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    China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast

    Date: 21 Oct, 2016              Type: Information Technology, Telecom & Internet              Pages: 69

    China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast
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    China Online Gaming Market is forecasted to reach around US$ 50 Billion by the end of year 2020. China Online Gaming Market is largest market globally and it’s even bigger than United States of America and Japan. By the end of year 2020; China Online Gaming Users is forecasted to be more than 500 Million Users. Out of these three segments (Mobile Online Games, PC Online (Client Games), Web Games studied in this report market share of PC Online (Client Games) is declining and market share of Mobile Game is rising. Tencent holds the largest company share and it expected to do so in forecast period, Netease is its closest competitor.       

    China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast published by Renub Research provides a complete analysis of the fast–growing online gaming industry in China. This 69 page report with 40 Figures and 2 Tables analyses the Online Gaming Market by Segment and by Company Revenue, along with the Driving Factors and Challenges. This report has been studied from 9 viewpoints.

    1. China Online Gaming Market & Forecast
    2. China Online Gaming Users & Forecast
    3. China Online Gaming Market & Forecast
    4. China Online Gaming Users Share & Forecast
    5. China Online Gaming Company Share & Forecast
    6. China Online Gamers Behavioural Analysis (Mobile Gaming & PC Gaming)
    7. China Online Gaming Regulatory Status
    8. China Online Players Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)
    9. China Online Gaming Market Growth Drivers & Challenges Analysis

     

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    China Online Gaming Companies Revenue & Forecast: 

    1.Tencent

    2.NetEase

    3.Kingsoft

    4.Changyou

    5.Shanda

     

    Data Sources This report is built using data and information sourced from proprietary databases, primary and secondary research and in-house analysis by Renub Research team of industry experts. 

    Primary sources include industry surveys and telephonic interviews with industry experts. 

    Secondary sources information and data has been collected from various printable and non-printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.

    1. Executive Summary

    2. China Online Gaming Market (2011 – 2020)

    3. China Online Gaming Market Share Analysis (2011 – 2020)
    3.1 China Online Gaming Market Share (2011 – 2020)
    3.2 China Online Gaming Users Share (2010 – 2020)
    3.3 China Online Gaming Company Sales Share (2011 – 2020)

    4. China Online Game Market by Category (2011 – 2020)
    4.1 Mobile Online Games Market (2011 – 2020)
    4.2 PC Online / Client Games Market (2011 – 2020)
    4.3 Web Games Market (2011 – 2020)

    5. China Online Gaming Users Analysis
    5.1 China Online Gaming Users & Forecast
    5.2 China Mobile Online Games Users & Forecast
    5.3 China PC Online Client’s Games Users & Forecast

    6. Game Players Behavioral Features and Preferences
    6.1 Mobile Game Players Behavioral Features and Preferences
    6.1.1 Game Playing Years of Mobile Game Users
    6.1.2 Game Playing Duration of Mobile Game Users
    6.1.3 Payment for Mobile Games
    6.1.4 Main Products of Mobile Games
    6.1.5 Mobile Game Information Access and Download Channels
    6.2 PC Client Game Players Behavioral Features and Preferences
    6.2.1 Game Playing Years of PC Online Game Users
    6.2.2 Game Playing Duration of PC Online Game Users
    6.2.3 Payment for PC Online Games
    6.2.4 Main Products of PC Online Games
    6.2.5 PC Online Game Information Access and Download Channels

    7. Regulatory Status on China Online Gaming Industry
    7.1 Dual Approval Regime Remains Unchanged
    7.2 Online Publishing Service License
    7.3 No Foreign Investment
    7.4 Prior Approval for Foreign Online Games

    8. Government Initiatives to Promote China Online Gaming Industry
    8.1 Development of Broadband Infrastructure and Broadband   Connections
    8.2 Ban on Foreign Online Games
    8.3 Overseas Expansion of Online Games

    9. China Online Games Company Sales Analysis (2011 – 2020)
    9.1 Tencent Online Games Sales (2011 – 2020)
    9.2 NetEase Online Games Sales (2011 – 2020)
    9.3 Kingsoft Online Games Sales (2011 – 2020)
    9.4 Changyou Online Games Sales (2011 – 2020)
    9.5 Shanda Online Games Sales (2011 – 2020)

    10. Growth Drivers of China Online Gaming Industry
    10.1 Increasing Consumers Propensity to Play Online Games
    10.2 Increase in Mobile Games Penetration

    11. Challenges in China Online Gaming Industry
    11.1 High Piracy Rate

     

    List of Figures:

    Figure 2–1: China – Online Gaming Market (Million US$), 2011–2015
    Figure 2–2:  China – Forecast for Online Gaming Market (Million US$), 2016–2020

    Figure 3–1: China – Online Gaming Market Share (Percent), 2011–2015
    Figure 3–2: China – Forecast for Online Gaming Market Share (Percent), 2016–2020
    Figure 3–3: China – Online Gaming Users Share (Percent), 2010–2015
    Figure 3–4: China – Forecast for Online Gaming Users Share (Percent), 2016–2020
    Figure 3–5: China – Online Gaming Company Sales Share (Percent), 2011–2015
    Figure 3–6: China – Forecast for Online Gaming Company Sales Share (Percent), 2016–2020

    Figure 4–1: China – Mobile Online Games Market (Million US$), 2011–2015
    Figure 4–2: China – Forecast for Mobile Online Games Market (Million US$), 2016–2020
    Figure 4–3: China – PC Online (Client Games) Market (Million US$), 2011–2015
    Figure 4–4: China – Forecast for PC Online (Client Games) Market (Million US$), 2016–2020
    Figure 4–5: China – Web Games Market (Million US$), 2011–2015
    Figure 4–6: China – Forecast for Web Games Market (Million US$), 2016–2020

    Figure 5–1: China – Online Gaming Users (Million), 2010–2015
    Figure 5–2: China – Forecast for Online Gaming Users (Million), 2016–2020
    Figure 5–3: China – Mobile Online Games Users (Million), 2010–2015
    Figure 5–4: China – Forecast for Mobile Online Games Users (Million), 2016–2020
    Figure 5–5: China – PC Online Client’s Games Users (Million), 2010–2015
    Figure 5–6: China – Forecast for PC Online Client’s Games Users (Million), 2016–2020

    Figure 6–1: China – Game Playing Years of Mobile Game Users (Percent), 2014
    Figure 6–2: China – Average Mobile Online Game Playing Duration Everyday (Percent), 2014
    Figure 6–3: China – Payment for Mobile Games (Percent), 2014
    Figure 6–4: China – Access channels for Mobile Games Information (Percent), 2014
    Figure 6–5: China – Download Channels for Mobile Games (Percent), 2014
    Figure 6–6: China – Game Playing Years of PC Online Game Users (Percent), 2014
    Figure 6–7: China – Average PC Online Game Playing Duration Everyday (Percent), 2014
    Figure 6–8: China – Payment for PC Online Games (Percent), 2014
    Figure 6–9: China – Download Channels for PC Online Games (Percent), 2014

    Figure 9–1: Tencent Online Games Sales (Million US$), 2011–2015
    Figure 9–2: Forecast for Tencent Online Games Sales (Million US$), 2016–2020
    Figure 9–3: NetEase Online Games Sales (Million US$), 2011–2015
    Figure 9–4: Forecast for NetEase Online Games Sales (Million US$), 2016–2020
    Figure 9–5: Kingsoft Online Games Sales (Million US$), 2011–2015
    Figure 9–6: Forecast for Kingsoft Online Games Sales (Million US$), 2016–2020
    Figure 9–7: Changyou Online Games Sales (Million US$), 2011–2015
    Figure 9–8: Forecast for Changyou Online Games Sales (Million US$), 2016–2020
    Figure 9–9: Shanda Online Games Sales (Million US$), 2011–2015
    Figure 9–10: Forecast for Shanda Online Games Sales (Million US$), 2016–2020

    Figure 10–1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014

     

    List of Tables:

    Table 6–1: China – Main Products of Mobile Games, 2009 – 2014
    Table 6–2: China – Main Products of PC Online Games, 2001– 2013

     

    • Description
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    • Chapter 1 & 2     Pages : 4
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    • Chapter 3     Pages : 7
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    • Chapter 4     Pages : 7
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    • Chapter 5     Pages : 6
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    • Chapter 6     Pages : 11
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    • Chapter 7     Pages : 3
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    • Chapter 8     Pages : 3
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    • Chapter 9     Pages : 11
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    • Chapter 10 & 11     Pages : 4
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