Market volume of the online gaming market in China 2011-2020

The graph shows the volume of the online gaming market in China from 2011 to 2016, with projections up until 2020. In 2016, the market volume of online gaming in China had amounted to about 179 billion yuan.

Online gaming in China – additional information

China has become one of the world’s largest and most rapidly growing online gaming markets. According to the graph at hand, the market volume of online gaming in China had amounted to 89.2 billion yuan in 2013 and is estimated to reach 197 billion yuan by 2018. As of 2014, approximately 366 million Chinese internet users had been engaged in online gaming. With a total of about 650 million internet users in China as of 2014, online gaming still possesses a massive market potential that is yet to be unlocked.

Even though PC online-games had remained the largest sector in the Chinese online gaming market, expected to reach a market share of 75 percent in 2014, mobile games continued to exert pressure on the desktop segment. In 2012, over 70 percent of mobile gamers in China had spent at least half an hour each time they played mobile games. Driven mainly by smartphone and other handheld device sales, the Chinese mobile game market had grown exponentially. During the second quarter 2014, mobile gaming revenue in China had reached 6.4 billion yuan, seeing a 106 percent growth year-on-year.

Tencent, one of the leading Chinese internet players, dominated the online gaming market in China, earning approximately 45 billion yuan in revenues during 2014. Other major online game companies in China include NetEase, Changyou and Perfect World.

Market volume of the online gaming market in China from 2011 to 2020

Market volume in billion yuan
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Release date

April 2017



Survey time period

2011 to 2016

Supplementary notes

* Forecast.

Note: 1 yuan equals approximately 0.15 U.S. dollars and 0.14 euros (as of October 2017).

According to the source, online gaming includes PC-installed online games, PC browser games and mobile games. Also, both domestic and overseas incomes of China-based online gaming companies are included. Forecasts are based on modeling calculations and estimates of iResearch.
Figures have been rounded.

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