Outright copyright theft ("piracy") was also rampant in China due to the country's poor intellectual property controls. This created the video game clone grey market in China – reverse manufacturing of consoles and games at much lower costs than imported system, even if this required dubious or illegal copyright infringement. Console systems were in high demand, but because of the high costs of importing, only few foreign companies did so. However, importing these into China was costly, with a 130% tariff on hardware and games along with value-added taxes. By this point, China's economy had significantly improved, and Japan started to make inroads into selling consoles into China. As such, China saw little of arcade games or the first generation of home consoles, like the Atari 2600.Īfter the video game crash of 1983 which devastated the North American video game market, Japan became a dominant factor in the global market leading off the third generation of consoles such as Nintendo's Famicom. Part of the reform was modernization of its media systems, helping to boost economic prosperity for citizens. The country was technologically behind much of the rest of the world in terms of its media. Initial growth (1980s-2000) Īn internet café in Tongyang Town, the county seat of Tongshan County, Hubei.Īt the time that the video game industry was being established in North America in the 1970s, China was in the midst of major political and economic reform following the death of Mao Zedong in 1976.
This massive growth from 2007 to 2013 led the games' publishers and operating companies like Tencent and Netease to become large global companies.
During that time, China's video game market greatly expanded in the area of computer games, including massively multiplayer online games (MMOs), social games, and mobile games, all which could be free to play titles with monetization to appeal to the average lower income of Chinese players. Notably, China imposed a near-complete ban on video game consoles in 2000, fearing the addicting-like impact of games on its youth the ban was ultimately lifted in 2015. With the introduction of the second generation of home consoles in the mid-1980s, a new black market of illegally-imported goods and video game clones arose to avoid the high costs of imports, driving away foreign companies. China has also been a major factor in the growth of esports, both in player talent and in revenue.Ĭhina had not always been a major factor in the industry, having been on the verge of economic recovery during the industry's formulative years in the 1970s and 1980s. Because of its market size, China has been described as the "Games Industry Capital of the World" and is home to some of the largest video game companies. Revenues from China make up around 25% of nearly US$100 billion video game industry as of 2018, and since 2015 has exceeded the contribution to the global market from the United States.
The video game industry in mainland China currently is one of the major markets for the global industry, where more than half a billion people play video games. Games market of China by revenue per platform in 2015.