Video Games in Hong Kong, China

May 2023
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Hong Kong, China with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Hong Kong, China, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Hong Kong, China report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Hong Kong, China?
  • Which are the leading brands in Video Games in Hong Kong, China?
  • How are products distributed in Video Games in Hong Kong, China?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Hong Kong, China?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Hong Kong, China - Category analysis

KEY DATA FINDINGS

Nintendo Switch game sales record high growth as major IP games perform beyond expectations
Value sales of PlayStation 5/Xbox Series X increase significantly due to supply limits being lifted
AR/VR headsets sees growth falter despite new product releases, as metaverse usage declines
Logitech and Asus releases show promise for competition in static consoles
Commercial success of Super Mario Bros Movie opens gateway to future collaborative video games films
Upcoming release schedules of popular Triple-A titles will continue to bolster the growth of video games
Table 1 Sales of Video Games by Category: Value 2017-2022
Table 2 Sales of Video Games by Category: % Value Growth 2017-2022
Table 3 NBO Company Shares of Video Games: % Value 2018-2022
Table 4 LBN Brand Shares of Video Games: % Value 2019-2022
Table 5 NBO Company Shares of Video Games Hardware: % Value 2018-2022
Table 6 LBN Brand Shares of Video Games Hardware: % Value 2019-2022
Table 7 NBO Company Shares of Video Games Software: % Value 2018-2022
Table 8 Distribution of Video Games by Format: % Value 2017-2022
Table 9 Distribution of Video Games Hardware by Format: % Value 2017-2022
Table 10 Distribution of Video Games Software by Format: % Value 2017-2022
Table 11 Distribution of Video Games Software (Physical) by Format: % Value 2017-2022
Table 12 Distribution of Video Games Software (Digital) by Format: % Value 2017-2022
Table 13 Forecast Sales of Video Games by Category: Value 2022-2027
Table 14 Forecast Sales of Video Games by Category: % Value Growth 2022-2027

Toys and Games in Hong Kong, China - Industry Overview

Toys and games in 2022: The big picture
2022 key trends
Competitive landscape
Retailing developments
What next for toys and games?
Table 15 Sales of Toys and Games by Category: Value 2017-2022
Table 16 Sales of Toys and Games by Category: % Value Growth 2017-2022
Table 17 NBO Company Shares of Toys and Games: % Value 2018-2022
Table 18 LBN Brand Shares of Toys and Games: % Value 2019-2022
Table 19 Distribution of Toys and Games by Format: % Value 2017-2022
Table 20 Forecast Sales of Toys and Games by Category: Value 2022-2027
Table 21 Forecast Sales of Toys and Games by Category: % Value Growth 2022-2027

DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • AR/VR Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See All of Our Definitions
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This report originates from Passport, our Video Games research and analysis database.

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