Table of Content


1. Introduction


2. Research & Methodology

3. Executive Summary


4. Market Dynamics

4.1 Growth Drivers
4.2 Challenges


5. Regulatory Status on Online Gaming Industry


6. Government Initiatives to Promote Online Gaming Industry


7. China Online Gaming Market


8. Share Analysis

8.1 Market Share
8.2 Users Share
8.3 Company Sales Share
8.4 China Online Gamers Share by Location


9. Category – China Online Gaming Market

9.1 Mobile Online Games Market
9.2 PC Online/ Client Games Market
9.3 Web Games Market


10. Age Group – China Online Gaming Market

10.1 Age Bracket (Below 19 Years)
10.2 Age Bracket (19 – 25 Years)
10.3 Age Bracket 26+


11. Segments – China Online Gaming Market

11.1 Large Client Games
11.2 Platform Games
11.3 Social Games
11.4 Other Games


12. Number of Users – China Online Gaming Market

12.1 Online Gaming Users
12.2 Mobile Online Games Users
12.3 PC Online Client’s Games Users


13. Game Players Behavioral Features and Preferences

13.1 Mobile Game Players

13.1.1 Number of Years
13.1.2 Average Game Playing Duration
13.1.3 Payment for Mobile Games
13.1.4 Main Products of Mobile Games
13.1.5 Information Access and Download Channels

13.2 PC Client Game Players

13.2.1 Number of Years
13.2.2 Average Game Playing Duration
13.2.3 Payment for Mobile Games
13.2.4 Main Products of Mobile Games
13.2.5 Information Access and Download Channels


14. Company Sales Analysis

14.1 Tencent

14.1.1 Overviews
14.1.2 Recent Developments
14.1.3 Revenues

14.2 NetEase

14.2.1 Overviews
14.2.2 Recent Developments
14.2.3 Revenues

14.3 Kingsoft

14.3.1 Overviews
14.3.2 Recent Developments
14.3.3 Revenues

14.4 Changyou

14.4.1 Overviews
14.4.2 Recent Developments
14.4.3 Revenues

14.5 Shanda

14.5.1 Overviews
14.5.2 Recent Developments
14.5.3 Revenues



List of Figures




Figure 1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014
Figure 7-1: China – Online Gaming Market (Million US$), 2015–2020
Figure 7-2: China – Forecast for Online Gaming Market (Million US$), 2021–2026
Figure 8-1: China – Online Gaming Market Share (Percent), 2015–2020
Figure 8-2: China – Forecast for Online Gaming Market Share (Percent), 2021–2026
Figure 8-3: China – Online Gaming Users Share (Percent), 2015–2020
Figure 8-4: China – Forecast for Online Gaming Users Share (Percent), 2021–2026
Figure 8-5: China – Online Gaming Company Sales Share (Percent), 2015–2020
Figure 8-6: China – Forecast for Online Gaming Company Sales Share (Percent), 2021–2026
Figure 8-7: China – Online Gamers Share by Location (Percent), 2017
Figure 9-1: China – Mobile Online Games Market (Million US$), 2015–2020
Figure 9-2: China – Forecast for Mobile Online Games Market (Million US$), 2021–2026
Figure 9-3: China – PC Online (Client Games) Market (Million US$), 2015–2020
Figure 9-4: China – Forecast for PC Online (Client Games) Market (Million US$), 2021–2026
Figure 9-5: China – Web Games Market (Million US$), 2015–2020
Figure 9-6: China – Forecast for Web Games Market (Million US$), 2021–2026
Figure 10-1: China – Online Gaming Market by Age Group (Below 19) (Million US$), 2015-2020
Figure 10-2: China – Forecast for Online Gaming Market by Age Group (Below 19) (Million US$), 2021-2026
Figure 10-3: China – Online Gaming Market by Age Group (19-25) (Million US$), 2015-2020
Figure 10-4: China – Forecast for Online Gaming Market by Age Group (19-25) (Million US$), 2021-2026
Figure 10-5: China – Online Gaming Market by Age Group (26+) (Million US$), 2015-2020
Figure 10-6: China – Forecast for Online Gaming Market by Age Group (26+) (Million US$), 2021-2026
Figure 11-1: China – Online Games Market by Large Client Games (Million US$), 2014-2020
Figure 11-2: China – Online Games Market by Platform Games (Million US$), 2014-2020
Figure 11-3: China – Online Games Market by Social Games (Million US$), 2014-2020
Figure 11-4: China – Online Games Market by Other Games (Million US$), 2014-2020
Figure 12-1: China – Online Gaming Users (Million), 2015–2020
Figure 12-2: China – Forecast for Online Gaming Users (Million), 2021–2026
Figure 12-3: China – Mobile Online Games Users (Million), 2015–2020
Figure 12-4: China – Forecast for Mobile Online Games Users (Million), 2021–2026
Figure 12-5: China – PC Online Client’s Games Users (Million), 2015–2020
Figure 12-6: China – Forecast for PC Online Client’s Games Users (Million), 2021–2026
Figure 13-1: China – Game Playing Years of Mobile Game Users (Percent), 2015
Figure 13-2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2015
Figure 13-3: China – Payment for Mobile Games (Percent), 2015
Figure 13-4: China – Access channels for Mobile Games Information (Percent), 2015
Figure 13-5: China – Download Channels for Mobile Games (Percent), 2015
Figure 13-6: China – Game Playing Years of PC Online Game Users (Percent), 2014
Figure 13-7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
Figure 13-8: China – Payment for PC Online Games (Percent), 2014
Figure 13-9: China – Download Channels for PC Online Games (Percent), 2014
Figure 14-1: Tencent Online Games Sales (Million US$), 2015–2020
Figure 14-2: Forecast for Tencent Online Games Sales (Million US$), 2021–2026
Figure 14-3: NetEase Online Games Sales (Million US$), 2015–2020
Figure 14-4: Forecast for NetEase Online Games Sales (Million US$), 2021–2026
Figure 14-5: Kingsoft Online Games Sales (Million US$), 2015–2020
Figure 14-6: Forecast for Kingsoft Online Games Sales (Million US$), 2021–2026
Figure 14-7: Changyou Online Games Sales (Million US$), 2015–2020
Figure 14-8: Forecast for Changyou Online Games Sales (Million US$), 2021–2026
Figure 14-9: Shanda Online Games Sales (Million US$), 2015–2020
Figure 14-10: Forecast for Shanda Online Games Sales (Million US$), 2021–2026


List of Tables




Table 13-1: China – Main Products of Mobile Games, 2019
Table 13-2: China – Main Products of PC Online Games, 2001– 2013