Radar · Industry landscape · China
Gaming Landscape of China 1,635 Gaming companies in China, in one picture: who is hiring, who is raising money, who founded them, where they are based, what the news is about and where the research is going. Updated August 2026.
1,635 companies tracked
$7.6B disclosed funding
8 hiring right now
130 events · 24 months
≥811,847 news articles · 12 months
Who leads Gaming in China Tracks 1,635 gaming firms in China, highlighting the eight currently hiring and the 164 that have disclosed funding rounds, with top funders including Douyu, Animoca Brands, and Huya.
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See all 1,635 Gaming companies in China
Filter by funding, headcount, hiring and location, and export the list.
How the Gaming ecosystem in China grew, 2016–2025 Shows the number of gaming companies founded each year from 2016 to 2025, peaking at 136 in 2020 and dropping to five in 2025.
Companies founded / year
new Gaming companies in China
2016: 88 2017: 92 2018: 90 2019: 94 2020: 136 2021: 104 2022: 53 2023: 46 2024: 35 2025: 5 2016 2025
peak 136 in 2020
Companies raising / year
with a disclosed round that year
2016 2025
peak 23 in 2021
Disclosed funding / year
sum of disclosed rounds (USD)
2016: 679,034,809 2017: 583,902,973 2018: 1,735,596,999 2019: 102,340,869 2020: 77,914,701 2021: 1,417,785,588 2022: 902,911,250 2023: 130,735,625 2024: 73,850,000 2025: 48,297,800 2016 2025
peak $1.7B in 2018
Where Gaming companies in China are based → Hub 01
Hong Kong
231 Gaming companies
24% of the Gaming companies across these hubs
231 companies
$360.2M disclosed funding
1 hiring now
Hub 02
Beijing
205 Gaming companies
21% of the Gaming companies across these hubs
205 companies
$1B disclosed funding
1 hiring now
Hub 03
Shanghai
194 Gaming companies
20% of the Gaming companies across these hubs
194 companies
$1.5B disclosed funding
1 hiring now
Hub 04
Shenzhen
120 Gaming companies
12% of the Gaming companies across these hubs
120 companies
$256.1M disclosed funding
Hub 05
Guangzhou
67 Gaming companies
7% of the Gaming companies across these hubs
67 companies
$811M disclosed funding
1 hiring now
Hub 06
Kowloon
56 Gaming companies
6% of the Gaming companies across these hubs
56 companies
$904.6M disclosed funding
Hub 07
Chengdu
52 Gaming companies
5% of the Gaming companies across these hubs
52 companies
$38.2M disclosed funding
Hub 08
Hangzhou
40 Gaming companies
4% of the Gaming companies across these hubs
40 companies
$5M disclosed funding
The Gaming market map of China: what these companies actually do Breaks down product sub‑categories, noting 1,195 consumer digital firms and 653 mobile game developers, and identifies advertising, subscription and transaction commissions as the most common revenue models.
Consumer Digital 1,195 companies · $6B raised · 3 hiring Mobile Game Developers 653 companies · $3.1B raised · 4 hiring Casual Game Developers 546 companies · $901.4M raised · 3 hiring Enterprise Tech 208 companies · $2.7B raised · 4 hiring Online Gaming Platforms 144 companies · $340.5M raised Pc and Console Game Developers 121 companies · $1.6B raised · 1 hiring Mobile Game Publishers 74 companies · $300M raised · 2 hiring Spatial Computing 71 companies · $1.6B raised · 1 hiring Blockchain 67 companies · $1.1B raised Blockchain in Gaming 67 companies · $1.1B raised Enterprise Software 62 companies · $457.2M raised · 4 hiring Web 3.0 61 companies · $1.1B raised Monetization
How Gaming companies make money How many companies earn revenue each way. Plenty use more than one model, so the counts add up to more than the sector.
Advertising 1,024
Subscription 900
Commission on Transaction 791
E-Commerce - Product 782
E-Commerce - Service 529
Sponsorship 174
Fee-For-Service 136
Physical Commerce 45
Funding, M&A and the deals moving Gaming in China Counts 130 corporate events over the past two years, including 64 earnings releases, 24 mergers and acquisitions, 18 key‑person moves, seven IPOs and four buybacks.
Earnings 64 M&A 24 Leadership 18 IPO 7 Buyback 4 Announcement 3 Layoffs 2 Funding 2 Regulatory 2 Jobs 2
IPO Winking Studios Ltd on Thursday revealed its intention to list on London's AIM market in a bid to expand the firms global presence. 2026-04-15 Funding PANews reported on April 9th that ZQGame announced the completion of a $200 million Series B financing round, bringing its post-investment valuation to over 10 billion RMB. This round was led by Henan Investment Group Huirong Fund, with Luxshare Precision as a co-lead investor. Other participants included Zhongchuangzhi Strategic Investor, Cornerstone Capital, Longgang Financial Holdings, Jingu Capital, Caitong Capital, Duolun Technology Strategic Investor, Energy Conservation Capital, Hardcore Nuts Capital, Beijing Changfa Development Fund, Quansheng Venture Capital, and STAR SINO. Existing shareholders Huangpujiang Capital, Yinbai Investment, Xinghang Capital, Xingyuan Capital, Caixin Capital, Huiqin Capital, and Puchao Capital continued to invest. 2026-04-09 M&A Savvy Games has acquired Mobile Legends developer Moonton from TikTok owner ByteDance for $6 billion. 2026-03-23 M&A Mattel, the global play and family entertainment company behind brands like Barbie, Hot Wheels, and UNO, has struck a deal with its joint venture partner NetEase to acquire full ownership of Mattel163, its mobile games studio. 2026-02-19 IPO Sandbox Network officially appointed Korea Investment & Securities as its lead underwriter and will pursue a KOSDAQ IPO in 2026. 2026-01-29 M&A Gamehaus Inc., a competitive mobile game publisher, on its business combination with Golden Star Acquisition Corporation, with an estimate post-combination enterprise value of US$500 million 2025-12-18 M&A Oakley Capital has signed an agreement for the acquisition of a majority shareholding in the NOX shareholding. 2025-10-14 M&A In 2016, Splash Damage was acquired by the Chinese poultry firm Leyou, which had previously bought a majority stake in Warframe developer Digital Extremes. 2025-09-25 IPO EQT AB (EQBBF) is weighing a U.S. initial public coffering of waste management business Reworld that could raise at least $1B in a listing, Bloomberg’s Swetha Gopinath reports. 2025-09-17 M&A The Argentine Fintech Cocos has just taken a step in its expansion: it bought 100% of the Bank Voii. 2025-08-07 Mergers and acquisitions Deals from the last 24 months where a Gaming company in China was the buyer or the one bought, newest first. “Undisclosed” means the price was never published — not that the deal was worth nothing.
Acquirer Target Deal value Status Date savvy games groupmoonton undisclosed Announced 2026-04-17 bytedancemoonton $4B Completed 2026-03-24 mattelNetEase Games $159M Announced 2026-03-02 MultiMetaVerse Holdings Ltd. Taomee undisclosed Announced 2026-01-12 Gamehaus golden star$500M Completed 2025-12-18 oakley capitalNox undisclosed Pending 2025-10-14
Who is listing, hiring leaders, launching and winning work Provides details on IPO filings, leadership changes, product launches and contract wins for companies in the sector.
IPO pipeline
5 companies listed or filing · last 24 months
Workforce actions
3 companies cutting roles · last 24 months
Earnings pulse
companies reporting results · last 24 months
12 companies reporting62 company-quarters trackedbeat 3 miss 2 in line 0
Half of these companies grew revenue faster than +3.0% , half slower.
Who is building Gaming in China Profiles 393 founders and CEOs across 315 firms, noting Tsinghua University as the most common alma mater and McKinsey and Amazon as frequent prior employers.
Founders and chief executives 12 of 393, from the best-funded companies on this page
→ Co-Founder & CEO
Shaojie Chen
Founder Shenzhen Zhangmenren Network Technology. Shandong Youth University of Political Science 2007
Ex-Redgate Media Group, One Media Group · University of Chicago BA, New York University MA
Founder & CEO Shanghai Tianyou Software, Shengqu Games.
Co-Founder & CEO
Huang Yimeng
Ex-CEO VeryCD. Shanghai University 2003
Co-Founder, COO
Pengfei Zhang
Yahaha, ex-Unity Technologies, ex-Applifier, Teknillinen korkeakoulu-Tekniska högskolan / Helsinki University of Technology, 2014
Chief Executive Officer
Arthur Madrid
repeat founder CEO Pixowl, Animoca Brands, ex- Founder Wixi.com, ipercast, Eurogroup Consulting France. Paris Dauphine University 2000
Ex- Mobike, Uber, Cognitive AI Technologies, Amazon. Yale University
Liaocheng University 2009, Nanjing University 2011
Founder 51.com, 2345.com. Ningbo University BEc, Yangtze River Business College
Co-Founder & CTO
Chris Lee
Ex-Co-Founder Kazoo Technology, Yahoo!. The University of British Columbia BASc 2004, The Hong Kong University of Science and Technology MS 2006
Sinovation Ventures, Co-Founder ChiNext 300144, ex-New Horizon Capital, Mitsubishi Capital Asia Pacific. Olin Business School 2004
Founder & CEO
Yongquan Xiao
Co-Founder Dogi.io, Downjoy, ex-Zero2IPO Group. Hunan University BE 2002
Where the founders studied
alma mater on record for 25 of 393 founders
Tsinghua University 3
The University of British Columbia 2
Hong Kong University of Science and Technology (HKUST) 2
Cornell University 2
University of Toronto 1
National University of Singapore (NUS) 1
INSEAD 1
University of Pennsylvania 1
Where they worked before
a previous employer on record for 13 of 393 founders
McKinsey 4
Amazon 4
Microsoft 2
Morgan Stanley 1
Google 1
Bain 1
Boston Consulting Group 1
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Who funds Gaming in China Records 235 funding rounds since 2016 from 392 investors, with a typical round size of about $10 million.
Stage mix · rounds since 2016
Seed & Angel 76
Series A–B 92
Series C+ / PE 27
Grants, debt & other 40
The typical round is $10M — half were bigger, half smaller.
The biggest Gaming funding rounds in China Highlights the largest disclosed round—Douyu’s $632.5 million Series E—and lists ten other large recent funding events.
Venture round sizes · 2023–2025
<$1M 0
$1–10M 10
$10–50M 9
$50–250M 1
>$250M 0
20 venture rounds with a disclosed amount in the window.
What the news says about Gaming in China Indexes 811,847 news articles from the last year, most often covering geopolitical disputes and political entities, with frequent mentions of countries, sustainable city planning and robotics.
News volume
Gaming coverage across China · articles per quarter
2021Q2: 102,403 2021Q3: 113,820 2021Q4: 98,081 2022Q1: 115,449 2022Q2: 109,238 2022Q3: 136,606 2022Q4: 138,319 2023Q1: 147,949 2023Q2: 136,842 2023Q3: 151,712 2023Q4: 126,758 2024Q1: 138,125 2024Q2: 147,697 2024Q3: 146,619 2024Q4: 166,704 2025Q1: 238,409 2025Q2: 179,096 2025Q3: 315,153 2025Q4: 125,404 2026Q1: 136,819 2021Q2 2026Q1
peak ≥315,153 in 2025Q3 · ≥811,847 articles in the last 12 tracked months
Tone of coverage
share of articles by dominant sentiment (positive / neutral / negative )
2021 2023 2025
Positive-tone share moved 46% → 49%, negative 45% → 34% across 2021–2025.
What the coverage is about The subjects that dominate Gaming news in China. The arrow shows whether each one is being written about more or less than a year ago.
Geopolitical disputes and contested areas ≥300,494 ▲+33% International and transnational geographic entities ≥300,487 ▲+33% Administrative and political subdivisions ≥300,381 ▲+33% International political relations ≥137,972 →+6% Security and defense policies ≥88,062 ▲+20% Trade policies and agreements ≥87,318 →-9% International relations and diplomacy ≥84,150 →-1% Government international agreements coordination ≥60,144 →-10% Trade wars and geopolitical impacts ≥31,345 ▼-22% Nationalism and sovereignty debates ≥31,100 →-4% Most-covered companies · last 12 months
23 Gaming companies here were named in the news over this period.
Prism
Watch Gaming coverage in China as it happens
Prism follows these subjects story by story — which companies are named, what is said about them and how the tone moves.
Momentum
The words getting louder — and quieter Which terms are showing up in more stories than a year ago, and which are fading. The percentage is the change in how many articles mention them.
countries+128% sustainable city planning+4939% domestic robots+1272% toy robots+1600% summit diplomacy+54% sanctions policies+65% export sanctions+124% wto rulings+201% asian games+2782% stablecoin fx impact+108%
preferential tariff-39% economic slowdown-46% tariff rate quota-34% mfn tariff-36% gold futures trends-41%
The pressures the press keeps returning to Three recurring angles in China Gaming coverage, and whether each is getting more attention year on year (through 2025).
Regulatory Risk ▲ rising
≥1,169,407 articles touch this dimension · 41.8% critical tone
2021 2025
signals: territories, disputed islands, tariff negotiations
Funding Momentum ▲ rising
≥122,819 articles touch this dimension · 50.9% critical tone
2021 2025
signals: inflation reports fx, currency intervention policies, trade deficits fx
Growth ▲ rising
≥384,071 articles touch this dimension · 44.4% critical tone
2021 2025
signals: gdp growth rate, gdp acceleration, economic output growth
What Gaming research is working on Counts 7,757 academic papers, of which 318 discuss common problems, 91 issue cautions, and 6,148 explore opportunities.
How this field talks about itself
Gaming papers (gold) against all published research (grey)
Breakthrough 42.3% · 26.4% 1.6×
Promising 36.9% · 37.0% ≈ par
Descriptive 11.6% · 17.6% 0.7×
Problem-identifying 4.0% · 9.9% 0.4×
Comparative 3.9% · 3.7% ≈ par
Cautionary 1.2% · 4.5% 0.3×
Gaming literature runs 1.6× more “breakthrough” than science at large (42.3% vs 26.4% baseline).
How the work is done
Methods-led 80.5%
Empirical 13.0%
Reviews 4.0%
Position pieces 1.8%
Theoretical 0.6%
How the research reads
97% positive · 3% neutral · 0% negative , across 7,757 papers.
The institutions behind the field
Google 1k University of California, Berkeley 1k Max Planck Institute for Informatics 1k Cornell University 828 Princeton University 764 ETH Zurich 753 ranked by how often their work is cited
Researchers who shaped it
Pratul P. Srinivasan · Paul Debevec · Tomas Akenine‐Möller · Eric Haines · Naty Hoffman · Hans‐Peter Seidel · Angelo Pesce · Michaƚ Iwanicki
The most-cited breakthroughs
Rendering synthetic objects into real scenes · 969 cites IBRNet: Learning Multi-View Image-Based Rendering · 654 cites 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering · 447 cites Advances in Neural Rendering · 316 cites Deep appearance models for face rendering · 282 cites Common problems researchers identify 301 papers · 6 recurring themes
→ Problems · theme 01
Game Engine / Video Game Design
61 papers · 20.3% of this block
2022: 184 of every 10,000 papers on this subject 2023: 193 of every 10,000 papers on this subject 2024: 190 of every 10,000 papers on this subject 2025: 176 of every 10,000 papers on this subject 2022: 184 of every 10,000 papers on this subject 2023: 193 of every 10,000 papers on this subject 2024: 190 of every 10,000 papers on this subject 2025: 176 of every 10,000 papers on this subject ▼ -4% share 2022→2025 share of research on this subject Game engine · Video game design · Game design · Video game
“Performance Analysis and Optimization Techniques in Unity 3D”
Problems · theme 02
Game Engine / Human–Computer Interaction
60 papers · 19.9% of this block
2022: 1,269 of every 10,000 papers on this subject 2023: 1,428 of every 10,000 papers on this subject 2024: 1,490 of every 10,000 papers on this subject 2025: 663 of every 10,000 papers on this subject 2022: 1,269 of every 10,000 papers on this subject 2023: 1,428 of every 10,000 papers on this subject 2024: 1,490 of every 10,000 papers on this subject 2025: 663 of every 10,000 papers on this subject ▼ -48% share 2022→2025 share of research on this subject Game engine · Human–computer interaction · Video game development · Game programming
“A framework for game engine selection for gamification and serious games”
Problems · theme 03
Rendering / Computer Graphics
59 papers · 19.6% of this block
2022: 404 of every 10,000 papers on this subject 2023: 401 of every 10,000 papers on this subject 2024: 365 of every 10,000 papers on this subject 2025: 335 of every 10,000 papers on this subject 2022: 404 of every 10,000 papers on this subject 2023: 401 of every 10,000 papers on this subject 2024: 365 of every 10,000 papers on this subject 2025: 335 of every 10,000 papers on this subject ▼ -17% share 2022→2025 share of research on this subject Rendering · Computer graphics · Real-time rendering · Graphics
“A review of real-time rendering technology based on mobile internet platforms”
Problems · theme 04
Rendering / 3D Rendering
55 papers · 18.3% of this block
2022: 16 of every 10,000 papers on this subject 2023: 19 of every 10,000 papers on this subject 2024: 11 of every 10,000 papers on this subject 2025: 18 of every 10,000 papers on this subject 2022: 16 of every 10,000 papers on this subject 2023: 19 of every 10,000 papers on this subject 2024: 11 of every 10,000 papers on this subject 2025: 18 of every 10,000 papers on this subject ▲ +15% share 2022→2025 share of research on this subject Rendering · 3D rendering · Image-based modeling and rendering · Real-time rendering
“Real time ray tracing of point-based models”
Problems · theme 05
Real-Time Rendering / Rendering
49 papers · 16.3% of this block
Real-time rendering · Rendering · Tiled rendering · Computer graphics
“Real-time Realistic Rendering and Lighting of Forests”
Problems · theme 06
Rendering / Subdivision
17 papers · 5.6% of this block
Rendering · Subdivision · Subdivision surface · Color rendering index
“Implicit surface octrees for ray tracing point models”
Cautions 88 papers · 4 recurring themes
→ Cautions · theme 01
Rendering / Real-Time Rendering
45 papers · 51.1% of this block
Rendering · Real-time rendering · Computer graphics · Tiled rendering
“Multi-resolution depth-of-field rendering”
Cautions · theme 02
Game Engine / Human–Computer Interaction
19 papers · 21.6% of this block
2022: 1,345 of every 10,000 papers on this subject 2023: 1,505 of every 10,000 papers on this subject 2024: 1,569 of every 10,000 papers on this subject 2025: 756 of every 10,000 papers on this subject 2022: 1,345 of every 10,000 papers on this subject 2023: 1,505 of every 10,000 papers on this subject 2024: 1,569 of every 10,000 papers on this subject 2025: 756 of every 10,000 papers on this subject ▼ -44% share 2022→2025 share of research on this subject Game engine · Human–computer interaction · Game design · Video game development
“The Investigation on Using Unity3D Game Engine in Urban Design Study”
Cautions · theme 03
Virtual Reality / Rendering
16 papers · 18.2% of this block
2022: 1,610 of every 10,000 papers on this subject 2023: 1,794 of every 10,000 papers on this subject 2024: 2,170 of every 10,000 papers on this subject 2025: 2,032 of every 10,000 papers on this subject 2022: 1,610 of every 10,000 papers on this subject 2023: 1,794 of every 10,000 papers on this subject 2024: 2,170 of every 10,000 papers on this subject 2025: 2,032 of every 10,000 papers on this subject ▲ +26% share 2022→2025 share of research on this subject Virtual reality · Rendering · Perception · Virtual actor
“The Impact of Reflection Approximations on Visual Quality in Virtual Reality”
Cautions · theme 04
Ray Tracing / Computer Graphics
8 papers · 9.1% of this block
2022: 16 of every 10,000 papers on this subject 2023: 22 of every 10,000 papers on this subject 2024: 23 of every 10,000 papers on this subject 2025: 22 of every 10,000 papers on this subject 2022: 16 of every 10,000 papers on this subject 2023: 22 of every 10,000 papers on this subject 2024: 23 of every 10,000 papers on this subject 2025: 22 of every 10,000 papers on this subject ▲ +34% share 2022→2025 share of research on this subject Ray tracing · Computer graphics · DirectX · Rendering
“Combining Rasterization and Ray Tracing Techniques to Approximate Global Illumination in Real-Time”
Opportunities 5,636 papers · 7 recurring themes
→ Opportunities · theme 01
Rendering / Volume Rendering
1,680 papers · 29.8% of this block
2022: 24 of every 10,000 papers on this subject 2023: 29 of every 10,000 papers on this subject 2024: 21 of every 10,000 papers on this subject 2025: 21 of every 10,000 papers on this subject 2022: 24 of every 10,000 papers on this subject 2023: 29 of every 10,000 papers on this subject 2024: 21 of every 10,000 papers on this subject 2025: 21 of every 10,000 papers on this subject ▼ -11% share 2022→2025 share of research on this subject Rendering · Volume rendering · Computer graphics · Tiled rendering
“An Improved Method for Volume Rendering”
Opportunities · theme 02
Rendering / Real-Time Rendering
1,093 papers · 19.4% of this block
2022: 633 of every 10,000 papers on this subject 2023: 641 of every 10,000 papers on this subject 2024: 526 of every 10,000 papers on this subject 2025: 666 of every 10,000 papers on this subject 2022: 633 of every 10,000 papers on this subject 2023: 641 of every 10,000 papers on this subject 2024: 526 of every 10,000 papers on this subject 2025: 666 of every 10,000 papers on this subject ▲ +5% share 2022→2025 share of research on this subject Rendering · Real-time rendering · Computer graphics · Terrain
“Real-Time Painterly Rendering of Terrains”
Opportunities · theme 03
Game Engine / Video Game Development
983 papers · 17.4% of this block
2022: 193 of every 10,000 papers on this subject 2023: 200 of every 10,000 papers on this subject 2024: 203 of every 10,000 papers on this subject 2025: 198 of every 10,000 papers on this subject 2022: 193 of every 10,000 papers on this subject 2023: 200 of every 10,000 papers on this subject 2024: 203 of every 10,000 papers on this subject 2025: 198 of every 10,000 papers on this subject ▲ +2% share 2022→2025 share of research on this subject Game engine · Video game development · Game design · Game programming
“DESIGNING VIRTUAL WORKPLACE USING UNITY 3D GAME ENGINE”
Opportunities · theme 04
Global Illumination / Rendering
660 papers · 11.7% of this block
2022: 31 of every 10,000 papers on this subject 2023: 40 of every 10,000 papers on this subject 2024: 21 of every 10,000 papers on this subject 2025: 22 of every 10,000 papers on this subject 2022: 31 of every 10,000 papers on this subject 2023: 40 of every 10,000 papers on this subject 2024: 21 of every 10,000 papers on this subject 2025: 22 of every 10,000 papers on this subject ▼ -28% share 2022→2025 share of research on this subject Global illumination · Rendering · Radiance · Bidirectional reflectance distribution function
“Real-Time Rendering for Multi-Layered Translucent Materials such as Human Skin under Dynamic Environment Lighting”
Opportunities · theme 05
Rendering / Computer Graphics
522 papers · 9.3% of this block
2022: 8 of every 10,000 papers on this subject 2023: 9 of every 10,000 papers on this subject 2024: 7 of every 10,000 papers on this subject 2025: 6 of every 10,000 papers on this subject 2022: 8 of every 10,000 papers on this subject 2023: 9 of every 10,000 papers on this subject 2024: 7 of every 10,000 papers on this subject 2025: 6 of every 10,000 papers on this subject ▼ -23% share 2022→2025 share of research on this subject Rendering · Computer graphics · Real-time rendering · Shader
“GPU-Based Volume Rendering Techniques”
Opportunities · theme 06
Virtual Reality / Human–Computer Interaction
464 papers · 8.2% of this block
2022: 1,904 of every 10,000 papers on this subject 2023: 2,101 of every 10,000 papers on this subject 2024: 2,372 of every 10,000 papers on this subject 2025: 2,060 of every 10,000 papers on this subject 2022: 1,904 of every 10,000 papers on this subject 2023: 2,101 of every 10,000 papers on this subject 2024: 2,372 of every 10,000 papers on this subject 2025: 2,060 of every 10,000 papers on this subject ▲ +8% share 2022→2025 share of research on this subject Virtual reality · Human–computer interaction · Game engine · Augmented reality
“Creating Interactive and Realistic Augmented Reality Experiences”
Opportunities · theme 07
Gaussian / Rendering
234 papers · 4.2% of this block
2022: 24 of every 10,000 papers on this subject 2023: 21 of every 10,000 papers on this subject 2024: 18 of every 10,000 papers on this subject 2025: 45 of every 10,000 papers on this subject 2022: 24 of every 10,000 papers on this subject 2023: 21 of every 10,000 papers on this subject 2024: 18 of every 10,000 papers on this subject 2025: 45 of every 10,000 papers on this subject ▲ +93% share 2022→2025 share of research on this subject Gaussian · Rendering · Real-time rendering · Gaussian process
“4D Gaussian Splatting for Real-Time Dynamic Scene Rendering”
Which of these themes are growing fastest Tracks how the share of research themes changes globally from 2022 to 2025.
Problems
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
Rendering / 3D Rendering ▲+15%
Game Engine / Video Game Design ▼-4%
Rendering / Computer Graphics ▼-17%
Game Engine / Human–Computer Interaction ▼-48%
Cautions
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
Ray Tracing / Computer Graphics ▲+34%
Virtual Reality / Rendering ▲+26%
Game Engine / Human–Computer Interaction ▼-44%
Opportunities
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
Gaussian / Rendering ▲+93%
Virtual Reality / Human–Computer Interaction ▲+8%
Rendering / Real-Time Rendering ▲+5%
Game Engine / Video Game Development ▲+2%
Rendering / Volume Rendering ▼-11%
Rendering / Computer Graphics ▼-23%
Global Illumination / Rendering ▼-28%
Prism
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Research themes, patent activity and the companies commercialising them, in one place.
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About this data: built from Fliar's company, founder, funding, hiring, jobs, news and research trackers, covering China. Counts are of companies we track, not of every company that exists. Updated August 2026.
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