China Gaming Market Size 2025-2029
The China gaming market size is forecast to increase by USD 43.6 billion, at a CAGR of 10.7% between 2024 and 2029.
- The market is experiencing significant growth, driven by various trends and challenges. Artificial intelligence is revolutionizing the industry with advanced gaming experiences and personalized recommendations. Esports and online gaming are gaining popularity, particularly among the younger demographic. Mobile gaming, fueled by the widespread use of smartphones and tablets, is a major contributor to the market's growth. Cloud gaming services, which allow players to access games on demand, are also on the rise. However, data security and privacy concerns continue to be a challenge for the industry. As 5G technology rolls out, faster internet speeds will enable more great gaming experiences, including live streaming and real-time multiplayer games. The PC gaming market remains strong, with advancements in software and hardware driving innovation. In the digital age, casino gaming has also transitioned online, offering convenience and accessibility to players. Overall, the gaming market is poised for continued growth, with new technologies and trends shaping the landscape.
What will be the Size of the market during the Forecast Period?

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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
4 Market Sizing
- 4.1 Market definition
- Offerings of companies included in the market definition
- 4.2 Market segment analysis
- 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
- 12.3 Impact of drivers and challenges
- Impact of drivers and challenges in 2024 and 2029
- 12.4 Market opportunities/restraints
13 Competitive Landscape
- 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
- 14.2 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
- 15.2 Inclusions and exclusions checklist
- Inclusions checklist
- Exclusions checklist
- 15.3 Currency conversion rates for US$
- Currency conversion rates for US$
- 15.4 Research methodology
- 15.7 Validation techniques employed for market sizing
- Validation techniques employed for market sizing
- 15.9 360 degree market analysis
- 360 degree market analysis
- 15.10 List of abbreviations