What you’ll learn from this report:

Since the overturn of the console ban in 2014, a healthy legal console games market in China is well underway. “The increase in spending through 2025 will primarily be driven by ongoing sales of the Nintendo Switch, a new console cycle with PS5 and Xbox Series X|S, and increased demand for high-end games from Chinese gamers. Additional areas of growth opportunities in console gaming include subscriptions, free-to-play (F2P) and cloud gaming. Subscriptions are set to benefit console platform holders the most, while F2P and cloud gaming will benefit game developers.

PUBLISHED JUNE 2021

$7400

What’s included:

  • A comprehensive market model and 5-year forecast through 2025
  • Qualitative and quantitative analysis on gamer demand, behavior, usage, and spending for console games
  • Growth drivers and inhibitors
  • Analysis includes legal and grey market consoles and games
  • Sales and 5-year forecast for legal and grey market consoles including Microsoft XBox, Sony PlayStation, and Nintendo Switch
  • Top legal and grey market games
  • Case studies
  • Factors that console makers need to overcome in order to succeed in this market including cost, piracy, and government regulations
  • Analysis of our proprietary survey of Chinese gamers regarding console gaming behavior, demand, spending and more
  • 91 pages more than 50 data exhibits

Key takeaways from the analysis:

  • China’s total console games + hardware market generated $1.84 billion in 2020 and is expected to reach $2.46 billion in 2025 at a 5-year CAGR of 5.9%.
  • Although in comparison to the rest of China’s games market consoles are a small percentage, the value of the console market is large. China’s console games software market accounted for 2.1% of China’s total mobile + PC + console games software revenue in 2020 and we project that it will account for 2.9% of the total in 2025.
  • Consoles, console hardware, and console games make up 4.1% of China’s 2020 games market, rising slightly to 4.3% in 2025.
  • The total number of console gamers reached 13.2 million in 2020 and will reach 23.9 million in 2025, driven primarily by strong sales of the current generation consoles.
  • Total ARPPU for console software was $84.00 for the year 2020, up 6% YoY. ARPPU is set to reach $91.30 in 2025, driven by increased spend across game software, in-game content, and game-related services.
  • The Nintendo Switch has the largest console market share in mainland China.

Report contents:

  • Covid-19 and global chip shortage
  • Market size and forecast
  • Key trends through 2025
  • Console hardware and software revenue
  • Console hardware
  • Console hardware revenue
  • Console hardware units
  • Console Software
  • Console software revenue
  • Console gamers
  • Growth drivers (legal and grey markets)
  • Growth inhibitors (legal and grey markets)
  • Video game consoles in China
  • Sony PlayStation 4
  • Sony PlayStation 5
  • Sony PlayStation 5 legal and grey versions
  • Sony PlayStation hardware sales
  • Sony PlayStation forecast through 2025
  • Microsoft Xbox One
  • Microsoft Xbox Series X|S
  • Microsoft Xbox hardware sales
  • Microsoft Xbox Series X|S forecast through 2025
      • Nintendo in China
      • Nintendo Switch – grey market version
      • Nintendo and Tencent partnership
      • Nintendo Switch China version – year 1 in review
      • Nintendo Switch – support from Tencent
      • Nintendo Switch – competitive gaming
      • Nintendo Switch – game releases and pipeline
      • Nintendo Switch hardware sales
      • Nintendo Switch forecast through 2025
      • Case study Ring Fit Adventure
      • Case study Monster Hunter Rise
      • Case study Animal Crossing
      • Console industry
      • New growth areas for console
      • Game acclerators for console games
      • Domestic game companies investing in console games
      • Cross platform & AAA games from domestic game developers
      • Competition with PC and mobile
      • Top live-streaming console games
      • Going beyond the console
            • Gamer insights
            • Console ownership
            • Time spent on gaming devices
            • Time spent on console games
            • Console brand ownership
            • Brand choice for new console purchase
            • Console retailer choice
            • Console purchasing decision
            • Console game regulations and publishing
            • Licensed console games
            • Approved console game lists
            • Launching a console game in China
            • Legal action against hardware-modified consoles
            • Crackdown on imported (grey market) games
            • Games removed from sale or live-streaming sites
            • Examples of changes to legal versions of console games
            • Console related M&A / investments