c060 Definitorisch Nicht priorisiert

Chinese game purchases using VPN are tallied outside China for geographic spending allocation

Slides: s020 Argument: KA003 Cluster: China Market Dominance Hub-Score: 24

Framing-Operationen

Macht sichtbar

Technical methodology for geographic attribution of spending

Macht unsichtbar

The scale of VPN usage, regulatory circumvention, potential double-counting issues

Naturalisiert

VPN usage as a normal part of Chinese gaming consumption that requires special accounting treatment

Abhaengigkeiten

Ermoeglicht

c050 China represents 20% of global player spend but 38% of growth c051 China's share of global growth increased from 15% in 2019 to 38% currently c052 If a gamemaker wants to match global growth, they must win in China or grow 1.6x the market elsewhere c056 Chinese gamemakers have grown their annual share of the non-China market from 10.7% to 14% in six years c057 Chinese gamemakers grabbed 24% of total non-China growth since 2019 c058 Chinese publishers have captured ~50% of global player spending growth since 2019 c059 The Chinese market is only 20% of global player spending and 'only' 38% of growth c064 Chinese sales are >150% of total spending growth since 2020, causing the actual market for gamemakers to shrink by ~$4.6B (and is up only 8% since 2019) c065 Console market includes software and services, with Chinese game buys using VPN tallied outside China c067 Even after factoring out China-based sales, which constituted 29% of total growth since 2020, PC content sales are still up roughly +$6.7B c069 PC's growth only just outstripped console's decline. Together and excluding China, the category is +$2.1B (+3.7%) since 2020, well under the +$10B (+14%) headline c070 Much of the recent growth in non-Chinese spending was actually Chinese users who use VPNs to access (and pay for) Steam through foreign markets c075 Roblox was over 4.5% of non-China spend in 2025 c078 The realized market for non-Chinese gamemakers has grown only $1B (+0.9%) since 2020, despite the total market growing $24B (+14%) c079 Since 2021, the realized market for non-Chinese gamemakers has shrunk 1.8% c271 Since 2021, the 'Mature Market 8' have shrunk by $5.1B (or -4.5%), but China is up $3.3B (+7.3%) and 'non-core countries' are up $11.8B (or 41%) c273 China is the world's second largest gaming market c277 China is not only the fastest-growing major market in both dollars and percentage c278 Over 25% of China's growth since 2022 is in PC/Console, making the market a true outlier c343 Without ads, the market (excluding China) is up only $6.8B or +4.8%, but with them, it's +$35B or +20% c346 Mobile game in-app advertising revenue (excluding China) will reach approximately $67B by 2025 c405 In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth c054 Foreign gamemakers net only a quarter of the remaining 16% spent on imports after local publishing and distribution c082 Chinese publishers captured $3.8B of global growth

Metadaten

Epistemischer Status
stated_as_fact
Evidenztyp
self_referential
Evidenzqualitaet
self_referential
Themen
china, methodology, vpn, geography