China Digital Gaming Competition, Opportunities, and Challenges 2021-2028
The China digital gaming market
is fundamentally different from other digital gaming markets, particularly
those of the western countries. Game censorship in China is extremely
stringent, and regulatory bodies often ban the licenses of video games that are
deemed inappropriate for the cultural development of young gamers. Despite such
limitations, China has become one of the largest digital gaming markets in the
world, and has grown exponentially in the past few years due to the popularity
of mobile games and eSports in the country. According to Research on Global
Markets, the China digital gaming market is expected to expand at a compound
annual growth rate (CAGR) of 15.4% during the 2018-2023 period, and will reach
a revenue of USD 83.79 Bn by 2023.
The China digital gaming market
is classified into three segments – based on platforms (PC games, console
games, and mobile games), revenue models (freemium, pay-to-play, and
advertising), and game genres (shooter, role-playing, arena fighting, and
others [sports, adventure, strategy, etc.]).
China Digital Gaming Market
(2018-2023)
Platform
Segment Insights:
China is a mobile-first country and has the world’s largest mobile subscriber
base. The average mobile user owns an affordable handset, which allows him/her
to play games on the go. With the increasing availability of reasonably priced
yet high-performance smartphones, mainly from home-based brands like Xiomi,
Oppo, and Vivo, there is high growth potential for China’s mobile gaming
market. The mobile gaming segment is anticipated to expand at a CAGR of 20.6%
through the forecasted period (2018-2023), and will occupy a market share of
approximately 74% by 2023. Following the lifting of the 14-year ban on console
games, China is expected to witness a significant boost in its console gaming
segment, which is expected to grow at a double-digit CAGR during the 2018-2023
period. China-based Subor, which is credited with developing some of the
country’s first video game consoles, has already announced the launch of the
first high-spec video game console, The Subor Z+.
Revenue Models Segment
Insights:
Chinese gamers categorically demand free-to-play games and make limited in-app
purchases. Therefore, the China digital gaming space is dominated by the
freemium or free-to-play model. This segment is projected to expand at a CAGR
of 15.5% during 2018-2023.
Game Genre Segment Insights:
Although role-playing games (RPG) held the
largest market share (40%) in the China digital gaming market, owing to the
availability of a large number of RPG games across PC and mobile platforms, the
arena fighting segment is expected to witness a higher growth rate (33.7%)
during the forecasted period (2018-2023). Arena fighting games like Kings of
Glory/Arena of Valor, League of Legends, etc., from the home company Tencent,
have become immensely popular in the country in the last couple of years.
Therefore, gamers’ preferences are expected to drive the higher growth for the
arena fighting segment in the coming years.
Companies covered:
Tencent
Netease
Kongzhong
Shanda Games
37 Interactive Entertainment
TABLE OF CONTENT :
Chapter 1. Executive Summary
1.1. Market scope and
segmentation
1.2. Key questions answered in
this study
1.3. Executive summary
Chapter 2: Introduction
2.1. Market definitions
2.2 Market trends
2.3 Market drivers
2.4 Market challenges
2.5. Revenue based on segments
(2018) USD Bn)
2.6. Value chain of China
digital gaming market
Chapter 3: China Digital Gaming
Market – Overview
3.1. Market overview
- Historical market revenue
(2015-2017) (USD Bn)
- Forecasted market revenue
(2018-2023) (USD Bn)
Chapter 4: China Digital Gaming
Market – Segment Insights
Based on Platforms
4.1. China PC games market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
4.2. China mobile games market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
4.3. China console games market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
Based on revenue models
4.4. China freemium model
market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
4.5. China pay-to-play model
market
- Revenue – (2015, 2018 and 2023) (USD Bn)
- Trends
- Drivers
4.6. China advertising model
market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
Based on genres
4.7. China role-playing genre
market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
4.8. China shooter genre market
- Revenue – (2015, 2018 and 2023)
(USD Bn)
- Trends
- Drivers
4.9. China arena fighting genre
market
- Revenue – (2015, 2018 and
2023) (USD Bn)
- Trends
- Drivers
Chapter 5: Market Share of
Companies
5.1. China digital gaming
market - share of companies in 2017
5.2. China PC games market -
share of companies in 2017
5.3. China mobile games market
- share of companies in 2017
Chapter 6: Competitive
Landscape
6.1. Tencent *
- Company snapshot
- Products
- Initiatives
- Growth strategy
6.2. NetEase
6.3. Kongzhong
6.4. Shanda Games
6.5. 37 Interactive
Entertainment
(*) The coverage approach
remains the same for all companies
Appendix
List of tables
Research methodology
About Research on Global Markets
…………..Continued
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