DUBLIN, July 20, 2021 / PRNewswire / – The report “China Virtual Goods and Services Market: Size & Forecast with Impact Analysis of COVID-19 (2021-2025)” has been added to ResearchAndMarkets.com offer.
This report provides an in-depth analysis of the virtual goods and services market in China including a detailed description of the market size and growth. The report provides an analysis of the Chinese virtual goods and services market by value, by industry and also includes segment analysis.
Virtual goods and services refer to non-physical objects and services exchanged in the virtual or non-physical realm. Virtual goods include electronic vouchers, in-game currencies and virtual items, accounts, gift cards, membership cards and coupons, which can be redeemed for products and services offered by sellers of virtual goods. The first virtual goods date back to the first multi-user video games. The main characteristics of virtual goods are: originally digital; only consumable online; individual ownership; unique; and linked to the context.
Third-party virtual goods and services platform operators are platforms that connect virtual goods sellers and virtual goods sales channels. Third-party operators of virtual goods and services platforms typically offer both services related to virtual goods and value-added services, such as setting up e-commerce platforms, online store operations and marketing and computer science.
The virtual goods and services market can be classified into four segments in China: Leisure and entertainment, games, telecommunications and lifestyle services.
The Chinese virtual goods and services market has grown at a significant CAGR during the years 2016-2020 and is expected to grow further during the forecast period (2021-2025). The market is expected to be driven by various growth-promoting factors such as the development of China’s online pan-entertainment industry, the growth of the Chinese economy and consumption, the increasing penetration of mobile payments, the growth of the urban population, increasing internet use, increasing young consumer base, etc. However, the market is not free from challenges that hamper its growth. Some of the major challenges facing the market are entry barriers, privacy, security and legal threats, regulatory risks, working capital requirements, etc.
Moreover, the report also assesses the key opportunities in the market and describes the factors which are and will be driving the growth of the industry. The growth of the Chinese virtual goods and services market has also been forecast for the period 2021-2025, taking into account previous growth patterns, growth drivers and current and future trends.
The main players dominating the virtual goods and services market in China are Fulu Holdings Limited, Tencent Holdings Limited, Kaixin001 and iQIYI, Inc. All four companies have been described in the report providing their business overview, financial overview and business strategies.
Main topics covered:
2.1 Virtual goods and services: an overview
2.1.1 Difference between classic digital goods and virtual goods
2.1.2 Transaction flow of services related to virtual goods
2.1.3 Role of third-party providers of virtual goods and services
2.2 Segmentation of virtual goods and services: an overview
2.2.1 Segmentation of virtual goods and services by industry
3. Analysis of the Chinese market
3.1 China’s Virtual Goods and Services Market: An Analysis
3.1.1 China Virtual Goods and Services Market by Value
3.1.2 China Virtual Goods and Services Market by Industry (Telecommunications, Games, Lifestyle Services, and Leisure & Entertainment)
3.2 China Virtual Goods and Services Market: Industry Analysis
3.2.1 China Virtual Telecommunications Market by Value
3.2.2 China Virtual Games Market by Value
3.2.3 China Virtual Lifestyle Services Market by Value
3.2.4 China Virtual Leisure and Entertainment Market by Value
3.3 China ThirdVirtual market for goods and services: an analysis
3.3.1 China Third-Party Virtual market of goods and services by value
3.3.2 China Third– Market segment of virtual goods and services by industry (telecommunications, games, lifestyle services and leisure and entertainment)
3.4 China ThirdVirtual Goods and Services Market: Industry Analysis
3.4.1 China Third-Party Virtual telecommunications market by value
3.4.2 China Third-Party Virtual gaming market by value
3.4.3 China Third-Party Virtual Lifestyle Services Market by value
3.4.4 China Third-Part of the virtual leisure and entertainment market by value
4. Impact of COVID-19
4.1 Impact of COVID-19
4.1.1 Impact of COVID-19 on virtual goods and services
5. Market dynamics
5.1 Growth engine
5.1.1 Development of China’s Online Pan Entertainment Industry
5.1.2 Growth of the Chinese economy and consumption
5.1.3 Growing penetration of mobile payments
5.1.4 Urban population growth
5.1.5 Increase in Internet use
5.1.6 Growth of the base of young consumers
5.2.1 Barriers to entry
5.2.2 Confidentiality, security and legal threats
5.2.3 Regulatory risks
5.2.4 Working capital requirement
5.3 Market trends
5.3.1 Growing investments in 5G technology
5.3.2 Growing penetration of cloud services
6. Competitive landscape
6.1 China Virtual Goods and Services Players by Market Share
7. Company profiles
Fulu Holdings Limited
Tencent Holdings Limited
For more information on this report, visit https://www.researchandmarkets.com/r/mndf6c
Research and markets
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SOURCE Research and Markets