COMPETITIVE LANDSCAPE
Fragmented competitive landscape sees Chinese studios expanding globally via partnerships
The competitive landscape of video games in Hong Kong remained fragmented in 224, with the top five global companies accounting for 31% share of value sales in 2024, significantly below the Asia Pacific average of 45%. Concentration decreased over the review period, as the top five global companies held 42% value share in 2019.
Mad Catz launches N.E.K.O. arcade controller for fighting games
Mad Catz Global Limited, a company based in Kowloon, Hong Kong, has announced the N.E.
Genshin Impact and Pop Mart collaboration targets kidult trend
The trend of kidults, adults who embrace hobbies traditionally associated with children, is on the rise in Hong Kong, fuelled by nostalgia and the disposable income of this demographic. Recognising this, franchises such as Pokémon, Star Wars, and Tamagotchi have adapted by introducing mobile games and hybrid phygital collectibles that resonate with Generation Z and millennials.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Hong Kong, China with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Hong Kong, China, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Video Games in Hong Kong, China report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Hong Kong, China?
- Which are the leading brands in Video Games in Hong Kong, China?
- How are products distributed in Video Games in Hong Kong, China?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Hong Kong, China?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Hong Kong, China - Category analysis
KEY DATA FINDINGS
Video games continues to be driven by digital content and subscription services
Video games returns to growth, supported by subscription services
GameBear reduces latency and reporting times using cloud services
Tencent and NetEase use subscriptions to broaden access for gamers
Video games software set to spearhead expansion
New consoles offer access to Steam libraries, boosting online games and subscriptions
Growth of mobile games and esports underpinned by government support
Fragmented competitive landscape sees Chinese studios expanding globally via partnerships
Mad Catz launches N.E.K.O. arcade controller for fighting games
Genshin Impact and Pop Mart collaboration targets kidult trend
Retail e-commerce strengthens its dominance as distribution channel
HP launches OMEN gaming laptop with AI cooling features, supporting digital computer games
Toys and Games in Hong Kong, China - Industry Overview
Rising sales mainly driven by video games and kidult trend
Video games continues to drive overall industry sales
GameBear migrates to cloud, reducing latency and improving reporting
Kidult trend increases value of toys targeting adults
Video games to drive future growth of toys and games
The need to expand target audience to drive sales in a market with declining birth rate
AI integration and increasing focus on STEM toys
Concentration in competitive landscape declines, with Chinese brands making gains
52Toys targets IPO amid growing collectibles trend
FoloToy integrates AI chatbot with plush toys for interactive tutoring
Retail e-commerce offers retailers wider reach due to cross-border platforms
HKTDC's Exhibition+ boosts retail connections, while GBA opens cross-border sales
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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