China Online Gaming Market Report 2021: Number of Users, Category, Age Group, Segments, Company Analysis, Forecast, 2020-2027 – ResearchAndMarkets.com
DUBLIN – (BUSINESS WIRE)–The “Chinese Online Gaming Market by Number of Users, Category, Age Group, Segments, Company Analysis, Forecast” the report was added to ResearchAndMarkets.com from offer.
China’s online gaming market was valued at US $ 58 billion in 2020 and is expected to reach US $ 86 billion by 2027
The blurring line between online gambling and real life is changing the online gambling industry in China. Video and online games are rapidly changing cultures and creating a synthetic world. There has been a unique culture that has evolved in the Chinese online gambling world. In China, online games, Internet users are considered equivalent to the television shows of the American baby boomers. Chinese companies designed for online gambling are increasingly popular among users around the world.
Due to the growing popularity of online games in China, companies all over the world are entering the market by acquiring shares of Chinese companies or sponsoring professional players. The popularity of eSports is one of the main reasons for the growth of the gaming industry in China, as many players participate in gaming competitions that are also broadcast online. According to this research study, the online gambling industry in China will grow with a CAGR of 5.79% during 2020-2027.
China is one of the most lucrative markets for the gaming industry globally. The online gaming market has emerged as the most influential and transformative segment in China. It has witnessed a series of developments driven by increasing Internet and broadband infiltration, double-digit growth in online gaming users, rapid product development and commercialization. The increase in the per capita income of Chinese online gamers has significantly strengthened the Chinese online gaming market.
In addition, 5G technologies have also given birth to the mobile virtual reality gaming market in the Chinese region. In May 2020, Archiact entered into a partnership with Migu, a subsidiary of telecommunications provider China Mobile, for Archiact games which would be the first VR games to be playable via Migu’s 5G cloud gaming platform, named Migu Quick Gaming.
Mobile online games dominate the online games market in China and are expected to experience significant demand during the forecast period. Besides the outbreak of the COVID-19 pandemic, the market has experienced relatively higher growth. With a large consumer base in the online mobile games market, especially between 13 and 20 years old with good internet connectivity, the adoption of many new games is expected to increase, thus turning the mobile device into a powerful platform. of game.
We have covered companies such as Tencent, NetEase, Kingsoft, Changyou, Shanda Online Games which are the major key players in the Chinese online games market.
Main topics covered:
2. Research and methodology
3. Executive summary
4. Market dynamics
4.1 Growth drivers
5. Regulatory Status of the Online Gaming Industry
6. Government initiatives to promote the online gambling industry
7. Chinese online gambling market
8. Sharing analysis
8.1 Market share
8.2 User sharing
8.3 Share of company sales
8.4 China Online Player Share by Location
9. Category – Chinese Online Gaming Market
9.1 Mobile Online Games Market
9.2 Online / Client PC Games Market
9.3 Web games market
10. Age Group – Chinese Online Gaming Market
10.1 Age group (under 19)
10.2 Age group (19-25 years old)
10.3 Age group 26+
11. Segments – Chinese Online Gaming Market
11.1 Games for large customers
11.2 Platform games
11.3 Social games
11.4 Other games
12. Number of users – Chinese online games market
12.1 Users of online games
12.2 Users of online mobile games
12.3 Users of PC Online client games
13. Characteristics and behavioral preferences of players
13.1 Mobile game players
13.1.1 Number of years
13.1.2 Average playing time
13.1.3 Payment for mobile games
13.1.4 Main Products of Mobile Games
13.1.5 Access to information and download channels
13.2 PC Client Game Players
13.2.1 Number of years
13.2.2 Average playing time
13.2.3 Payment for mobile games
13.2.4 Main Products of Mobile Games
13.2.5 Access to information and download channels
14. Analysis of company sales
14.1.2 Recent developments
For more information on this report, visit https://www.researchandmarkets.com/r/b80pd6