Role Playing Games - China

  • China
  • in China, the country with the largest market share in the Role Playing Games market (RPG) segment, is expected to continue its dominance in the coming years.
  • According to projections, the total revenue in the RPG market is set to reach a staggering €23.76bn by 2022.
  • This impressive figure is a testament to the popularity and profitability of RPGs in China.
  • Furthermore, the RPG market is anticipated to experience a steady growth rate of 7.96% annually from 2022 to 2027, resulting in a projected market volume of €37.52bn by 2027.
  • This indicates a promising future for the RPG industry in China, with sustained revenue growth expected in the coming years.
  • When examining the revenue breakdown within the RPG market, it is evident that in-app purchases (IAP) play a significant role.
  • Projections indicate that IAP revenue will reach €7.33bn in 2022, showcasing the strong consumer demand for additional content and features within RPGs.
  • Paid app revenue is also expected to contribute to the overall revenue in the RPG market.
  • It is projected to reach €0.03bn in 2022, highlighting the willingness of consumers to invest in premium RPG experiences.
  • Additionally, advertising revenue is set to make a substantial impact in the RPG market, with projections indicating it will reach €16.40bn in 2022.
  • This demonstrates the effectiveness of advertising strategies within the RPG industry, as developers and publishers capitalize on the large player base and engagement levels.
  • The number of downloads in the RPG market is projected to reach 4.25bn downloads in 2022, further emphasizing the immense popularity of RPGs in China.
  • This high download volume reflects the strong demand for RPGs among Chinese gamers.
  • Lastly, the average revenue per download is expected to amount to €5.59.
  • This figure showcases the revenue-generating potential of each download, highlighting the profitability of the RPG market in China.
  • In a global comparison, it is clear that in China leads the way in terms of revenue generation in the RPG market.
  • With projected revenue of €23.76bn in 2022, in China outshines other countries and solidifies its position as the dominant player in the RPG segment.

Key regions: Germany, Asia, India, Europe, United States

 
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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.

Methodology

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.

Forecasts:

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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