China’s Steam & PC Gaming Market in 2025
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China gaming
market share,
2025
Steam vs PlayStation
vs Nintendo vs Xbox
Chinaʼs domestic gaming market reached RMB
350.789 billion in 2025, with 683 million
users
1
. Within that market, client games
accounted for 22.28% of total revenue,
implying a PC segment worth roughly $1112
billion. The console market remained far
smaller, at roughly $1.11.2 billion in 2025
2
.
1.
Xinhua, summary of the 2025 China Game Industry Report:
https://english.news.cn/20251219/5e2776f7a07f49e89fe6e2713fba5e05/c.html
2.
South China Morning Post, “Chinaʼs video game sales reach record in 2025 amid overseas expansion, AI investmentˮ:
https://www.scmp.com/tech/tech-trends/article/3337112/chinas-video-game-sales-reach-record-2025-amid-overseas-expansion-ai-investment
3.
This four-platform split is an analytical estimate synthesized from the official 2025 China market structure, GamerSkyʼs Steam MAU indicators on Bilibili, Huaxin Renʼs
(https://www.hxrcon.com/index.php?c=show&id=25847 Nintendo user-base indicators, and public reporting on the relative size of Chinaʼs console market.
China gaming
market share,
2025
Steam vs PlayStation
vs Nintendo vs Xbox
Using several source anchors, we can estimate
the combined four-platform market share as
follows:
●
This four-platform split is an analytical estimate synthesized from the official 2025 China market structure, GamerSkyʼs Steam MAU indicators on Bilibili, Huaxin Renʼs
(https://www.hxrcon.com/index.php?c=show&id=25847 Nintendo user-base indicators, and public reporting on the relative size of Chinaʼs console market.
Steam and
consoles keys
distribution
platforms
Chinaʼs third-party game distribution landscape
is fragmented, with different platforms serving
different roles in discovery,
community-building, and direct game sales.
Rather than competing on identical terms,
Sonkwo, Heybox, and TapTap occupy distinct
positions across the Steam-facing PC market
and Chinaʼs broader domestic distribution
ecosystem.
Here is a comparison table:
●
Sonkwo official/community site: https://club.sonkwo.cn/
●
Sonkwo platform description and activation-code positioning: https://club.sonkwo.cn/posts/2367500
●
Heybox official storefront: https://heybox.hk/
●
Chinese guide on Heybox purchase / CDKEY activation workflow: https://m.ali213.net/news/gl2412/1570717.html
●
TapTap official site: https://www.taptap.io/
●
TapTap China discussion mentioning Steam activation codes: https://www.taptap.cn/app/743960/topic?page=3
●
TapTap post mentioning Steam version activation code: https://www.taptap.cn/moment/578390827726801202
●
Guide to the Chinese market ISBN / distribution context): https://global-uploads.webflow.com/64942d236be13123d68c558f/64e334743aa7cac74b5
97254_HQ%202023%20%20Guide%20to%20the%20Chinese%20market.pdf
●
RVO overview of the Chinese gaming industry (publishing / ISBN context):
https://www.rvo.nl/files/file/202304/Overview%20of%20Chinese
%20Gaming%20Industry%20and%20opportunities%20for%20Dutch%20companies.pdf
Platforms used to
promote Steam
games in China
Steam games in China are rarely promoted
through a single dominant channel. Instead,
publishers typically combine mass-reach social
platforms such as Douyin and Xiaohongshu,
core-gamer content hubs such as Bilibili and
Heybox, and broader topic-amplification
through Weibo.
●
TapTap campaign page for a Steam title explicitly listing Xiaohongshu, Bilibili, Douyin, Weibo, and Xiaoheihe: https://www.taptap.cn/moment/681462186232515677
●
Steam store page example listing Bilibili, Xiaoheihe, and Xiaohongshu as official channels:
https://store.steampowered.com/app/3209750/STARIO/?curator_clanid=45126697&l=schinese
●
Bilibili campaign / article page referencing multi-platform participation around a Steam game: https://www.bilibili.com/read/cv27465653/
●
Tencent SPARK 2025 ecosystem partner coverage including Douyin Game, bilibili, Xiaohongshu, Huya, Douyu, TapTap, Kuaishou: https://www.youxituoluo.com/533355.html
●
Chinese feature on Xiaohongshuʼs growing role in game promotion, including indie game examples: https://cj.sina.cn/articles/view/5617041192/14ecd3f2802001ki0k
●
TapTap article discussing Steam-game promotion dependence on streamers / distribution buzz: https://www.taptap.cn/moment/467366423740547613
●
Heybox official homepage: https://xiaoheihe.cn/home
Most popular
game genres on
Steam in 2025
Note: No single public 2025 source provides
an
official Steam genre-share breakdown. This
section therefore presents an editorially
defensible estimate based on a wider review of
official Steam pages, Chinese industry
reporting, Chinese roundups of trending Steam
categories, and supporting English-language
references. The purpose is to show the likely
genre mix among popular Steam titles in 2025,
not to claim an official Valve market-share
dataset.
●
Steam Best of 2025 (official Steam page): https://store.steampowered.com/charts/bestofyear/2025
●
Steam Awards (official Steam page): https://store.steampowered.com/SteamAwards
●
Steam tags browser (official Steam taxonomy reference): https://store.steampowered.com/tag/browse/
●
36Kr Chinese): 2025 trend analysis of Chinese single-player / PC games, emphasizing action-led design: https://m.36kr.com/p/3170816161819136
●
Youxituoluo Chinese): secondary synthesis stating that Action is the top revenue genre on Steam and highlighting shooter-heavy subgenres:
https://www.youxituoluo.com/534007.html
●
Gamersky Chinese): 2025 roundup of Steam simulation/management games: https://www.gamersky.com/handbook/202503/1892301.shtml
●
Gamersky Chinese): 2025 year-end roundup of Steam simulation/management games: https://shouyou.gamersky.com/gl/202512/2065482.shtml
●
Gamersky Chinese): 2025 roundup of worthwhile indie games on Steam: https://www.gamersky.com/handbook/202512/2055945.shtml
●
Gamersky Chinese): 2025 roundup of fun Steam games across genres: https://www.gamersky.com/handbook/202504/1912069.shtml
●
TapTap Chinese): Steam Awards 2025 summary showing category breadth and player-voted preferences: https://www.taptap.cn/moment/756893311205115448
●
GameLook Chinese): survival-game category discussion on Steam: https://www.gamelook.com.cn/2024/09/553490/
How users
discover Steam
on Chinese social
media
All six platforms support Steam-game
discovery through search and creator-driven
content. Heybox stands out for Steam-native
topic tags and editorial sale/recommendation
roundups. RED is strongest through search,
algorithmic recommendations, and creator
buzz. WeChat is structurally different, relying
on Moments, official accounts, video accounts,
and
搜一搜
rather than a dedicated gaming
feed. Weibo and Bilibili combine search,
creators, and topic-led discovery, while Douyin
is strongest through search, recommendation
flow, creators, hashtag usage, and short-video
/ livestream surfaces.
●
Heybox: search use for Steam annual review entry: https://api.xiaoheihe.cn/maxnews/app/share/detail/2397788
●
Heybox: topic-tag activity such as Steam summer-sale recommendation: https://api.xiaoheihe.cn/maxnews/app/share/detail/2651936
●
Heybox: creator / recommendation roundup example: https://api.xiaoheihe.cn/maxnews/app/share/detail/2561694
●
Heybox: creator guide mentioning system recommendation: https://api.xiaoheihe.cn/maxnews/app/share/detail/2165906
●
TapTap campaign page showing Xiaohongshu among standard cross-platform Steam-title posting channels: https://www.taptap.cn/moment/681462186232515677
●
Sina Finance / Blue Whale: Xiaohongshu expanding game ecosystem, with creator/community-led game content: https://finance.sina.cn/stock/jdts/20250819/detail-infmpqhx2461238.d.html
●
PConline: Xiaohongshu as a search engine, highlighting strong user reliance on search: https://www.pconline.com.cn/focus/1782/17827068.html
●
TapTap / ACGx: Xiaohongshuʼs decentralized recommendation logic and trust in UGC: https://www.taptap.cn/moment/743171569429253512
●
GameRes: WeChat ecosystem distribution via official accounts,
搜一搜
,
看一看
,
小程序
,
朋友圈
and
群聊
: https://www.gameres.com/879834.html
●
GameRes: Zhang Xiaolong on social recommendation plus machine recommendation in video/live surfaces: https://www.gameres.com/879788.html
●
Weibo hot/topic page example showing
热门
微博
,
热门视频
, and
微博推荐
: https://weibo.com/a/hot/1308807c2b939a0c_0.html?type=grab
●
Bilibili topic page: Steam discount recommendation: https://m.bilibili.com/topic-detail?topic_id=1041995&topic_name=Steam%E6%89%93%E6%8A%98%E6%8E%A8%E8%8D%90
●
Bilibili topic page: indie game creator alliance / UP-owner matrix:
https://m.bilibili.com/topic-detail?spm_id_from=0.0.top.function_card.click&topic_id=1032284&topic_name=%E7%8B%AC%E7%AB%8B%E6%B8%B8%E6%88%8F%E7%88%86%E5%8F%91
●
Douyin search: Steam
游
戏
: https://www.douyin.com/search/Steam%E6%B8%B8%E6%88%8F
●
Douyin search: steam
游
戏
推荐
: https://www.douyin.com/search/steam%E6%B8%B8%E6%88%8F%E6%8E%A8%E8%8D%90
●
Douyin search: Steam
多人
联
机游
戏
推荐
:
https://www.douyin.com/search/Steam%E5%A4%9A%E4%BA%BA%E8%81%94%E6%9C%BA%E6%B8%B8%E6%88%8F%E6%8E%A8%E8%8D%90
●
Douyin search: steam
游
戏动态
: https://www.douyin.com/search/steam%E6%B8%B8%E6%88%8F%E5%8A%A8%E6%80%81
Average game
price on Steam
by genre: China
vs Western
markets
There is no single public 2025 Steam dataset
that provides official average list prices by
genre for both China and Western markets.
This document therefore uses a
research-based benchmark model rather than
claiming an official Valve genre-pricing table.
The model is anchored to verified 2025 price
signals from Chinese and English-language
sources.
●
36Kr Chinese, 2025 action-adventure example with average price of $24.2 for high-income titles: https://36kr.com/p/3523050913700736
●
36Kr Chinese, 2025 Split Fiction priced at RMB 198 in China vs $49.99 globally: https://m.36kr.com/p/3196285624352391
●
36Kr Europe / Chinese 2025 Revenge of the Savage Planet priced at RMB 140 in China: https://eu.36kr.com/zh/p/3341422366620165
●
Youxituoluo Chinese, 2025 Steam top-new-release average/median price trends, 20232025: https://www.youxituoluo.com/534032.html
●
Youxituoluo Chinese, 2025 premium hit with China final price around RMB 199.64: https://www.youxituoluo.com/533977.html
●
Youxituoluo Chinese, 2026, using Newzoo 20222025 PC pricing trend): sub-$30 and $3050 price-band growth: https://www.youxituoluo.com/534298.html
●
Youxituoluo Chinese, 2025 MMO demand in the West and buy-to-play MMO pricing examples on Steam: https://www.youxituoluo.com/533776.html
●
GameLook Chinese, 2025 paid extraction pricing in tens of RMB lowers China entry barrier: https://www.gamelook.com.cn/2025/10/580586/
●
GameDiscoverCo English, 2025 China CNY pricing averages 26% above Valve’s suggestion for AA/AAA titles:
https://newsletter.gamediscover.co/p/does-steam-have-its-regional-pricing
●
Games.GG English): summary of the same pricing study: https://games.gg/news/steam-pricing-system-and-why-it-matters-in-2025/
●
Evolve PR English, 2025 China regional pricing study, suggesting China pricing is often 30% to 55% below direct USD-to-RMB parity:
●
GameRes forum Chinese, older baseline): indie games around $10 on Steam; paid multiplayer around $20: https://bbs.gameres.com/thread_444817_1_1.html
●
Top 50 / Top 25 Steam positive-review rankings and related recommendation cluster: https://www.bilibili.com/video/BV1K14y1X7qW/
●
Best-selling Steam games / multiplayer top list cluster: https://www.bilibili.com/list/ml44771962
●
Weekly Steam historical-low-price recommendation roundup: https://www.bilibili.com/video/BV1p8PXz7EPF/
●
20 free Steam games recommendation video: https://www.bilibili.com/video/BV1pU4y1K7fE/
Major game
expos and shows
in China
Chinaʼs event landscape is segmented not only
by size, but also by platform relevance.
ChinaJoy remains the largest and most
internationally visible expo, while Bilibili World
is strongest for fandom and creator energy.
However, for Steam / PC / indie discovery, the
most strategically relevant events are WePlay
Expo and, to a lesser extent, GFusion,
because they are much closer to enthusiast,
demo-driven, and PC-centered discovery
behavior.
●
Game Developer / Meridian Play summary with ChinaJoy 2025 and Bilibili World 2025 figures:
https://www.gamedeveloper.com/business/what-s-driving-growth-in-the-chinese-video-game-industry-
●
Yicai Global on ChinaJoy 2025 attendance and exhibitors: https://www.yicaiglobal.com/news/chinajoy-2025-attracts-record-visitors-as-chinese-gaming-industry-flourishes
●
Meet in Shanghai on Bilibili World 2025
https://www.meet-in-shanghai.net/en/2025-shanghai-tourism-festival/bilibili-world-transforms-shanghai-into-a-mecca-for-gaming-fans-and-ai-innovation-753919/
●
China Daily regional note on BW 2025 reservation / ticket demand: https://regional.chinadaily.com.cn/shhongqiaocbd/202507/14/c_1108864.htm
●
WePlay Expo official English page: https://www.weplaymore.com/english
●
Events for Gamers: WePlay Expo baseline figures: https://www.eventsforgamers.com/event/weplay-expo-2025/
●
Events for Gamers: GFusion Game Fest 2025: https://www.eventsforgamers.com/event/g-fusion-game-fest-2025/
●
Youxituoluo Chinese): 2025 ChinaJoy shifted toward domestic single-player / PC titles and indie presence: https://www.youxituoluo.com/533686.html
●
Youxituoluo Chinese): ChinaJoy x Game Connection INDIE GAME event with Steam visibility support: https://www.youxituoluo.com/530759.html
●
TapTap Spotlight Plan: offline expo opportunities including ChinaJoy and indie zones: https://www.youxituoluo.com/533317.html
Bilibili / TapTap
audience and
community
dynamics
Both platforms function as active communities
rather than passive user pools. Bilibili offers
much larger consumer scale, while TapTap
offers a more explicitly game-native review,
forum, and conversion environment. In both
cases, user participation helps extend official
marketing into broader organic reach.
How to read the chart: The indicators are not identical
metrics, but they show the scale and activity layer behind
community behavior. For Bilibili, the chart highlights overall
audience size and the minimum scale of game-content
reach implied by 40%+ of DAUs watching game-related
PUGV or livestream content. For TapTap, it highlights
game-native scale indicators published by the platform
itself.
●
Bilibili Q2 2025 investor presentation: 108.0M DAU, 365.2M MAU, 106 min/day, 40% DAUs viewed game-related content, games as most popular PUGV/live genre:
https://ir.bilibili.com/media/zalh04vs/q22025-bilibili-inc-investor-presentation.pdf
●
Bilibili 2024 annual report: bullet chat, official members, interactive community design: https://ir.bilibili.com/media/reeb2oqf/2024-annual-report-on-form-20-f.pdf
●
TapTap official metrics page: 10M MAU, 9M monthly conversions, 60k developers, 120k+ games, reviews/guides/discussions: https://www.taptap.io/mobile
●
TapTap 2025 Game Awards voting announcement: 34 games, 100+ judges: https://www.taptap.cn/moment/752837488778677316
●
TapTap 2025 Awards results: millions of player votes, Best Overseas Game, Best Domestic PC Game: https://www.taptap.cn/moment/764394703054439766
●
TapTap Awards page: Best Overseas Game and Best Domestic PC Game among 2025 categories: https://www.taptap.cn/poster/NHc3wNAgN9zw-1
●
TapTap community operations guide: community as the main communication ground and soil for content extension; traffic support: https://www.taptap.cn/moment/580820744309575140
●
TapTap creator incentive campaign with #
鸣
潮
创
作激励
and related UGC tags: https://www.taptap.cn/moment/752866774906570816
●
TapTap hashtag page for #
鸣
潮
创
作激励
showing 12.43M views: https://www.taptap.cn/hashtag/%E9%B8%A3%E6%BD%AE%E5%88%9B%E4%BD%9C%E6%BF%80%E5%8A%B1
●
TapTap community/forum page emphasizing detailed guides, many player videos, and finding like-minded partners: https://www.taptap.cn/app/219381/topic?page=71
●
TapTap-hosted Games Grape article: player decision increasingly happens before download, through searching community opinion and guides:
https://www.taptap.cn/moment/766112646347884540
Merchandise and
fan economy in
China
In 2025, game-related merchandise was
already a meaningful part of Chinaʼs consumer
commerce ecosystem. The strongest
open-source evidence comes not from a single
official ‘game merch market sizeʼ figure, but
from Taobao/Tmall transaction scale, user
growth, event-based sales acceleration, and
company-level IP derivative revenue.
●
21st Century Business Herald / 21jingji: Taobao/Tmall trend-toy GMV nearly RMB 100B in 2025; game and esports physical derivatives entered the top-3 subcategories:
https://www.21jingji.com/article/20260409/herald/ef69ebe6851e9040e7b722b3385c9e0a.html
●
Sina Finance repost of TaoTian trend-toy data: nearly 100M new users in 2025: https://finance.sina.cn/stock/jdts/20260408/detail-inhtuupu2682784.d.html?vt=4
●
21jingji / 618 2025 2,400+ trend-toy stores with triple-digit sales growth: https://www.21jingji.com/article/20260409/herald/ef69ebe6851e9040e7b722b3385c9e0a.html
●
100EC citing Tmall 2025 consumption trends: game merchandise and anime merchandise both posted double-digit growth during Double 11
https://www.100ec.cn/detail–6655728.html
●
Xinhua / QuestMobile via Sina: 155M Taobao MAU among users born after 2000 in Oct 2025: https://finance.sina.cn/stock/jdts/20260408/detail-inhtuupu2682784.d.html?vt=4
●
36Kr 2025 Yuewen H1 2025 IP-derivative GMV reached RMB 480M: https://m.36kr.com/p/3435280601976197
●
36Kr 2025 discussion of Taobao as a core base for merchandise livestream selling and fandom purchasing: https://m.36kr.com/p/3402101959215236
●
36Kr 2025 game-official merchandise becoming more mature and more accepted by players: https://m.36kr.com/p/3244165089656836
Hit phenomena
and brand
awareness in
China
In China, hit momentum is rarely built at launch
alone. Across Black Myth: Wukong, Cyberpunk
2077, Elden Ring, and Sultanʼs Game, hype
forms through a mix of symbolic positioning,
visible community attention, creator/UGC
amplification, and later commercial validation.
These are deliberately mixed indicators, not one common
denominator. The point is to visualize how awareness
becomes visible in different ways: wishlists, follower scale,
viral creator videos, and user-generated note volume.
●
Game World Observer / GameDiscoverCo summary: Black Myth reached 4M Steam wishlists, 6070% from China, and 854K after SGF
https://gameworldobserver.com/2024/06/18/black-myth-wukong-wishlists-4-million-china-high-demand
●
SCMP Black Myth pre-orders were about 16x oversubscribed in China:
https://www.scmp.com/tech/tech-trends/article/3266168/chinese-triple-video-game-black-myth-wukong-proves-big-hit-initial-pre-orders-16-times
●
Niko Partners: 29M Chinese stream viewers on launch day; 74% on Bilibili: https://nikopartners.com/journey-to-success-black-myth-wukong-breaks-records-on-day-one/
●
Niko Partners brief: 50M+ views for Black Mythʼs 2020 Bilibili reveal trailer:
https://nikopartners.com/wp-content/uploads/2024/11/2024.09.23Niko-Knowledge-Brief_The-Wukong-Effect.pdf
●
36Kr: Cyberpunk 2077 had full Chinese dubbing and CDPRʼs official Bilibili account had nearly 1M followers: https://m.36kr.com/p/1204130905159689
●
SCMP / Abacus: Cyberpunk 2077 became an instant best-seller on Steam in China after E3 2019 / Keanu reveal:
https://www.scmp.com/abacus/culture/article/3029408/cyberpunk-2077-instant-best-seller-steam-china-pre-orders-open
●
Youxituoluo: Cyberpunk 2077 as a case of long-tail brand recovery via updates and Edgerunners-era attention: https://www.youxituoluo.com/534007.html
●
Gematsu: Elden Ring surpassed 30M worldwide shipments and digital sales by Apr 2025: https://www.gematsu.com/2025/04/elden-ring-shipments-and-digital-sales-top-30-million
●
Bilibili: Chinese-player meme/community Elden Ring video with 10.747M views: https://www.bilibili.com/video/BV1yi421a7oc/
●
36Kr / KR Asia: Sultanʼs Game sold 660K+ copies and became a traffic password on Xiaohongshu and Bilibili; nearly 100K Xiaohongshu notes: https://eu.36kr.com/zh/p/3343412658454657
●
KR Asia English: Sultanʼs Game became Chinaʼs breakout Steam hit: https://kr-asia.com/indie-no-more-sultans-game-becomes-chinas-breakout-steam-hit
●
GameDev Reports: Black Myth sold 18M+ copies in two weeks: https://gamedevreports.substack.com/p/games-and-numbers-september-4-september
●
GameDev Reports: Phantom Liberty sold 10M+ copies: https://gamedevreports.substack.com/p/games-and-numbers-may-21-june-32025
●
GameDev Reports: Sultanʼs Game hit 1M copies sold: https://gamedevreports.substack.com/p/weekly-gaming-reports-recap-july-8d7
The four cases show that China does not produce one single hit pattern. Black Myth is the clearest case of
nationally resonant pre-launch anticipation. Cyberpunk shows how an imported blockbuster can become locally
embedded. Elden Ring shows that a prestige game can be kept alive by creator expertise and meme culture.
Sultanʼs Game shows that strong community resonance can itself become the marketing engine.
Limits of
regional analytics
and Сhina
go-to-market
China-origin demand and mainland-China
storefront sales are not the same thing. This
mismatch is strongest on consoles, where
players often transact through Hong Kong or
Taiwan storefronts, but it also affects PC
whenever player location and store region
diverge.
●
GameDev Reports / Meridian Play: China console market reached about $1.18B in 2025: https://gamedevreports.substack.com/p/exclusive-meridian-play-china-gaming
●
GameDev Reports recap of GameDiscoverCo: PlayStation has a large Hong Kong audience share, likely influenced by grey shipments / mainland demand:
https://gamedevreports.substack.com/p/gamediscoverco-where-steam-and-playstation
●
GameDiscoverCo: median HK ownership just under 3.8%; Wo Long estimated 52% HK on PlayStation:
https://newsletter.gamediscover.co/p/in-depth-inside-chinas-hidden-game-console-market
●
Bilibili repost of Niko Partners / Polish report: 16.7M console players in China and $2.3B official+grey console hardware/software market by end-2022
https://www.bilibili.com/opus/905333922978594825
●
Official Nintendo Switch China notice: mainland eShop and online services phased out in 2026: https://www.nintendoswitch.com.cn/topics/e5db764e-9f464ec381076e0c7268fc78
●
Reuters: Nintendo Switch China online services shutdown affects only official Chinese version; many Chinese gamers use other versions:
https://www.reuters.com/technology/chinese-online-service-nintendo-switch-cease-operations-march-31202620241126/
●
Official PlayStation HK store: https://store.playstation.com/zh-hans-hk/pages/latest
●
Official PlayStation China mainland store: https://store.playstation.com/zh-hans-cn/pages/latest
●
QQ / Chinese explainer: mainland China players may buy HK or TW versions of Switch 2 as international versions: https://news.qq.com/rain/a/20250404A01ZTG00
●
QQ / Chinese retrospective on
国行
Switch limitations: https://news.qq.com/rain/a/20250624A09KIJ00
Limits of
regional analytics
and Сhina
go-to-market
The cleanest way to describe China in
go-to-market terms is not as a single storefront
territory, but as a layered demand system.
Awareness may be built inside mainland
social/community platforms, transaction may
happen in Hong Kong or Taiwan storefronts,
and the player may still be physically in
mainland China. That is why storefront sales
alone are often a weak proxy for real China
demand.
●
GameDev Reports / Meridian Play: China console market reached about $1.18B in 2025: https://gamedevreports.substack.com/p/exclusive-meridian-play-china-gaming
●
GameDev Reports recap of GameDiscoverCo: PlayStation has a large Hong Kong audience share, likely influenced by grey shipments / mainland demand:
https://gamedevreports.substack.com/p/gamediscoverco-where-steam-and-playstation
●
GameDiscoverCo: median HK ownership just under 3.8%; Wo Long estimated 52% HK on PlayStation:
https://newsletter.gamediscover.co/p/in-depth-inside-chinas-hidden-game-console-market
●
Bilibili repost of Niko Partners / Polish report: 16.7M console players in China and $2.3B official+grey console hardware/software market by end-2022
https://www.bilibili.com/opus/905333922978594825
●
Official Nintendo Switch China notice: mainland eShop and online services phased out in 2026: https://www.nintendoswitch.com.cn/topics/e5db764e-9f464ec381076e0c7268fc78
●
Reuters: Nintendo Switch China online services shutdown affects only official Chinese version; many Chinese gamers use other versions:
https://www.reuters.com/technology/chinese-online-service-nintendo-switch-cease-operations-march-31202620241126/
●
Official PlayStation HK store: https://store.playstation.com/zh-hans-hk/pages/latest
●
Official PlayStation China mainland store: https://store.playstation.com/zh-hans-cn/pages/latest
●
QQ / Chinese explainer: mainland China players may buy HK or TW versions of Switch 2 as international versions: https://news.qq.com/rain/a/20250404A01ZTG00
●
QQ / Chinese retrospective on
国行
Switch limitations: https://news.qq.com/rain/a/20250624A09KIJ00
Streamers and
the content
ecosystem as a
distribution layer
In China, creators and streamers are not just a
marketing layer. They are part of the
distribution system: they surface games,
validate demand, connect festivals and offline
activations to player attention, and help turn
visibility into search, wishlists, and conversion.
●
Bilibili Q2 2025 investor presentation: 108.0M DAU, 365.2M MAU, 106 min/day, games as top PUGV and livestream category, 40%+ of DAUs watched game-related content:
https://ir.bilibili.com/media/zalh04vs/q22025-bilibili-inc-investor-presentation.pdf
●
36Kr / NewRank: in H1 2025, 19 gaming accounts were in Bilibiliʼs Top-100 fastest-growing accounts: https://36kr.com/p/3364334459586308
●
Sina Finance: vertical game livestreaming platforms face pressure from Bilibili / Douyin / Kuaishou; livestreaming shifts from simple viewing toward cultural participation:
https://finance.sina.com.cn/jjxw/20250331/doc-inerpuqk8170955.shtml
●
Sina Finance: Huya MAU reached 162M in Q3 2025: https://finance.sina.com.cn/roll/20251113/doc-infxhkcw3827684.shtml
●
TapTap official metrics page: 10M MAU, 9M monthly game conversions, 120,000+ games, reviews / guides / discussions: https://www.taptap.io/mobile
●
Steam official page: GFusion Game Festival 2025 sale page: https://store.steampowered.com/sale/g-fusion2025
●
Zhihu / Chinese commentary: recent Steam Next Fest editions included 40 Chinese indie titles: https://zhuanlan.zhihu.com/p/2012098576285734367
●
GameDev Reports / Meridian Play: China gaming industry in 2025, including PC client-game market share and broader context for multi-platform launches:
https://gamedevreports.substack.com/p/exclusive-meridian-play-china-gaming
Streamers and
the content
ecosystem as a
distribution layer
Bilibili is the clearest proof that game content
already functions as mass-scale infrastructure
for discovery. Games are Bilibiliʼs most popular
PUGV and livestream category, and 40%+ of
DAUs watch game-related video or livestream
content.
●
Bilibili Q2 2025 investor presentation: 108.0M DAU, 365.2M MAU, 106 min/day, games as top PUGV and livestream category, 40%+ of DAUs watched game-related content:
https://ir.bilibili.com/media/zalh04vs/q22025-bilibili-inc-investor-presentation.pdf
●
36Kr / NewRank: in H1 2025, 19 gaming accounts were in Bilibiliʼs Top-100 fastest-growing accounts: https://36kr.com/p/3364334459586308
●
Sina Finance: vertical game livestreaming platforms face pressure from Bilibili / Douyin / Kuaishou; livestreaming shifts from simple viewing toward cultural participation:
https://finance.sina.com.cn/jjxw/20250331/doc-inerpuqk8170955.shtml
●
Sina Finance: Huya MAU reached 162M in Q3 2025: https://finance.sina.com.cn/roll/20251113/doc-infxhkcw3827684.shtml
●
TapTap official metrics page: 10M MAU, 9M monthly game conversions, 120,000+ games, reviews / guides / discussions: https://www.taptap.io/mobile
●
Steam official page: GFusion Game Festival 2025 sale page: https://store.steampowered.com/sale/g-fusion2025
●
Zhihu / Chinese commentary: recent Steam Next Fest editions included 40 Chinese indie titles: https://zhuanlan.zhihu.com/p/2012098576285734367
●
GameDev Reports / Meridian Play: China gaming industry in 2025, including PC client-game market share and broader context for multi-platform launches:
https://gamedevreports.substack.com/p/exclusive-meridian-play-china-gaming
Streamers and
the content
ecosystem as a
distribution layer
The strongest China go-to-market model is no
longer a simple chain of ad spend → store
page → sales. Instead, awareness often moves
through creators, short-video clips,
livestreams, memes, rankings, and
festival/event coverage before it reaches the
storefront. That makes the content ecosystem
itself part of the distribution stack.
●
Bilibili Q2 2025 investor presentation: 108.0M DAU, 365.2M MAU, 106 min/day, games as top PUGV and livestream category, 40%+ of DAUs watched game-related content:
https://ir.bilibili.com/media/zalh04vs/q22025-bilibili-inc-investor-presentation.pdf
●
36Kr / NewRank: in H1 2025, 19 gaming accounts were in Bilibiliʼs Top-100 fastest-growing accounts: https://36kr.com/p/3364334459586308
●
Sina Finance: vertical game livestreaming platforms face pressure from Bilibili / Douyin / Kuaishou; livestreaming shifts from simple viewing toward cultural participation:
https://finance.sina.com.cn/jjxw/20250331/doc-inerpuqk8170955.shtml
●
Sina Finance: Huya MAU reached 162M in Q3 2025: https://finance.sina.com.cn/roll/20251113/doc-infxhkcw3827684.shtml
●
TapTap official metrics page: 10M MAU, 9M monthly game conversions, 120,000+ games, reviews / guides / discussions: https://www.taptap.io/mobile
●
Steam official page: GFusion Game Festival 2025 sale page: https://store.steampowered.com/sale/g-fusion2025
●
Zhihu / Chinese commentary: recent Steam Next Fest editions included 40 Chinese indie titles: https://zhuanlan.zhihu.com/p/2012098576285734367
●
GameDev Reports / Meridian Play: China gaming industry in 2025, including PC client-game market share and broader context for multi-platform launches:
https://gamedevreports.substack.com/p/exclusive-meridian-play-china-gaming
About Asia Game Buzz
Asia Game Buzz is a games industry research and
marketing company focused on the Chinese gaming
market. The company helps publishers, developers,
and agencies better understand how games are
discovered, discussed, and commercialized across
local platforms, communities, and content ecosystems.
Founded by Kseniya Zubareva, a marketing specialist
with over 10 years of experience in the Chinese
market. Before founding Asia Game Buzz, Kseniya
worked at one of Shanghaiʼs largest marketing
agencies, specializing in digital campaigns, platform
strategy, and audience engagement for international
brands entering China. Drawing on this experience and
deep knowledge of local gaming communities, she
later created Asia Game Buzz as a dedicated agency
focused on game marketing, community strategy,
creator campaigns, and China go-to-market insights.
Email:
contact@asiagamebuzz.com
LinkedIn:
linkedin.com/company/105249207
/
Website:
asiagamebuzz.com
