c065 Definitorisch Nicht priorisiert
Console market includes software and services, with Chinese game buys using VPN tallied outside China
Framing-Operationen
Macht sichtbar
Geographic attribution methodology for VPN purchases
Macht unsichtbar
Actual Chinese domestic console spending
Naturalisiert
VPN purchases as fundamentally different from domestic purchases
Abhaengigkeiten
Haengt ab von
Ermoeglicht
c044 Net growth in console is growth in platform subscriptions c061 By 2025, the console category had more than recovered from its post-pandemic sales pullback, hitting an all-time high of $41.6B (2.3% or $570MM above the 2020 high) c058 Chinese publishers have captured ~50% of global player spending growth since 2019 c101 Net of platform subscription services, console spend is down 13% since 2020 c171 France experienced a 7-year low in PC/Console gaming content spend in 2024 c175 PC/Console gaming revenue has declined 8.2% since 2021 c179 PC/Console software surged 22% during the pandemic c180 Four years later, PC/Console sales were down 20% and 2% under 2019 levels c182 Japan's PC/Console gaming content spend has increased 42% in JPY since 2021 c183 Publishers have been unable to raise prices to offset JPY/USD decline, resulting in a 6% fall in USD terms c185 PC/Console software sales shrank by 8% from 2021-2024 (-$4.2B per year) c250 These users massively over-index to video gaming, and especially high-revenue-generating platforms (console and PC) and genres (shooters, sports sims) c254 Men 18-34 are 15% of the U.S. adult population but 21% of mobile gamers and 29% of PC/Console gamers c262 The same older games dominate gaming time across platforms, with games 9-27 years old holding 33-56% of PlayStation and Xbox hours c263 Free-to-play games dominate gaming time, averaging 45% on PlayStation/Xbox and 55% on PC c274 China still has significant headroom in player participation rates, especially for PC and console gaming c276 Mobile gaming dominates Chinese gaming participation, reaching approximately 50% by 2025 while PC and console remain much lower c278 Over 25% of China's growth since 2022 is in PC/Console, making the market a true outlier c281 Console and PC gaming participation both increased by 2 points since the pandemic c282 Mexico's PC/Console gaming market is up a third since 2020 c289 Brazil's PC/Console market has averaged over 6% annual growth over the last three years c292 Unlike many of its European peers, Spanish participation rates have continued to grow across all device platforms, and faster since the pandemic c293 Spanish PC/Console spend grew nearly 50% from 2020 to 2024 c294 Spanish PC/Console spend increased by $450MM per year from 2020 to 2024 c332 PUBG's growth has been through its PC, Mobile, and APAC-centric development c355 Today, ads remain rare among PC/Console games and services (with the exception of on-device/in-store ad units) c361 PC/Console and Mobile game content spending trends are very similar in mature markets c405 In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth c407 At the end of 2024, Roblox had more DAU than PlayStation, Switch, or Xbox
Metadaten
- Epistemischer Status
- stated_as_fact
- Evidenztyp
- none
- Evidenzqualitaet
- not_applicable
- Themen
- console, china, methodology, vpn