Tuesday 15 November 2016

China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast Report




MarketResearchReports.Biz announces addition of new report" China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast "to its database.

According to Renub Research China Online Gaming Market is expected to reach close to USD 50 Billion by 2020. China Online Gaming Market has become the biggest Online Gaming Market in the world, surpassing United States and Japan. China Online Gaming Users is expected to cross the figure of 500 Million users by the end of 2020. PC Online (Client Games) market share is decreasing and Mobile Game Market share is increasing year on year. Tencent holds the lion’s market share compared to its nearest competitor Netease. According to our research Tencent will continue to hold its leading position in future too.

Renub Research report titled “China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast” provides a comprehensive assessment of the fast–evolving, high–growth of online gaming industry in China. This 69 page report with 40 Figures and 2 Tables analyses the Online Gaming Market by Segment and by Company Revenue, along with the Driving Factors and Challenges. This report has been studied from 9 viewpoints.

China Online Gaming Market (2011 – 2020)
China Online Gaming Users (2011 – 2020)
China Online Gaming Market (2011 – 2020)
China Online Gaming Users Share (2011 – 2020)
China Online Gaming Company Share (2011 – 2020)
China Online Gamers Behavioural Analysis (Mobile Gaming & PC Gaming)
China Online Gaming Regulatory Status
China Online Players Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)
China Online Gaming Market Growth Drivers & Challenges Analysis
Download Sample copy of this Report at : http://www.marketresearchreports.biz/sample/sample/869061

China Online Gaming Companies Revenue Covered (2011 – 2020):

Tencent
NetEase
Kingsoft
Changyou
Shanda

Data Sources

This report is built using data and information sourced from proprietary databases, primary and secondary research and in–house analysis by Renub Research team of industry experts.

Primary sources include industry surveys and telephone interviews with industry experts.

Secondary sources information and data has been collected from various printable and non–printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.
Read our latest Press Release at http://www.marketresearchreports.biz/pressreleases
Table of Contents

1. EXECUTIVE SUMMARY

2. CHINA ONLINE GAMING MARKET (2011 – 2020)

3. CHINA ONLINE GAMING MARKET SHARE ANALYSIS (2011 – 2020)
3.1 China Online Gaming Market Share (2011 – 2020)
3.2 China Online Gaming Users Share (2010 – 2020)
3.3 China Online Gaming Company Sales Share (2011 – 2020)

4. CHINA ONLINE GAME MARKET BY CATEGORY (2011 – 2020)
4.1 Mobile Online Games Market (2011 – 2020)
4.2 PC Online/Client Games Market (2011 – 2020)
4.3 Web Games Market (2011 – 2020)

5. CHINA ONLINE GAMING USERS ANALYSIS
5.1 China Online Gaming Users & Forecast
5.2 China Mobile Online Games Users & Forecast
5.3 China PC Online Client’s Games Users & Forecast

6. GAME PLAYERS BEHAVIORAL FEATURES AND PREFERENCES
6.1 Mobile Game Players Behavioral Features and Preferences
6.1.1 Game Playing Years of Mobile Game Users
6.1.2 Game Playing Duration of Mobile Game Users
6.1.3 Payment for Mobile Games
6.1.4 Main Products of Mobile Games
6.1.5 Mobile Game Information Access and Download Channels
6.2 PC Client Game Players Behavioral Features and Preferences
6.2.1 Game Playing Years of PC Online Game Users
6.2.2 Game Playing Duration of PC Online Game Users
6.2.3 Payment for PC Online Games
6.2.4 Main Products of PC Online Games
6.2.5 PC Online Game Information Access and Download Channels

7. REGULATORY STATUS ON CHINA ONLINE GAMING INDUSTRY
7.1 Dual Approval Regime Remains Unchanged
7.2 Online Publishing Service License
7.3 No Foreign Investment
7.4 Prior Approval for Foreign Online Games
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