China PC Online Gaming Matrix - Q4 2017
China's PC-based online gaming market revenues reached approximately RMB 86 billion (USD 12.7 billion) in 2017, up 3.8% YoY. Improved Internet penetration, up from approximately 53.2% at the end of 2016 to 55.8% at the end of 2017, rising average incomes, and the burgeoning trends in virtual reality games and e-sports helped restore positive growth.
Client-based PC gaming revenues jumped 11.3% YoY in 2017 to approximately RMB 64.9 billion (USD 9.6 billion), comprising 75.5% of total market revenues. Browser game revenues continued their slide, dropping 16.6% YoY to RMB 15.6 billion (USD 2.3 billion), comprising 18.1% of total market revenues. Social game revenues fell 5.1% YoY in 2017 to RMB 5.5 billion (USD 0.8 billion), comprising 6.4% of total 2017 market revenues.
To help investors, industry analysts, and enterprises track performance of China's enormous 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 (540)
- Listing Status (public, to list, private)
- Location (city in which operator/developer is headquartered)
- Company Homepage URL
- Games Operated/Developed
Top PC Games (1,950)
- 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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