Cloud Gaming

  • China
  • In China, revenue in the Cloud Gaming market market is projected to reach €1.39bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 32.09%, leading to a projected market volume of €5.59bn by 2029.
  • In the Cloud Gaming market market withChina, the number of readers is anticipated to amount to 243.3m users by 2029.
  • User penetration will be 13.5% in 2024 and is expected to increase to 17.1% by 2029.
  • The average revenue per user (ARPU) in China is expected to amount to €7.19.
  • In a global context, the majority of revenue will be generated the United States (€1,797.00m in 2024).
  • China's cloud gaming market is rapidly evolving, driven by increasing internet penetration and a growing demand for immersive gaming experiences among younger consumers.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in China has been experiencing significant growth in recent years.

Customer preferences:
Chinese consumers are increasingly drawn to the convenience and flexibility offered by cloud gaming. With cloud gaming, users can access a wide range of games without the need for expensive gaming hardware. This appeals to a large segment of the population, especially those who may not have the financial means to invest in gaming consoles or high-end PCs. Additionally, the ability to play games on various devices, such as smartphones and tablets, aligns with the growing trend of mobile gaming in China.

Trends in the market:
One of the key trends in the cloud gaming market in China is the increasing popularity of subscription-based services. Many gaming companies are offering subscription plans that provide users with access to a library of games for a monthly fee. This model not only offers a cost-effective solution for gamers but also provides a steady stream of revenue for the gaming companies. Furthermore, the rise of 5G technology in China has played a significant role in the growth of cloud gaming. The high-speed and low-latency capabilities of 5G networks enable a seamless gaming experience, which is crucial for cloud gaming services.

Local special circumstances:
China has a massive gaming market, with a large population of avid gamers. The country is home to some of the world's largest gaming companies, which gives it a competitive advantage in the cloud gaming space. Chinese gaming companies have been quick to recognize the potential of cloud gaming and have made significant investments in developing their own cloud gaming platforms. This has led to the emergence of domestic cloud gaming services that cater specifically to the Chinese market.

Underlying macroeconomic factors:
China's strong internet infrastructure and high smartphone penetration rate have laid a solid foundation for the growth of cloud gaming. The country's robust e-commerce ecosystem and digital payment systems also contribute to the accessibility and popularity of cloud gaming services. Additionally, the Chinese government's support for the gaming industry has created a favorable environment for the development of cloud gaming. Government initiatives to promote technological innovation and encourage investment in the gaming sector have further fueled the growth of cloud gaming in China. In conclusion, the Cloud Gaming market in China is thriving due to customer preferences for convenience and flexibility, the rise of subscription-based services, the adoption of 5G technology, and the support of the Chinese government. With these factors in play, the cloud gaming market in China is poised for continued growth in the coming years.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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