Virtual Goods Market in China 2023

  • Report Code : 935382
  • Industry : Consumer Goods and Retail
  • Published On : May 2023
  • Pages : 38
  • Publisher : Gen Consulting Company
  • Format: WMR PPT FormatWMR PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

The market for virtual goods and services has grown significantly in recent years, driven in part by the increasing popularity of online gaming, social media platforms, and e-commerce sites. Virtual goods and services can offer a range of benefits, including increased user engagement, new revenue streams for platform operators, and greater access to entertainment and education for users. According to the latest research, the virtual goods market in China is poised to grow by USD 156.6 billion during 2023-2029, progressing at a CAGR of 8.47% during the forecast period.

This industry report offers market estimates of the China market, followed by a detailed analysis of the type. The China market data on virtual goods can be segmented by type: games, leisure and entertainment, lifestyle services, telecommunications.

The China virtual goods market is highly competitive. The leading players in the virtual goods market include Fulu Holdings Limited, Baidu Inc, China Mobile Communications Group Co. Ltd. (CMCC), China Telecommunications Corporation, China Unicom Group Co. Ltd., NetEase Inc., Tencent Holdings Ltd.

The data-centric report focuses on market trends, status and outlook for segments. With comprehensive coverage of the market across different market segments, the report is a valuable asset for the existing players, new entrants and the future investors.

Why buy this report?
▹ Get a detailed picture of the China Virtual Goods Market
▹ Identify segments/areas to invest in over the forecast period in the China Virtual Goods Market
▹ Understand the competitive environment, the market's leading players
▹ The market estimate for ease of analysis across scenarios in Excel format.
▹ Strategy consulting and research support for three months.
▹ Print authentication provided for the single-user license.

Part 1. Summary
Part 2. Introduction
Study period
Geographical scope
Market segmentation
Part 3. Virtual goods market overview
Part 4. Market breakdown by type
Games
Leisure and entertainment
Lifestyle services
Telecommunications
Part 5. Key companies
Fulu Holdings Limited
Baidu, Inc
China Mobile Communications Group Co., Ltd. (CMCC)
China Telecommunications Corporation
China Unicom Group Co., Ltd.
NetEase, Inc.
Tencent Holdings Ltd.
Part 6. Methodology

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This report incorporates the analysis of factors that augments the market growth. Report presents competitive landscape of the global market. This also provides the scope of different segments and applications that can potentially influence the market in the future. The analysis is based on current market trends and historic growth data. It includes detailed market segmentation, regional analysis, and competitive landscape of the industry.
The report efficiently evaluates the current market size and provides industry forecast. The market was valued at xxx Million US$ in 2019, and is expected to grow at a CAGR of xx% during the period 2020-2027.
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