According to Gamma Data's release of the "China Gaming Industry Monthly Report for August 2025 (Complete Edition)", China's domestic gaming market revenue reached 29.263 billion yuan in August 2025, representing a 0.61% month-over-month increase and a 13.01% year-over-year decrease.
In August 2025, China's PC gaming market revenue totaled 6.563 billion yuan, down 1.11% month-over-month but up 17.59% year-over-year. The year-over-year growth in the PC gaming market was primarily driven by cross-platform newer products.
China's mobile gaming market revenue reached 21.541 billion yuan in August 2025, up 0.85% month-over-month but down 4.25% year-over-year. New releases including "VALORANT: Mobile" and "My Garden World" contributed over 200 million yuan in additional revenue for the month.
For August 2025, China's self-developed games generated $1.68 billion in overseas market revenue, down 0.79% month-over-month and 10.66% year-over-year.
**China's Domestic Gaming Market Revenue Up 0.61% Month-over-Month, Down 13.01% Year-over-Year**
In August 2025, China's domestic gaming market revenue was 29.263 billion yuan, up 0.61% month-over-month. Both mobile and PC gaming markets showed relatively stable month-over-month changes, with PC gaming showing significant year-over-year growth through operational activities and new server launches, with both newer PC games and mature products contributing incremental growth to the market.
Despite the 0.61% month-over-month growth, revenue declined 13.01% compared to August last year. This decline was not caused by a single factor but resulted from the combined effects of "changing user consumption behavior" and "industry product iteration gaps."
First, the cooling of phenomenal product popularity. Last year's base was relatively high, and this year's natural decline in popularity, without the emergence of new "must-play" titles of equivalent magnitude, has led to insufficient consumer motivation.
Second, from a product cycle perspective: weak supply of new releases, with "newer products" unable to fully fill the gap. Market revenue growth requires continuous injection of competitive new products. The current market is in a transition period of product cycles, lacking high-revenue newer products to support growth.
In summary, the year-over-year decline in China's gaming market in August 2025 was primarily due to last year's revenue base being pushed to high levels by the phenomenal product "Black Myth: Wukong," while the current period lacks new releases with equivalent market appeal.
Data Source: China Gaming Industry Research Expert Committee & Gamma Data (CNG)
Note 1: In this report, "newer products" refers to products launched or returned to the mainland market after the same period last year; "mature products" refers to products with operating cycles ≥1 year.
Note 2: All data in this report are results after rounding.
Note 3: Due to rounding effects, data derived from growth rate calculations may differ from published data, which is normal and unavoidable.
**PC Gaming Market Revenue Up 17.59% Year-over-Year, Mainly Driven by Cross-Platform Newer Products**
In August 2025, China's PC gaming market revenue was 6.563 billion yuan, down 1.11% month-over-month but up 17.59% year-over-year. The year-over-year growth in the PC gaming market was mainly driven by cross-platform newer products (games that allow account and data interoperability between PC and mobile platforms).
Among cross-platform products this month, compared to the same period last year, newer titles "Delta Force" and "Where Winds Meet" brought hundreds of millions in incremental revenue through innovative gameplay and high-frequency operational activities. Meanwhile, "Fantasy Westward Journey" PC version launched its unlimited play servers, achieving a record 2.93 million simultaneous online users on August 3, injecting new vitality into the product.
Data Source: China Gaming Industry Research Expert Committee & Gamma Data (CNG)
**Mobile Gaming Market Revenue Reaches 21.541 Billion Yuan, "VALORANT: Mobile" and Other New Releases Contribute Over 200 Million in Incremental Revenue**
In August 2025, China's mobile gaming market revenue reached 21.541 billion yuan, up 0.85% month-over-month but down 4.25% year-over-year. New releases including "VALORANT: Mobile" and "My Garden World" collectively contributed over 200 million yuan in additional revenue for the month.
Meanwhile, some mature products also showed growth momentum. "Teamfight Tactics" significantly improved user activity and revenue performance through its 4th anniversary celebration activities. "Arknights" achieved revenue growth through summer carnival events, activity level openings, and IP collaborations with "Delta Force."
Data Source: China Gaming Industry Research Expert Committee & Gamma Data (CNG)
**"League of Legends: Wild Rift" and "Teamfight Tactics" Revenue Growth Drives August TOP10 Ranking Changes**
In August 2025, the overall ranking changes in Gamma Data's mobile gaming revenue calculation TOP10 products were all within 5 positions, with the leading market pattern remaining relatively stable. "League of Legends: Wild Rift" and "Teamfight Tactics" became the two products with the largest ranking improvements.
"League of Legends: Wild Rift" launched its new "Crystal Rose" skin series, ranking in China's App Store gaming revenue TOP3 for 4 consecutive days in August, driving approximately 40% month-over-month revenue growth. "Teamfight Tactics" launched the "World Championship Fighting Tournament" new season at the beginning of the month and introduced "Perfume Gem" themed characters and skins, while its 4th anniversary celebration at month-end, with related activities starting mid-month, further boosted product popularity and revenue growth.
Data Source: Gamma Data (CNG)
Note: TOP10 mobile games by revenue refers to the top ten products in Gamma Data's mobile gaming revenue calculation ranking. Gamma Data's mobile gaming revenue calculation ranking is derived through research, financial report analysis, ranking monitoring, and model construction, representing product revenue rankings within the statistical period. Product revenue includes total revenue before platform sharing from iOS, Android, and jailbreak channels, excluding overseas market revenue. Data is for reference only.
**TOP50 Gaming IP Distribution: Multi-type IP Adaptation Product Revenue Share Declines, Original IP (No IP) Product Revenue Share Increases**
In August 2025, among TOP50 mobile games by revenue, the revenue shares of PC game, mobile game, and console/PC game IP adaptation products all declined year-over-year, while no-IP products' share increased by 8.1 percentage points to 51.1% year-over-year.
Compared to the same period last year, representative no-IP products "Eggy Party" and "Super String" contributed hundreds of millions in incremental revenue, becoming the core force driving year-over-year growth in no-IP product markets.
Note: Inner circle represents August 2024, outer circle represents August 2025. Statistical scope: China mobile gaming market (including Apple and Android platforms)
**Multi-dimensional IP Operations Become New Trend, "Riding the Wind" Drives Revenue Growth Through IP Collaborations**
Notably, IP utilization methods are becoming increasingly diverse: data shows that in the first half of 2025, representative mobile gaming IP collaboration frequency increased 65.4% compared to the same period last year, with higher collaboration frequency becoming a new high-value point discovered by products beyond "direct adaptation."
A typical example of IP collaboration value is ARCHOSAUR GAMES' (09990) self-developed and published role-playing mobile game "Riding the Wind," which topped both the iOS free chart and the Good Game Quick Blast new game chart on its pre-download day. After launching collaboration with "Once Upon a Time, There Was a Spirit Sword Mountain" on August 14, the game's iOS role-playing free chart ranking improved by over 100 positions on the activity day and maintained this ranking level for nearly 10 days, achieving this result through the combined effects of its product foundation and IP collaboration.
Considering that multiple IP collaborations for "Riding the Wind" will launch successively in Q4, Gamma Data believes product performance may further improve.
Data Source: Gamma Data (CNG)
Note: Representative mobile games consist of 10 games selected by Gamma Data, covering MOBA, turn-based, shooting, casual, and interactive story types, all high-revenue products in the domestic market.
**iOS Channel Download Calculation TOP10: Three New Games Enter Rankings, Shooting Games Occupy Four Positions**
In August 2025, among Gamma Data's iOS channel download calculation TOP10, shooting game "VALORANT: Mobile" ranked first, with shooting games overall accounting for 40%, showing significant advantage. Meanwhile, two new games "My Garden World" and "Clockwork Revolution" also made the rankings.
"VALORANT: Mobile" maintained the #1 position on App Store gaming free chart for 9 consecutive days after launch, securing the monthly download TOP1 with just 13 days of performance. Simulation management game "My Garden World" attracted users through three core gameplay elements: floral management, plant cultivation, and garden decoration, entering App Store gaming free chart TOP3 for 14 days in August.
Data Source: Gamma Data (CNG)
**Hot Game Advertising Analysis: "Spirit Beast Adventure"**
"Spirit Beast Adventure" launched on August 7, with concentrated advertising on the official launch day and the day before. Starting the second day after launch, it entered App Store gaming revenue TOP30 for multiple consecutive days, then stabilized within TOP60 most of the time.
From advertising format perspective, "Spirit Beast Adventure" primarily used in-feed advertising, accounting for 46.64% of advertising volume during the statistical period, followed by rewarded video format at 23.65%.
Advertising volume data sourced from AppGrowing advertising intelligence tracking, organized by Gamma Data; Statistical period: August 1, 2025 - September 10, 2025
**New Game First Month Revenue TOP5: "VALORANT: Mobile" Ranks First with Estimated First Month Revenue Exceeding 300 Million Yuan**
In August 2025, among Gamma Data's new game first month revenue calculation TOP5, "VALORANT: Mobile" ranked first with estimated revenue exceeding 300 million yuan. The ranking included two shooting games, each with distinctive sub-genre gameplay.
"VALORANT: Mobile" is adapted from the PC game "VALORANT," completely restoring the classic hero skills and shooting experience of the original game, using first-person shooting gameplay optimized for mobile platforms, providing players with quality operational experience. Another shooting game "Clockwork Revolution" features flight bullet-hell shooting as core gameplay, combined with retro rubber hose art style, and launched collaboration activities with "Tom and Jerry" IP after release, successfully attracting significant user attention.
Data Source: Gamma Data (CNG)
Note: The above represents mobile games launched in August 2025, ranked according to domestic cross-platform revenue performance within 30 days after launch. Products launched for less than 30 days have first month revenue projected based on current revenue performance. Data sourced from Gamma Data mobile gaming revenue calculations, for reference only.
**Self-Developed Overseas Market Revenue $1.68 Billion, Down 0.79% Month-over-Month**
In August 2025, China's self-developed games achieved $1.68 billion in overseas market revenue, down 0.79% month-over-month and 10.66% year-over-year. Due to concentrated operational activities by numerous leading products last month creating high base effects, this month's revenue declined.
Data Source: China Gaming Industry Research Expert Committee & Gamma Data (CNG)
**Overseas Market Gaming Changes: Two FunPlus Products Enter TOP5, Operational Activities Boost Revenue**
Among the TOP10 overseas market product revenue growth in August 2025, FunPlus's "King of Avalon" and "Frost & Flame" entered TOP5. Leveraging mature development and operation capabilities, "King of Avalon" achieved over 20% month-over-month revenue growth, with its domestic version expected to launch within the year, potentially further expanding revenue space.
"Rumor Port" launched its third anniversary celebration from late July and introduced the 31-day limited-time event "Triennial Triumph" at the end of July, attracting massive player participation and achieving record daily revenue highs.
The international version of "Haikyuu!! Fly High" launched at the end of July, quickly topping App Store gaming free charts in the United States, Canada, France, Germany, Thailand, and other countries or regions after launch, with August revenue achieving doubled growth.
Data Source: Gamma Data (CNG)
Note: Gamma Data's market monitoring scope for this page includes key regions such as the United States, Japan, South Korea, Hong Kong, China, and Taiwan Province, China.