China PC Online Gaming Matrix - Q4 2017
China's PC-based online gaming market revenues reached RMB 82.8 billion (USD 11.9 billion) in 2016, down 6.9% YoY. Improved Internet penetration, up from approximately 50.3% at the end of 2015 to 54.3% at the end of H1 2017, rising average incomes, and the budding trends in virtual reality games and e-sports helped slow the rate of decline, but the industry's top talent and resources continued to migrate to mobile gaming.
Client-based PC gaming revenues dropped 4.7% YoY in 2016 to approximately RMB 58.3 billion (USD 8.4 billion), comprising 70.4% of total market revenues. Browser game revenues declined 14.8% YoY to RMB 18.7 billion (USD 2.7 billion), comprising 22.6% of total market revenues. Social game revenues rose 0.6% YoY in 2016 to reach RMB 5.8 billion (USD 0.8 billion), comprising 7.0% of total 2016 market revenues.
To help investors, industry analysts, and enterprises track performance of China's burgeoning number of online games, game operators, and game developers, Marbridge has developed its China PC Online Gaming Matrix. Updated on a quarterly basis, the Q4 2017 edition of the PC Online Gaming Matrix provides the following data sets on China's leading online game companies and online PC games (client-based, browser, and social games) in Excel (read-only) format:
Leading PC Game Companies (535)
- Listing Status (public, to list, private)
- Location (city in which operator/developer is headquartered)
- Company Homepage URL
- Games Operated/Developed
Top PC Games (1,935)
- Game Environment (client- vs. browser-based)
- Game Type
- Game Dates (expected release, beta test, commercial launch)
- Game Source (self-developed vs. licensed)
- Revenue Model (pay-to-play vs. in-game items)
- Peak Concurrent Users (available for approximately 5% of games)
- Game Homepage URL
The China Online Gaming Matrix is available either for one-off purchase or on a subscription basis with quarterly updates.
BASE PRICE: US$3,300
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