Video Games in China

August 2026
USD 1,195
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Overview:

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.

The Video Games in 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 China?
  • Which are the leading brands in Video Games in China?
  • How are products distributed in Video Games in China?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in 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 China - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Tencent Drives Engagement as Digital Libraries Eclipse Physical Sales
Live-Service Franchises Sustain Software Dominance
Chart 2 Valorant Mobile Rapidly Scales to 50 Million Players Following Launch
Publishers Refine Mobile Engagement to Drive Spending Efficiency
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Publishers Are Expected to Balance Domestic Engagement with Overseas Expansion
Chart 5 Analyst Insight for Video Games
Software Is Set to Consolidate Its Dominance over Hardware
Ai and Compliance Are Expected to Reshape Monetisation and Retention Strategies
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Tencent Maintains Leadership as Netease Continues to Gain Share
Mobile-First Franchises Continue to Outperform Hardware-Focused Players
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Digital Distribution Leaves Store-Based Retail on the Margins
Digital Storefronts and Platform Ecosystems Shape Channel Development
Chart 10 Retail Channels 2020-2025
Ai Personalisation and Regulatory Discipline Reshape Innovation
Valorant Mobile and Where Winds Meet Demonstrate the Power of Mobile-First Launches
Chart 11 Switch 2 Delay and Eshop Closure Accelerate China's Shift to Digital Console Gaming
Continuous Engagement Becomes the Primary Source of Value Creation
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in China - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Traditional Toys and Games Outpace Video Games as Premium Demand Accelerates
Collector Demand Reshapes Brand Rankings and Value Creation
Compliance and Channel Divergence Redefine Go-To-Market Strategies
Chart 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Adult Collectors and Ip Brands Are Expected to Drive Future Value Growth
Chart 22 Analyst Insight for Toys and Games
Compliance Requirements Are Expected to Play a Greater Role in Product Development
Premiumisation Is Expected to Support Resilience Amid Demographic Pressures
Chart 23 Forecast Value Sales 2020-2030
Chart 24 Forecast Value Sales by Category 2025-2030
Pop Mart and Kayou Reshape Brand Rankings as Collectibles Gain Scale
Tencent and Netease Maintain Leadership through Mobile and Online Gaming
Chart 25 Company Shares 2025
Chart 26 Brand Shares 2025
Retail E-Commerce Extends Its Lead as Offline Retail Plays a Supporting Role
Live-Commerce and Experiential Retail Strengthen Consumer Engagement
Chart 27 Retail Channels 2020-2025
Collector Demand Shifts Product Development Towards Ip and Engagement
Blind-Box Collectibles, Trading Cards and Mobile Launches Set the Pace
Chart 28 Labubu Mania Puts Pop Mart at the Head of China's Collectibles Surge
Long-Term Engagement Becomes the Foundation of Value Creation
Chart 29 Economic Context for Toys and Games
Chart 30 Real Gdp Growth 2020-2030
Chart 31 Inflation 2020-2030
Chart 32 Consumer Context for Toys and Games
Chart 33 Population 2020-2030
Chart 34 Consumer Expenditure 2020-2030
Chart 35 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming 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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