Games Live Streaming - China

  • China
  • In China, revenue in the Games Live Streaming market is projected to reach €2.66bn in 2025.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.97%, leading to a projected market volume of €3.23bn by 2029.
  • The number of users in the Games Live Streaming market China is anticipated to amount to 588.1m users by 2029.
  • User penetration will stand at 33.2% in 2025 and is forecasted to increase to 41.3% by 2029.
  • In a global context, the majority of revenue will be generated China, amounting to €2.66bn in 2025.
  • The average revenue per user (ARPU) in the Games Live Streaming market China is projected to reach €5.60 in 2025.
  • In China, the Games Live Streaming market is experiencing rapid growth, driven by increasing engagement among younger audiences and innovative interactive features.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming Market in China is witnessing substantial growth, fueled by factors such as the surge in gaming popularity, increased internet penetration, and the rising demand for interactive entertainment experiences among users.

Customer preferences:
Viewers are increasingly gravitating towards personalized gaming content, driving demand for tailored live streaming experiences that cater to individual preferences and gaming styles. The rise of interactive features, such as real-time audience participation and influencer-led streams, reflects a cultural shift towards community-driven entertainment. Additionally, younger demographics, particularly Gen Z and Millennials, are prioritizing social engagement and immersive experiences, reshaping the landscape of content consumption within the Games Live Streaming Market in China.

Trends in the market:
In China, the Games Live Streaming Market is experiencing a surge in personalized content delivery, as platforms increasingly focus on tailoring experiences to individual viewer preferences. This trend is driven by the integration of interactive features, enabling real-time audience participation and fostering a sense of community among gamers. As Gen Z and Millennials prioritize social engagement and immersive experiences, industry stakeholders must adapt to these shifting demands. The significance of this evolution lies in its potential to enhance viewer loyalty and attract advertising revenue, compelling platforms to innovate continuously to maintain competitive advantages.

Local special circumstances:
In China, the Games Live Streaming Market is uniquely shaped by a blend of cultural affinity for gaming and stringent regulatory frameworks. The government's focus on content censorship and age restrictions influences the types of games streamed and the manner of engagement. Furthermore, the deep-rooted gaming culture, bolstered by social media integration, fosters community-driven platforms that resonate with local audiences. This cultural backdrop drives the demand for interactive content, enhancing viewer loyalty and positioning Chinese platforms as leaders in innovation within the global market.

Underlying macroeconomic factors:
The Games Live Streaming Market in China is significantly influenced by macroeconomic factors such as rapid technological advancements, shifting consumer spending habits, and government fiscal policies. The robust growth of the digital economy, coupled with increased internet penetration and mobile device usage, drives engagement in live streaming platforms. Furthermore, the government's investment in digital infrastructure and support for the tech industry enhances market potential. However, strict regulations on content and gaming hours for minors can constrain growth, necessitating adaptive strategies from streaming platforms to comply with policies while maintaining viewer engagement and monetization opportunities.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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