Annual Comparison of China's Game Global UA Spending, 2019-2023
China's game global user acquisition spending peaked in 2021 then declined, remaining elevated.
Market Size Overview
From 2019 to 2023, China's game global user acquisition (UA) spending experienced rapid growth followed by an adjustment. According to industry estimates, it peaked at about $5.2 billion in 2021, then declined to $4.8 billion and $4.4 billion in 2022 and 2023 respectively, due to IDFA policy tightening, global inflation, and intensified competition.
Key Trends
- Growth Period (2019-2021): Jumped from $3.2 billion to $5.2 billion, with a CAGR of 27.5%, driven by overseas mobile game boom and short-video platform traffic dividends.
- Adjustment Period (2021-2023): Declined for two consecutive years, a cumulative drop of about 15.4%. Rising UA costs and harder user acquisition were main reasons, but top publishers maintained efficiency through creative optimization and hybrid monetization.
Drivers and Challenges
- Drivers: Growth in emerging markets (Southeast Asia, Latin America), sustained spending on mid-core/hardcore games (SLG, RPG), and innovation in live-streaming and social UA.
- Challenges: Apple's ATT policy raised iOS costs by 30%-50%, Google's Privacy Sandbox increases Android uncertainty; fierce competition drove up CPI generally.
Future Outlook
Spending is expected to stabilize in the $4.5-5.0 billion range in 2024-2025. AI-driven automated UA and full-funnel data monitoring may help alleviate cost pressures.
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