26+) (Million US$), 2011-2017
- Figure 5-6: China – Forecast for Online Gaming Market by Age Group (26+) (Million US$), 2018-2024
- Figure 6-1: China – Online Games Market by Large Client Games (Million US$), 2013-2017
- Figure 6-2: China – Online Games Market by Platform Games (Million US$), 2013-2017
- Figure 6-3: China – Online Games Market by Social Games (Million US$), 2013-2017
- Figure 6-4: China – Online Games Market by Other Games (Million US$), 2013-2017
- Figure 7-1: China – Online Gaming Users (Million), 2010–2017
- Figure 7-2: China – Forecast for Online Gaming Users (Million), 2018–2024
- Figure 7-3: China – Mobile Online Games Users (Million), 2010–2017
- Figure 7-4: China – Forecast for Mobile Online Games Users (Million), 2018–2024
- Figure 7-5: China – PC Online Client’s Games Users (Million), 2010–2017
- Figure 7-6: China – Forecast for PC Online Client’s Games Users (Million), 2018–2024
- Figure 8-1: China – Game Playing Years of Mobile Game Users (Percent), 2015
- Figure 8-2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2015
- Figure 8-3: China – Payment for Mobile Games (Percent), 2015
- Figure 8-4: China – Access channels for Mobile Games Information (Percent), 2015
- Figure 8-5: China – Download Channels for Mobile Games (Percent), 2015
- Figure 8-6: China – Game Playing Years of PC Online Game Users (Percent), 2014
- Figure 8-7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
- Figure 8-8: China – Payment for PC Online Games (Percent), 2014
- Figure 8-9: China – Download Channels for PC Online Games (Percent), 2014
- Figure 11-1: Tencent Online Games Sales (Million US$), 2011–2017
- Figure 11-2: Forecast for Tencent Online Games Sales (Million US$), 2018–2024
- Figure 11-3: NetEase Online Games Sales (Million US$), 2011–2017
- Figure 11-4: Forecast for NetEase Online Games Sales (Million US$), 2018–2024
- Figure 11-5: Kingsoft Online Games Sales (Million US$), 2011–2017
- Figure 11-6: Forecast for Kingsoft Online Games Sales (Million US$), 2018–2024
- Figure 11-7: Changyou Online Games Sales (Million US$), 2011–2017
- Figure 11-8: Forecast for Changyou Online Games Sales (Million US$), 2018–2024
- Figure 11-9: Shanda Online Games Sales (Million US$), 2011–2017
- Figure 11-10: Forecast for Shanda Online Games Sales (Million US$), 2018–2024
- Figure 12-1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
- List of Tables
- Table 8 1: China – Main Products of Mobile Games, 2009 – 2015
- Table 8 2: China – Main Products of PC Online Games, 2001– 2013