Download Games

  • China
  • In China, revenue in the Download Games market market is projected to reach €1.89bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.67%, leading to a projected market volume of €2.49bn by 2029.
  • The number of users in China's Download Games market market is anticipated to reach 280.0m users by 2029.
  • User penetration in China will be 18.7% in 2024, with expectations to increase to 19.6% by 2029.
  • In a global context, the majority of revenue will be generated the United States (€4,687.00m in 2024).
  • The average revenue per user (ARPU) in China's Download Games market market is projected to be €7.03 in 2024.
  • In China, the rising popularity of mobile gaming is significantly driving the demand for downloadable games, reshaping the digital entertainment landscape.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in China has experienced significant growth in recent years, driven by changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in China have shifted towards mobile gaming, with a growing number of consumers opting to play games on their smartphones and tablets. This shift can be attributed to the increasing availability of high-quality mobile games, as well as the convenience and portability of mobile devices. Additionally, the rise of social gaming has also contributed to the growth of the Download Games market in China, as consumers are increasingly interested in playing games with their friends and social networks. Trends in the market indicate a strong demand for multiplayer and online games in China. This can be attributed to the country's large population and the prevalence of internet connectivity. Multiplayer and online games provide an interactive and immersive gaming experience, allowing players to compete and collaborate with others in real-time. Furthermore, the popularity of eSports in China has also contributed to the growth of the Download Games market, as competitive gaming continues to gain traction among Chinese consumers. Local special circumstances in China, such as government regulations and cultural preferences, have also influenced the development of the Download Games market. The Chinese government has implemented strict regulations on the gaming industry, including limitations on game content and restrictions on game releases. These regulations have had a significant impact on the market, shaping the types of games that are available and the way they are monetized. Additionally, cultural preferences for certain game genres, such as role-playing games and strategy games, have also influenced the growth of the Download Games market in China. Underlying macroeconomic factors, such as the growth of the middle class and increasing disposable income, have also played a role in the development of the Download Games market in China. As more Chinese consumers have access to smartphones and internet connectivity, the demand for entertainment and leisure activities, including gaming, has increased. This has created a favorable market environment for the Download Games industry, as consumers are willing to spend money on games and in-app purchases. In conclusion, the Download Games market in China has experienced significant growth due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards mobile gaming, the demand for multiplayer and online games, government regulations, cultural preferences, and the growth of the middle class have all contributed to the development of the market. As these factors continue to evolve, the Download Games market in China is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Visión general

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