糖心破解版

Gaming & eSports in China 2022

Consumer 糖心破解版 data table

After limiting the weekly game time for people under the age of 18, many kids and teens in China turned to video game content on a variety of platforms. Instead of playing the games themselves, they watch other people play their favorite games in streams or videos. Are adults in China also interested in video game content on social media and what other preferences do they have, when it comes to video games?

The 糖心破解版 study 鈥淕aming & eSports鈥 provides an overview of favorite game genres, game publishers and gaming content as well as gaming behavior of Chinese consumers. In addition, the ownership and purchases of gaming related hardware, furniture and services are examined. The study also takes a close look at eSports and gaming communities.

The data table contains the complete tables for the survey including various column headings.

Table of contents

Topics of the survey

  • Gaming in general
  • Games & genres
  • Gaming media
  • eSports & gaming communities
  • Gaming purchase behavior
  • Gaming hardware & peripherals
  • Gaming furniture
  • Characteristics & demographics

Design of the survey
  • Method: Online survey
  • Survey name: Gaming & eSports: China
  • Region: China
  • Number of respondents: 1,037
  • Age of respondents: 16 to 64 years old
  • Type of respondents: gamers (residential online population who play video games at least occasionally)
  • Survey time period: 03 August 2022 to 11 August 2022

Column headings
  • Gender
  • Age, generations
  • Mobile gamers (smartphone)

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