The China Series · Market Intelligence Suite

China
In Three Parts.

For a decade the Western question about China in games was the same one: can we sell there? That question is now obsolete. China became the largest games market on Earth, then produced the audience and the formats that set the terms everyone else plays by. This series traces that shift across three reports: the market, the audience, and the product.

Series Three Reports
Window 2024 – 2026
Focus Premium PC · Steam · FMV
Sources GDCo · SteamDB · Niko · VG Insights
$50B
China domestic games market, 2025
683M
Registered gamers
50%+
Chinese share of Steam users, Feb 2025
830M
Microdrama viewers training the next audience
The through-line: China stopped being a destination and became the source. Each report is one move in the same argument. The first establishes that China is the market premium PC games cannot afford to ignore. The second explains why that audience behaves the way it does: a decade of extractive monetization trained it, exhausted it, and turned it toward clean premium experiences. The third shows what that trained audience now rewards, a film industry that decided to make games, built on infrastructure the West has no equivalent for. Market, audience, product. Read in order, they describe how the terms of the global games business quietly changed hands.

The market didn't wait for permission. The audience was trained elsewhere. And the product was already a franchise before the West noticed the category existed. Read in order.