China PC Gaming Market Analysis Report 2022: Over 16,000 Metaverse Trademarks Registered in China – ResearchAndMarkets.com

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DUBLIN–(BUSINESS WIRE)–The “China PC Games 2022” report has been added to from ResearchAndMarkets.com offer.

The report explains our analysis of where these opportunities are coming from, which segments are currently hot and growing, and what the impact will be on the gaming industry.

The Chinese PC game market is the largest in the world and deserves the attention of game companies around the world. For manufacturers of PC hardware and components, the Chinese gaming and esports market is a significant opportunity for computers, chips and accessories, peripherals and equipment, both for home use and in internet cafes in the country.

Main lessons from the analysis:

  • China’s domestic mobile + PC game revenue was $45.49 billion in 2021, up 5.5% YoY and is projected to reach $55.23 billion in 2026 at a CAGR of 4% in 5 year

  • There were 706 million gamers in 2021, down 3.7% year-on-year, and is expected to reach 730 million in 2026 with a 5-year CAGR of 0.7%

  • Player growth is slower than expected. This is due to young gamers leaving the market due to September 2021 regulatory measures, and mainly impacts the number of mobile gamers

  • In 2021, China tightened existing regulations, temporarily halted licensing of games (ISBNs), and shifted to compliance and enforcement

  • The resumption of gaming licenses in April 2022 is a positive sign for the market

  • Annual ARPU was $64.44 in 2021 and is expected to reach $75.60. ARPPU is also on the rise

  • Chinese game companies are playing a bigger role overseas:

  • China’s mobile + PC game export revenue was $17.3 billion in 2021, up 27.3% YoY and is expected to reach $26.46 billion in 2026 with a CAGR of 8 .9% over 5 years

  • China has the most developed esports market in the world with an audience of 434 million esports fans

  • China’s 220 gambling-related investment events in 2021 were double that of 2020

  • Over 16,000 metaverse-related trademarks have been registered in China

What’s included:

  • A comprehensive market model and 5-year forecast to 2026 by game segment

  • Qualitative and quantitative analysis of gamer demand, behavior and usage for online games, PC hardware and accessories

  • Growth drivers and trends

  • Games to watch

  • Esports

  • Game publishers and operators

  • Computer hardware and accessories

  • Icafes

  • Free, Paid and Paid Games

  • PC Client Games, PC Web Games, PC Casual Games, Steam, WeGame, Epic Games Store

  • Case studies

  • Game rules and licenses

  • Analysis of our exclusive survey of Chinese gamers

  • 108 slides

Main topics covered:

1. Market Size and Forecast

  • Revenue and forecasts

  • Revenue growth rate

  • PC gamer model and ARPPU

  • Customer Gaming Revenue and Forecasts

  • Growth engines

  • Growth inhibitors

2. PC Gaming Market Trends

  • Distribution Platform Preferences

  • cloud gaming

3. E-sports and streaming

  • PC esports market forecast

  • Participation in electronic sports

  • Streaming platforms

  • Top games on streaming platforms

4. Games to watch

  • Best games and earnings

  • The best free games

  • Best Subscription Games

  • The best premium games

  • The most anticipated games

5. PC game publishers and operators

  • Market share

  • Export earnings

  • Gaming revenue for public companies

  • Market capitalization of public companies

  • Transaction events

  • M&A and investment activity

6. PC Player Overview

  • Demography

  • Game time spent by player segment

  • Game time spent by genre

  • Payment methods

  • Most popular games

  • Most popular sources of gaming information

  • Other popular activities for PC gamers

  • Types of games played

  • In-game purchases

7. Computer hardware

  • DIY Brand and PC Preferences

  • Most popular online and offline stores

  • Purchase cost and time

  • Keyboards and mice brands

  • Internet cafes

  • Internet cafes and the impact of Covid-19

  • PC Game Location Preferences

  • Game hardware and equipment preferences

  • New offline experiences

  • Esports Hotels

8. Game License

  • Approved PC Games

  • Notice of Settlement

9. Town Levels

Companies cited

  • 37 Interactive

  • AccelByte

  • Acer

  • Ali Baba

  • alienware

  • Apple

  • Arrowiz

  • Asus

  • Atypical companies

  • Station B

  • bad robot game

  • Blizzard Entertainment

  • Bloober Team

  • Bohemia Interactive

  • brain house

  • ByteDance

  • C4 Games

  • change

  • Chengyou

  • China-Mobile

  • China Telecom

  • China Unicom

  • CMGE

  • Black Star

  • Dell

  • Dontnod Entertainment

  • Do you

  • DPVR

  • Dream Studio

  • election arts

  • group of kissers

  • fatshark

  • Gaijin

  • Interactive Galaxy

  • GEM Capital

  • GFA Games

  • Giant

  • Haima Cloud

  • 3D Skyline

  • HP

  • HTC

  • Huawei

  • Houya

  • Imba TV

  • Intel

  • Iqiyi

  • Kingnet

  • kingsoft

  • Klei Entertainment

  • Krafton

  • Kuaishou

  • Lenovo

  • Lightforge Games

  • lightning games

  • line games

  • Mengtu Technology

  • Meta

  • MiHoYo

  • Moonton

  • Mundfish

  • NetDragon

  • NetEase Games

  • Netmarble

  • Nimo TV

  • Nowo Capital

  • Payload Studios

  • perfect world

  • PicoVR

  • Playtonic

  • Qianyi

  • Qihu 360

  • ReWorld

  • Riot Games

  • Roblox

  • king raven

  • SEGA

  • Shunwang

  • sina

  • Smilegate Entertainment

  • SoftStar

  • SpinX Games

  • Steam

  • Stunlock Studio

  • SuperGen

  • Tencent

  • Theory

  • T.J. Sports

  • Ultizero Games

  • Weibo

  • Xiaomi

  • Yager

  • Yoozoo

  • ZQGame

  • Zynga

For more information about this report visit https://www.researchandmarkets.com/r/qy52bd

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