Country Reports·Updated Apr 13, 2026 by Meridian Play
Report · January 1, 2025
Published by Meridian Play
The China Game Industry Report for 2025 presents a comprehensive assessment of the domestic and overseas gaming markets, highlighting sustained growth driven by youth protection initiatives, technological innovation, and cross‑sector integration. In 2025, China’s self‑developed mobile games generated US$20.455 billion in overseas revenue, a 10.23% year‑on‑year increase and the sixth consecutive year surpassing RMB 100 billion. Strategy games, including SLG, dominated overseas earnings at 49.97%, followed by shooters (9.69%) and RPGs (9.39%). The United States remains the largest market, contributing 32.31% of overseas revenue, with Japan (16.35%) and South Korea (9.15%) also significant. Domestically, mobile games accounted for 73.29% of total sales, with MOBA leading at 19.45%, followed by shooting (18.29%) and RPG (15.10%). The domestic console market expanded sharply, reaching RMB 8.362 billion (US$1.18 billion) in 2025, a 37.38% year‑on‑year rise, driven by both software and hardware sales. Global market projections indicate the worldwide gaming industry will reach RMB 130.17 billion in 2025, with mobile gaming contributing RMB 66.69 billion—a growth rate of 4.93%, slower than previous years but still positive. Methodologically, the report aggregates data from CADPA’s industry surveys and market analyses, covering 2020‑2025 for domestic sales and 2019‑2025 for overseas performance. The findings underscore a resilient Chinese gaming sector, poised to maintain strong export growth while deepening domestic diversification across mobile and console platforms.
Executive Summary PLAY 2025 Review: China’s game industry remained strong in youth protection, omla s gantio nraasuy Torra consumption growth, tech innovation, cultural promotion, and cross-sector integration, contributing positively to emerging economic development and public innovation. cross-sector integration, contributir 2026 Outlook: Mini-program games will keep growing fast; multi-platform releases will continue with rising PC and console shares; and heavy and casual games will advance in parallel with clear polarization. 2026 Outlook:
Introduction PLAY On December 19, the 2025 China Game Industry Conference was held in Shanghai, where the 2025 China Game Industry Report was officially released. The report outlines the key performance data and development trends of China’s game industry in 2025, providing an authoritative assessment of market scale, structural changes, and growth drivers. It also offers forward-looking analysis on the industry’s future trajectory based on observed data and policy context.
Global Market Size and Mobile Gaming Market Size PLAY In 2025, the actual sales revenue of independently developed Chinese games in overseas markets reached USD 20.455 billion (approximately RMB 146.4 billion), representing a year-on-year growth of 10.23%. Over the past two years, the growth rate of Chinese games’ overseas revenue has consistently remained in double digits. Strategy games (including SLG) continue to be the core revenue source for Chinese mobile games’ overseas expansion. GLOBAL VIDEO GAME MARKET GLOBAL MOBILE GAME SIZE(IN RMB) MARKET T SIZE (IN RMB) 2021 GROWTH RATE MARKET SIZE IN RMB 2021 GROWTH RATE MARKET SIZE IN RMB +3.69% 11938.72 +6.76% 6,624.90 2022 GROWTH RATE MARKET SIZE IN RMB 2022 GROWTH RATE MARKET SIZE IN RMB -6.96% 11107.60 -10.26% 5,945.19 2023 GROWTH RATE MARKET SIZE IN RMB 2023 GROWTH RATE MARKET SIZE IN RMB +6.00% 11773.79 +1.98% 6,062.67 2024 GROWTH RATE MARKET SIZE IN RMB 2024 GROWTH RATE MARKET SIZE IN RMB +3.31% 12163.35 +4.83% 6,355.69 2025 GROWTH RATE MARKET SIZE IN RMB 2025 GROWTH RATE MARKET SIZE IN RMB +7.02% 13016.67 +4.93% 6,668.95 In 2025, the global gaming market is projected to reach 1,301.667 In 2025, the global mobile gaming market is projected to reach 666.895 billion billion RMB, representing a year-on-year growth rate of 7.02% RMB, representing a year-on-year growth rate of 4.93%. Overall, the growth of the global mobile gaming market is slowing down.
OVERSEAS MARKET REVENUE PLAY BY PRODUCT CATEGORY Strategy (including slg) 49.97% Shooter 9.69% Role-Playing Games (RPG) 9.39% Merge 8.18% Casual 4.75% Match-3 3.62% MOBA 2.49% Interactive Story 1.66% Card 1.63% Idle 1.48% Other 7.15% MERIDIAN All data is from CADPA's "China Game PLAY Industry Report 2025". For reference only. Among the top 100 self-developed mobile games in terms of overseas market revenue, Strategy (including SLG) accounted for 49.96%, a significant year-on-year increase, and continues to rank first; Shooter and Role-Playing games followed, accounting for 9.69% and 9.39% respectively.
REVENUE STRUCTURE OF PLAY CHINESE OVERSEAS Revenue Composition JAPAN16.35% OTHER 27.26% AMERICA 32.31% of Chinese Games KOREA 9.15% Overseas GERMANY3.84% UK 2.92% In 2025, the top five overseas markets for FRANCE 2.08% Chinese mobile games are the United States, CANADA 1.92% Japan, AUSTRALIA 1.91% South Korea, TURKEY 1.16% Germany, SAUDI ARABIA 1.10% and the United Kingdom. In 2o25, the top five countries for Chinese mobile game overseas revenue are The US leads with 32.31% of revenue, followed by the United States, Japan, South Korea, Germany, and the United Kingdom. The Japan (16.35%) and South Korea (9.15%). While US, Japan, and South Korea remain the main markets, with revenue shares of this concentration supports stability, 32.31%, 16.35%, and 9.15%, respectively. it also increases sensitivity to individual market MERIDIAN All data is from CADPA's "China Game fluctuations. PLAY Industry Report 2025". For reference only.
REVENUE DISTRIBUTION IN PLAY OVERSEAS MARKETS(EX-CHINA) Chinese Mobile Games 3251% 31.06%32.31% Going Overseas In 2025, among the top five countries for Chinese 18.87%17.32% 16.35% mobile games’ overseas, revenue growth slowed in Japan and South Korea, Indicating stable but limited growth, while the 8.18% 8.89% 9.15% United States, Germany, and the United Kingdom showed strong rebounds, highlighting continued expansion potential. 4.42% 3.56% 3.84% 2.76% 2.71% 2.92% 2023 2024 2025 2023 2024 2025 2023 2024 2025 2023 2024 2025 2023 2024 2025 AMERICA JAPAN KOREA GERMANY UK MERIDIAN All data is from CADPA's "China Game PLAY Industry Report 2025". For reference only
The global video game industry is currently undergoing a structural correction following a decade of rapid expansion that concluded in 2021. The primary thesis of this transition is that the industry’s previous growth engines—mobile expansion, live-service models, and pandemic-era engagement—have plateaued, leading to a 12% decline in real-term content spending. This downturn is characterized by widespread commercial underperformance, record-high layoffs, and a significant contraction in venture capital funding. As production budgets for AAA titles balloon toward $500 million, the market has become increasingly polarized, with player engagement and revenue heavily concentrated within a small cohort of long-standing, established franchises that effectively crowd out new releases. Geographically and sectorally, the landscape is shifting as Chinese developers gain significant global market share, rising from 0.5% to 12.5% of non-domestic content spending over the last 13 years. While the mobile sector faces a 23% revenue drop due to privacy-related user acquisition costs and competition from social media, the industry is pivoting toward cross-platform accessibility and hardware-agnostic distribution. Platforms like Roblox and Steam continue to dominate engagement, though developers face increasing pressure from high platform commission fees and the necessity of navigating a saturated market where discovery is increasingly difficult. Looking forward, the industry is attempting to mitigate these challenges through technological and business model innovation. Strategies include the integration of generative AI to enhance NPC behavior, the adoption of cloud-native simulations, and a strategic pivot toward programmatic advertising to supplement stagnant game pricing. Furthermore, regulatory pressures on app stores are expected to improve developer margins, while a resurgence in handheld hardware and cross-platform connectivity aims to unify fragmented ecosystems. Ultimately, the industry is moving toward a risk-averse, multiplatform approach, prioritizing long-term engagement and operational efficiency to survive an increasingly competitive and capital-intensive environment.
The global games market is entering a period of moderate maturation, with total revenue projected to reach $188.8 billion in 2025, a 3.4% increase over the previous year. The industry now serves 3.6 billion players, reflecting a 4.4% year-over-year expansion. While mobile gaming maintains its dominance, accounting for $103.0 billion or 55% of total revenue, console gaming is poised for the strongest growth at 5.5%, reaching $45.9 billion. PC gaming remains a stable pillar with $39.9 billion in revenue. Despite the growth in player counts, average spend per payer is experiencing a slight decline, signaling a strategic pivot toward maximizing engagement and retention within saturated markets rather than relying solely on aggressive monetization. Strategic success in this environment increasingly depends on long-tail engagement and the effective management of post-launch content. Data indicates that releasing single-player titles during the second quarter yields 34% higher engagement compared to the saturated holiday season. Furthermore, simultaneous multi-platform launches significantly outperform staggered releases, and titles exiting Early Access after a six-month window demonstrate superior acquisition results. Developers are also increasingly leveraging remakes and remasters to mitigate rising development costs, while user-generated content platforms like Roblox continue to expand as foundational ecosystems for daily active users. Geographically, the market continues to diversify, with Latin America emerging as a notable growth region projected to reach $8.3 billion, driven primarily by mobile adoption. The industry’s analytical framework, which focuses on consumer spending on software and services, highlights that player attrition typically stabilizes after 12 weeks. Consequently, long-term commercial viability is now inextricably linked to aligning content updates and discounting strategies with this post-launch retention curve, ensuring that community support remains as critical as initial sales performance.
The interactive entertainment market is projected to reach $250.2 billion in consumer spending by 2025, representing a 4.6% year-over-year growth. This recovery follows a period of transition characterized by a significant cyclical downturn in console hardware, which is expected to decline by 31% in 2024 as the industry prepares for next-generation devices. The analysis covers global consumer spending across software publishing, hardware, emerging technology, and live-streaming segments for the period spanning 2023 through 2025. Software publishing remains the primary market driver, with mobile gaming leading as the largest category, forecasted to reach $115.7 billion in 2025. While PC gaming shows the strongest growth rate at 8.1% for 2025, console software spending is also expected to rise in anticipation of new hardware cycles. In contrast, the esports and live-streaming sectors face ongoing profitability challenges; esports revenue is projected to decline by 8.3% in 2025, while streaming platforms struggle with high operational costs despite modest growth in user engagement. Emerging technologies, including virtual reality and blockchain gaming, are identified as latent disruptors fueled by venture capital and platform investments. Virtual reality is expected to grow by 11% in 2025, supported by new hardware like the Apple Vision Pro. Additionally, the market is seeing a strategic shift as major entertainment firms like Sony and Disney evolve into all-round media conglomerates, leveraging established intellectual property across games, film, and virtual storefronts in platforms like Roblox to reach new audiences. Data for these findings is derived from company financials and a proprietary partner network tracking over 200 consumer brands.
The global games market is entering a period of recovery in 2023, characterized by a projected revenue of $187.7 billion and a total player base of 3.38 billion. This 2.6% year-on-year growth signals a stabilization following the post-pandemic market correction of 2022. While mobile gaming remains the largest revenue segment, console gaming serves as the primary catalyst for this year’s expansion, rebounding significantly from previous development delays. Looking toward 2026, the industry is expected to maintain this upward trajectory, with total revenues forecasted to reach $212.4 billion. Regional performance remains uneven, as strong console demand in Western markets contrasts with slower growth in the Asia-Pacific region, where regulatory challenges in China continue to dampen momentum. To mitigate rising production costs and extended development cycles, studios are increasingly prioritizing live-service monetization models and integrating generative AI into their workflows. While these technologies offer potential for streamlined asset creation and prototyping, their long-term viability is complicated by unresolved legal and ethical concerns regarding copyright and intellectual property. The industry is undergoing a structural shift toward digital-first engagement, evidenced by the continued decline of physical media and the rise of transmedia strategies and influencer-led development. Hardware diversification is also accelerating, with the emergence of complementary handheld devices expanding the reach of traditional platforms. Despite these advancements, specific genres are experiencing shifting player preferences; while adventure and shooter titles remain dominant, the battle royale genre is losing traction. Furthermore, the mobile sector faces persistent headwinds in monetization and user acquisition, largely driven by evolving privacy policies that have impacted the performance of previously lucrative genres like RPGs.