The Zhitong Finance App learned that on July 31, the China Audiovisual and Digital Publishing Association released the “China Game Industry Report from January to June 2025”. Gamma Data is a strategic partner to provide data services. According to data provided by Gamma Data, from January to June 2025, the actual sales revenue of the domestic game market was 168 billion yuan, an increase of 14.08% over the previous year, and reached a new high. The number of game users is close to 679 million, an increase of 0.72% over the previous year, which is also a record high.
The simultaneous growth in market revenue and user size is due to various factors: first, many new games performed well and exceeded expectations; second, many Evergreen games are operating well, and revenue is rising steadily; third, e-sports and mini-program games are growing strongly.
Actual sales revenue and growth rate of the Chinese game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
The size and growth rate of game users in China

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of self-developed games in the domestic market was 140.452 billion yuan, an increase of 19.29% over the previous year, mainly due to the outstanding performance of many popular Evergreen products and new games.
Actual sales revenue and growth rate of China's self-developed online game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
At the same time, the actual sales revenue of self-developed games in overseas markets was US$9.501 billion, an increase of 11.07% over the previous year. Mainly from revenue from long-term products and revenue from new products launched in 2024.
Actual sales revenue and growth rate of games developed independently by China in overseas markets

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, overseas market revenue distribution for self-developed mobile games. The US accounts for 31.96%, Japan accounts for 16.20%, and South Korea accounts for 7.47%. It is still the main overseas target market, accounting for 55.63% in total. Furthermore, Germany, England, and France together account for 8.78% of the market, and Europe is still an important region for Chinese games to go overseas.
Revenue distribution in key overseas regions for mobile games independently developed by China from January to June 2025

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
Among the top 100 self-developed mobile games in overseas markets, strategy revenue accounted for 43.33%, ranking first, with a significant increase over last year. Next was the role-playing category, accounting for 10.02%, a slight decrease over the previous year. Shooting revenue ranked third, accounting for 8.85%, an increase over the previous year. Revenue from simulated operations and placement declined significantly from year to year, and the share of synthetic revenue increased significantly.
Revenue distribution of the top 100 types of overseas revenue for mobile games developed independently in China from January to June 2025

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
In the market segment, the actual sales revenue of mobile games increased year-on-year, accounting for 74.59%, and still dominates; actual sales revenue of client-side games continued to rise, accounting for 21.07%; and web games accounted for 1.31%.
The share of revenue in the Chinese game industry segment

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the Chinese mobile game market was 125.309 billion yuan, an increase of 16.55% over the previous year, mainly due to the outstanding market performance of MOBA, shooting, and strategy Evergreen products, as well as the increase in revenue from new shooting and action role-playing products.
Actual sales revenue and growth rate of the Chinese mobile game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, among the top 100 mobile games by revenue, the role-playing category had the highest number, accounting for 21%, a slight decrease from the same period last year; the strategy category (including SLG) ranked second, accounting for 11%, up year on year; card and casual categories all declined year on year.
Among the top 100 mobile games in revenue from January to June 2025, multiplayer online tactical competition (MOBA) had the highest revenue, accounting for 20.42%; shooting followed, accounting for 17.03% of revenue; and role-playing ranked third, accounting for 15.34% of revenue.
Percentage of top 100 mobile game product types in revenue from January to June 2025

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
Revenue distribution of the top 100 mobile game product types from January to June 2025

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the client game market was 35.403 billion yuan, an increase of 4.86% over the previous year. Mainly due to dual-end interoperability and the good performance of several popular Evergreen mobile game products.
Actual sales revenue and growth rate of the Chinese client game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
The actual sales revenue of the web game market was 2.203 billion yuan, down 5.87% year on year, and continued to decline.
Actual sales revenue and growth rate of the Chinese web game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the Chinese console game market was 1,034 billion yuan, an increase of 29.78% over the previous year. This significant increase was mainly due to the persistence of the 2024 phenomenal work “Black Myths: Goku”, and the popularity of new imported console games.
Actual sales revenue and growth rate of the Chinese console game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the Chinese e-sports game market was 80.645 billion yuan, an increase of 16.64% over the previous year. Mainly due to the outstanding performance of leading youth e-sports products and the continuous launch of new e-sports products.
Actual sales revenue and growth rate of the Chinese e-sports game market

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the two-dimensional mobile game market was 14.577 billion yuan, a year-on-year decrease of 8%. The main reasons include: slow or even decline in the number of leading games in this category; insufficient innovation of new products and homogenization of gameplay; weakening players' willingness to spend; and competition for limited players in other categories of games.
Actual sales revenue and growth rate of the two-dimensional mobile game market in the Chinese game industry

Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the domestic casual mobile game market was 16.439 billion yuan, an increase of 2.55% over the previous year. Among them, actual market sales revenue from internal purchases was 11.104 billion yuan, accounting for 67.5%; advertising monetization revenue was 5.334 billion yuan, accounting for 32.5%.
Actual sales revenue and growth rate of casual mobile games in China


Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, the actual sales revenue of the domestic applet game market was 23.276 billion yuan, an increase of 40.2% over the previous year. Among them, internal purchases generated revenue of 15.303 billion yuan, accounting for 65.7%; advertising monetization revenue was 7.973 billion yuan, accounting for 34.3%.
Actual sales revenue and growth rate of mobile games in China


Data source: China Game Industry Research Expert Committee & Gamma Data (CNG)
From January to June 2025, China's game industry will continue to heat up, favorable policies will be introduced frequently, industrial ecology will be optimized, technological innovation will be deepened, global distribution of products and the global layout of enterprises will continue to advance. Looking ahead to the second half of the year, there will still be a number of new products expected by the industry and players, and the market is expected to continue to grow.
The Chinese game industry will continue to adhere to correct values, adhere to unwavering efforts to protect minors, commit to the development and innovation of quality games, actively expand its positive role in diverse fields such as cultural communication, technological innovation, and cross-border empowerment, add bricks and tiles to the steady growth of the national economy, and make unique contributions to the high-quality development of new quality productivity.