The increasing popularity of ChatGPT-4, an artificial intelligence chatbot programme, has led to wide attention on AI (artificial intelligence). Based on users’ inputs, ChatGPT is able to naturally create outputs, including text and even programming code, like a human.
There is potential for cloud gaming in video games in China, and leading games manufacturers such as Tencent, NetEase, and miHoYo have taken cloud gaming as a strategic business opportunity to satisfy gamers’ needs. This is because cloud gaming promises to offer a better gaming experience without paying out large amounts for high-end hardware; this is not only beneficial for avid gamers, but also creates potential to attract new players who have a lower budget for hardware.
In 2022, the spread of the Omicron variant of COVID-19 negatively impacted the production of videos games hardware, logistics, offline experiences, as well as consumer confidence in purchasing, leading to a volume decline and a strong slowdown in current value growth for AR/VR headsets. However, with all lockdown restrictions eased at the end of 2022, AR/VR headsets is expected to rapidly resume its growth momentum in 2023 and beyond.
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Understand the latest market trends and future growth opportunities for the Video Games industry in 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 China, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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