Video games in China was highly concentrated in 2024, with the top five companies holding a 70% value share, which was significantly higher than the Asia Pacific average of 45%. Concentration increased in the country between 2019 and 2024, as the top five companies accounted for 56% of value sales in 2019.
Game Science saw a good performance in video games in 2024 through the release of Black Myth: Wukong, an action role-playing console game. Capitalising on the Chinese novel Journey to the West, the game combined cultural elements with technical quality that met international standards.
DNF (Dungeon & Fighter) Mobile was one of the most successful games launches in 2024, second only to Dungeon & Fighter: Origin. After the launch, DNF Mobile quickly ranked first in the domestic sales chart.
In 2024, Chinese video games companies pursued a strategy of consolidating their core brands to strengthen brand loyalty and their market presence. Tencent's approach to the game Honour of Kings, which involved frequent updates and culturally relevant in-game events, was particularly successful in boosting player engagement and investor confidence.
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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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