Adventure Games - China

  • China
  • The Adventure Games market in China is expected to generate a total revenue of €4.36bn in 2022.
  • This represents a significant increase in revenue compared to previous years.
  • The market is projected to continue growing at a compound annual growth rate (CAGR) of 8.58% from 2022 to 2027, reaching a market volume of €7.36bn by 2027.
  • Within the Adventure Games market, in-app purchase (IAP) revenue is predicted to reach €2,167.00m in 2022, indicating a strong demand for additional content and features within these games.
  • Paid app revenue is also expected to contribute to the overall revenue, with a projected amount of €15.01m in 2022.
  • Additionally, advertising revenue is estimated to reach €2,174.00m in the same year, highlighting the importance of advertising as a revenue stream in this market.
  • The number of downloads in the Adventure Games market is projected to reach a staggering 6.09bn downloads in 2022.
  • This high number of downloads reflects the popularity of these games among consumers.
  • The average revenue per download is expected to be €0.71, indicating the potential profitability of each download.
  • When comparing the Adventure Games market globally, it is evident that in China generates the most revenue in this market.
  • In 2022, in China is projected to generate a total revenue of €4.36bn.
  • This highlights the country's strong presence and influence within the Adventure Games market.
  • Overall, the Adventure Games market in China is experiencing significant growth and shows promising potential for the future.

Key regions: Europe, India, Japan, Germany, South Korea

Comparación de regiones

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Visión general

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