Radar Landscapes Gaming Landscape of China
Gaming industry in China — illustrated cover for the Gaming Landscape of China
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.

1,635companies tracked
$7.6Bdisclosed funding
8hiring right now
130events · 24 months
≥811,847news 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.

open roles
Hiring now
ranked by live open roles
  1. 01Mechanist5last posted May 2026
  2. 02ThinkingData4last posted Apr 2026
  3. 03Original Force1last posted Jun 2026
  4. 04Yodo11last posted Oct 2025
  5. 05NetEase Games1last posted Feb 2026
  6. 06Gamecrafters Collective1last posted Mar 2026
  7. 07Green Tomato Media Limited1last posted Jun 2026
  8. 08MyGamez1last posted Sep 2025
8 companies hiring · 0 posted in the last 30 days
disclosed funding
Most funded
disclosed totals, all rounds
  1. 01Douyu$958.5MSeries E · Mar 2018
  2. 02Animoca Brands$904.6MSeries C · Nov 2024
  3. 03Huya$537MSeries B · Mar 2018
  4. 04Shanda Games$472.4MPE · Feb 2018
  5. 05CHT$429.2MPost IPO · Mar 2021
  6. 06Hero Game$309.8MSeries C · Nov 2015
  7. 07Hero Entertainment$288MSeries A · Sep 2016
  8. 08Giant Interactive Group$164.3MSeries C · Dec 2017
164 companies with disclosed rounds · $7.6B total
headcount
Largest teams
ranked by tracked headcount
  1. 01Perfect World6,061tracked employees
  2. 02CHT5,915tracked employees
  3. 0337 Interactive Entertainment3,552tracked employees
  4. 04huya.com1,521tracked employees
  5. 05Original Force1,482tracked employees
  6. 06Zhongqingbao525tracked employees
  7. 07WinKing500tracked employees
  8. 08NetEase Games156tracked employees
14 companies with headcount data
share of events
Share of voice
share of all tracked sector news events, 24 months
  1. 01NetEase Games48.5%97 tracked events
  2. 02NetDragon Websoft Holdings9.0%18 tracked events
  3. 03Gamehaus8.5%17 tracked events
  4. 04Beijing Code Qiankun Technology6.0%12 tracked events
  5. 05Perfect World5.0%10 tracked events
  6. 06Mindwalk4.0%8 tracked events
  7. 07WinKing4.0%8 tracked events
  8. 08huya.com3.0%6 tracked events
200 tracked events across 18 companies
articles
In the news
Prism news coverage, last 12 months
  1. 01moonton≥49articles in the window
  2. 02huya.com≥47articles in the window
  3. 03NetDragon Websoft Holdings≥36articles in the window
  4. 04Douyu≥32articles in the window
  5. 05CHT≥25articles in the window
  6. 06Boyaa Interactive≥24articles in the window
  7. 07MyGamez≥17articles in the window
  8. 08Perfect World≥17articles in the window
23 of these companies drew sector coverage in the window
Radar

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: 882017: 922018: 902019: 942020: 1362021: 1042022: 532023: 462024: 352025: 5
20162025
peak 136 in 2020
Companies raising / year
with a disclosed round that year
20162025
peak 23 in 2021
Disclosed funding / year
sum of disclosed rounds (USD)
2016: 679,034,8092017: 583,902,9732018: 1,735,596,9992019: 102,340,8692020: 77,914,7012021: 1,417,785,5882022: 902,911,2502023: 130,735,6252024: 73,850,0002025: 48,297,800
20162025
peak $1.7B in 2018

Where Gaming companies in China are based

Hong Kong, a Gaming hub in China
Hub 01
Hong Kong
231 Gaming companies
24% of the Gaming companies across these hubs
231companies
$360.2Mdisclosed funding
1hiring now
generated artwork
Beijing skyline — Gaming hub in China
Hub 02
Beijing
205 Gaming companies
21% of the Gaming companies across these hubs
205companies
$1Bdisclosed funding
1hiring now
Photo Wikipedia · Beijing · CC BY-SA 4.0
Shanghai skyline — Gaming hub in China
Hub 03
Shanghai
194 Gaming companies
20% of the Gaming companies across these hubs
194companies
$1.5Bdisclosed funding
1hiring now
Photo Wikipedia · Shanghai · CC BY-SA 4.0
Shenzhen skyline — Gaming hub in China
Hub 04
Shenzhen
120 Gaming companies
12% of the Gaming companies across these hubs
120companies
$256.1Mdisclosed funding
Photo Wikipedia · Shenzhen · CC BY-SA 4.0
Guangzhou skyline — Gaming hub in China
Hub 05
Guangzhou
67 Gaming companies
7% of the Gaming companies across these hubs
67companies
$811Mdisclosed funding
1hiring now
Photo Wikipedia · Guangzhou · CC BY-SA 4.0
Kowloon skyline — Gaming hub in China
Hub 06
Kowloon
56 Gaming companies
6% of the Gaming companies across these hubs
56companies
$904.6Mdisclosed funding
Photo Wikipedia · Kowloon · CC BY-SA 4.0
Chengdu skyline — Gaming hub in China
Hub 07
Chengdu
52 Gaming companies
5% of the Gaming companies across these hubs
52companies
$38.2Mdisclosed funding
Photo Wikipedia · Chengdu · CC BY-SA 4.0
Hangzhou skyline — Gaming hub in China
Hub 08
Hangzhou
40 Gaming companies
4% of the Gaming companies across these hubs
40companies
$5Mdisclosed funding
Photo Wikipedia · Hangzhou · CC BY-SA 4.0

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 Digital1,195 companies · $6B raised · 3 hiring
  • Mobile Game Developers653 companies · $3.1B raised · 4 hiring
  • Casual Game Developers546 companies · $901.4M raised · 3 hiring
  • Enterprise Tech208 companies · $2.7B raised · 4 hiring
  • Online Gaming Platforms144 companies · $340.5M raised
  • Pc and Console Game Developers121 companies · $1.6B raised · 1 hiring
  • Mobile Game Publishers74 companies · $300M raised · 2 hiring
  • Spatial Computing71 companies · $1.6B raised · 1 hiring
  • Blockchain67 companies · $1.1B raised
  • Blockchain in Gaming67 companies · $1.1B raised
  • Enterprise Software62 companies · $457.2M raised · 4 hiring
  • Web 3.061 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.

Advertising1,024
Subscription900
Commission on Transaction791
E-Commerce - Product782
E-Commerce - Service529
Sponsorship174
Fee-For-Service136
Physical Commerce45

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 64M&A 24Leadership 18IPO 7Buyback 4Announcement 3Layoffs 2Funding 2Regulatory 2Jobs 2
  • IPOWinking 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
  • FundingPANews 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&ASavvy Games has acquired Mobile Legends developer Moonton from TikTok owner ByteDance for $6 billion.2026-03-23
  • M&AMattel, 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
  • IPOSandbox Network officially appointed Korea Investment & Securities as its lead underwriter and will pursue a KOSDAQ IPO in 2026.2026-01-29
  • M&AGamehaus 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 million2025-12-18
  • M&AOakley Capital has signed an agreement for the acquisition of a majority shareholding in the NOX shareholding.2025-10-14
  • M&AIn 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
  • IPOEQT 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&AThe 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.

AcquirerTargetDeal valueStatusDate
savvy games groupmoontonundisclosedAnnounced2026-04-17
bytedancemoonton$4BCompleted2026-03-24
mattelNetEase Games$159MAnnounced2026-03-02
MultiMetaVerse Holdings Ltd.TaomeeundisclosedAnnounced2026-01-12
Gamehausgolden star$500MCompleted2025-12-18
oakley capitalNoxundisclosedPending2025-10-14

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
Leadership moves
7 tracked people moves · last 12 months
  • NetEase GamesYingfeng Ding · Retirement → advisory roleApr 2026
  • NetEase GamesWang Yi · Appointment — was marketing headApr 2026
  • NetEase GamesZhipeng Hu · Promotion → group executive vice presidentApr 2026
  • Kuro GamesJay Kim · Appointment → General Manager of KoreaJan 2026
Workforce actions
3 companies cutting roles · last 24 months
Earnings pulse
companies reporting results · last 24 months
12 companies reporting62 company-quarters trackedbeat 3miss 2in 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 executives12 of 393, from the best-funded companies on this page
Shaojie Chen
Co-Founder & CEO
Shaojie Chen

Founder Shenzhen Zhangmenren Network Technology. Shandong Youth University of Political Science 2007

Robby Yung
CEO
Robby Yung

Ex-Redgate Media Group, One Media Group · University of Chicago BA, New York University MA

Wang Ji
CEO
Wang Ji

Founder & CEO Shanghai Tianyou Software, Shengqu Games.

Huang Yimeng
Co-Founder & CEO
Huang Yimeng

Ex-CEO VeryCD. Shanghai University 2003

Pengfei Zhang
Co-Founder, COO
Pengfei Zhang

Yahaha, ex-Unity Technologies, ex-Applifier, Teknillinen korkeakoulu-Tekniska högskolan / Helsinki University of Technology, 2014

Arthur Madrid
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

Chris Han
Co-Founder
Chris Han

Liaocheng University 2009, Nanjing University 2011

Pang Shengdong
CEO
Pang Shengdong

Founder 51.com, 2345.com. Ningbo University BEc, Yangtze River Business College

Chris Lee
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

Richard Yang
Co-Founder
Richard Yang

Sinovation Ventures, Co-Founder ChiNext 300144, ex-New Horizon Capital, Mitsubishi Capital Asia Pacific. Olin Business School 2004

Yongquan Xiao
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 University3
The University of British Columbia2
Hong Kong University of Science and Technology (HKUST)2
Cornell University2
University of Toronto1
National University of Singapore (NUS)1
INSEAD1
University of Pennsylvania1
Where they worked before
a previous employer on record for 13 of 393 founders
McKinsey4
Amazon4
Microsoft2
Morgan Stanley1
Google1
Bain1
Boston Consulting Group1
Radar

Look up the people behind Gaming companies in China

Search founders, executives and operators by company, role and location.

Who funds Gaming in China

Records 235 funding rounds since 2016 from 392 investors, with a typical round size of about $10 million.

Investor · most active investors since 2016RoundsLedLatest
Tencent139May 2021
Animoca Brands119Nov 2025
Liberty City Ventures74Sep 2023
TGV71Jun 2024
Kingsway Capital63Jun 2024
Temasek54Nov 2022
GGV Capital44Sep 2022
Sequoia Capital43Nov 2021
Gaorong Capital42Aug 2018
OKX41Nov 2024
Stage mix · rounds since 2016
Seed & Angel76
Series A–B92
Series C+ / PE27
Grants, debt & other40

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.

CompanyRoundSizeWhenBackers
DouyuSeries Emega-round$632.5MMar 2018Tencent
HuyaSeries Bmega-round$462MMar 2018Tencent
Animoca BrandsSeries Cmega-round$360MJan 2022Liberty City Ventures, P.D. Soros, Mirae Asset +13 more
Hero GameSeries Cmega-round$297.3MNov 2015Huayi Brothers Media Group
Hero EntertainmentSeries Amega-round$288MSep 2016Huayi Brothers Media Group
DouyuSeries C$226MAug 2016Tencent, Phoenix Capital
Giant Interactive GroupSeries C$124MDec 2017
Animoca BrandsSeries C$110MAug 2022Temasek, Boyu Capital, GGV Capital +2 more
9youSeries C$100MMar 2008Temasek
Zeus InteractiveSeries B$100MSep 2012Beijing Enlight Media
Venture round sizes · 2023–2025
<$1M0
$1–10M10
$10–50M9
$50–250M1
>$250M0

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: 102,4032021Q3: 113,8202021Q4: 98,0812022Q1: 115,4492022Q2: 109,2382022Q3: 136,6062022Q4: 138,3192023Q1: 147,9492023Q2: 136,8422023Q3: 151,7122023Q4: 126,7582024Q1: 138,1252024Q2: 147,6972024Q3: 146,6192024Q4: 166,7042025Q1: 238,4092025Q2: 179,0962025Q3: 315,1532025Q4: 125,4042026Q1: 136,819
2021Q22026Q1
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)
202120232025
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
20212025
signals: territories, disputed islands, tariff negotiations
Funding Momentum ▲ rising
≥122,819 articles touch this dimension · 50.9% critical tone
20212025
signals: inflation reports fx, currency intervention policies, trade deficits fx
Growth ▲ rising
≥384,071 articles touch this dimension · 44.4% critical tone
20212025
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)
Breakthrough42.3% · 26.4%1.6×
Promising36.9% · 37.0%≈ par
Descriptive11.6% · 17.6%0.7×
Problem-identifying4.0% · 9.9%0.4×
Comparative3.9% · 3.7%≈ par
Cautionary1.2% · 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-led80.5%
Empirical13.0%
Reviews4.0%
Position pieces1.8%
Theoretical0.6%
How the research reads

97% positive · 3% neutral · 0% negative, across 7,757 papers.

The institutions behind the field
  • Google1k
  • University of California, Berkeley1k
  • Max Planck Institute for Informatics1k
  • Cornell University828
  • Princeton University764
  • ETH Zurich753

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 identify301 papers · 6 recurring themes
Game Engine / Video Game Design — Common problems researchers identify
Problems · theme 01
Game Engine / Video Game Design
61 papers · 20.3% of this block
2022: 184 of every 10,000 papers on this subject2023: 193 of every 10,000 papers on this subject2024: 190 of every 10,000 papers on this subject2025: 176 of every 10,000 papers on this subject2022: 184 of every 10,000 papers on this subject2023: 193 of every 10,000 papers on this subject2024: 190 of every 10,000 papers on this subject2025: 176 of every 10,000 papers on this subject▼ -4% share2022→2025 share of research on this subject
Game engine · Video game design · Game design · Video game
“Performance Analysis and Optimization Techniques in Unity 3D”
61 of these papers raise it as a problem
Game Engine / Human–Computer Interaction — Common problems researchers identify
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 subject2023: 1,428 of every 10,000 papers on this subject2024: 1,490 of every 10,000 papers on this subject2025: 663 of every 10,000 papers on this subject2022: 1,269 of every 10,000 papers on this subject2023: 1,428 of every 10,000 papers on this subject2024: 1,490 of every 10,000 papers on this subject2025: 663 of every 10,000 papers on this subject▼ -48% share2022→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”
60 of these papers raise it as a problem
Rendering / Computer Graphics — Common problems researchers identify
Problems · theme 03
Rendering / Computer Graphics
59 papers · 19.6% of this block
2022: 404 of every 10,000 papers on this subject2023: 401 of every 10,000 papers on this subject2024: 365 of every 10,000 papers on this subject2025: 335 of every 10,000 papers on this subject2022: 404 of every 10,000 papers on this subject2023: 401 of every 10,000 papers on this subject2024: 365 of every 10,000 papers on this subject2025: 335 of every 10,000 papers on this subject▼ -17% share2022→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”
59 of these papers raise it as a problem
Rendering / 3D Rendering — Common problems researchers identify
Problems · theme 04
Rendering / 3D Rendering
55 papers · 18.3% of this block
2022: 16 of every 10,000 papers on this subject2023: 19 of every 10,000 papers on this subject2024: 11 of every 10,000 papers on this subject2025: 18 of every 10,000 papers on this subject2022: 16 of every 10,000 papers on this subject2023: 19 of every 10,000 papers on this subject2024: 11 of every 10,000 papers on this subject2025: 18 of every 10,000 papers on this subject▲ +15% share2022→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”
55 of these papers raise it as a problem
Real-Time Rendering / Rendering — Common problems researchers identify
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”
49 of these papers raise it as a problem
Rendering / Subdivision — Common problems researchers identify
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”
17 of these papers raise it as a problem
Cautions88 papers · 4 recurring themes
Rendering / Real-Time Rendering — Cautions
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”
45 of these papers raise it as a problem
Game Engine / Human–Computer Interaction — Cautions
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 subject2023: 1,505 of every 10,000 papers on this subject2024: 1,569 of every 10,000 papers on this subject2025: 756 of every 10,000 papers on this subject2022: 1,345 of every 10,000 papers on this subject2023: 1,505 of every 10,000 papers on this subject2024: 1,569 of every 10,000 papers on this subject2025: 756 of every 10,000 papers on this subject▼ -44% share2022→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”
19 of these papers raise it as a problem
Virtual Reality / Rendering — Cautions
Cautions · theme 03
Virtual Reality / Rendering
16 papers · 18.2% of this block
2022: 1,610 of every 10,000 papers on this subject2023: 1,794 of every 10,000 papers on this subject2024: 2,170 of every 10,000 papers on this subject2025: 2,032 of every 10,000 papers on this subject2022: 1,610 of every 10,000 papers on this subject2023: 1,794 of every 10,000 papers on this subject2024: 2,170 of every 10,000 papers on this subject2025: 2,032 of every 10,000 papers on this subject▲ +26% share2022→2025 share of research on this subject
Virtual reality · Rendering · Perception · Virtual actor
“The Impact of Reflection Approximations on Visual Quality in Virtual Reality”
16 of these papers raise it as a problem
Ray Tracing / Computer Graphics — Cautions
Cautions · theme 04
Ray Tracing / Computer Graphics
8 papers · 9.1% of this block
2022: 16 of every 10,000 papers on this subject2023: 22 of every 10,000 papers on this subject2024: 23 of every 10,000 papers on this subject2025: 22 of every 10,000 papers on this subject2022: 16 of every 10,000 papers on this subject2023: 22 of every 10,000 papers on this subject2024: 23 of every 10,000 papers on this subject2025: 22 of every 10,000 papers on this subject▲ +34% share2022→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”
8 of these papers raise it as a problem
Opportunities5,636 papers · 7 recurring themes
Rendering / Volume Rendering — Opportunities
Opportunities · theme 01
Rendering / Volume Rendering
1,680 papers · 29.8% of this block
2022: 24 of every 10,000 papers on this subject2023: 29 of every 10,000 papers on this subject2024: 21 of every 10,000 papers on this subject2025: 21 of every 10,000 papers on this subject2022: 24 of every 10,000 papers on this subject2023: 29 of every 10,000 papers on this subject2024: 21 of every 10,000 papers on this subject2025: 21 of every 10,000 papers on this subject▼ -11% share2022→2025 share of research on this subject
Rendering · Volume rendering · Computer graphics · Tiled rendering
“An Improved Method for Volume Rendering”
Rendering / Real-Time Rendering — Opportunities
Opportunities · theme 02
Rendering / Real-Time Rendering
1,093 papers · 19.4% of this block
2022: 633 of every 10,000 papers on this subject2023: 641 of every 10,000 papers on this subject2024: 526 of every 10,000 papers on this subject2025: 666 of every 10,000 papers on this subject2022: 633 of every 10,000 papers on this subject2023: 641 of every 10,000 papers on this subject2024: 526 of every 10,000 papers on this subject2025: 666 of every 10,000 papers on this subject▲ +5% share2022→2025 share of research on this subject
Rendering · Real-time rendering · Computer graphics · Terrain
“Real-Time Painterly Rendering of Terrains”
Game Engine / Video Game Development — Opportunities
Opportunities · theme 03
Game Engine / Video Game Development
983 papers · 17.4% of this block
2022: 193 of every 10,000 papers on this subject2023: 200 of every 10,000 papers on this subject2024: 203 of every 10,000 papers on this subject2025: 198 of every 10,000 papers on this subject2022: 193 of every 10,000 papers on this subject2023: 200 of every 10,000 papers on this subject2024: 203 of every 10,000 papers on this subject2025: 198 of every 10,000 papers on this subject▲ +2% share2022→2025 share of research on this subject
Game engine · Video game development · Game design · Game programming
“DESIGNING VIRTUAL WORKPLACE USING UNITY 3D GAME ENGINE”
Global Illumination / Rendering — Opportunities
Opportunities · theme 04
Global Illumination / Rendering
660 papers · 11.7% of this block
2022: 31 of every 10,000 papers on this subject2023: 40 of every 10,000 papers on this subject2024: 21 of every 10,000 papers on this subject2025: 22 of every 10,000 papers on this subject2022: 31 of every 10,000 papers on this subject2023: 40 of every 10,000 papers on this subject2024: 21 of every 10,000 papers on this subject2025: 22 of every 10,000 papers on this subject▼ -28% share2022→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”
Rendering / Computer Graphics — Opportunities
Opportunities · theme 05
Rendering / Computer Graphics
522 papers · 9.3% of this block
2022: 8 of every 10,000 papers on this subject2023: 9 of every 10,000 papers on this subject2024: 7 of every 10,000 papers on this subject2025: 6 of every 10,000 papers on this subject2022: 8 of every 10,000 papers on this subject2023: 9 of every 10,000 papers on this subject2024: 7 of every 10,000 papers on this subject2025: 6 of every 10,000 papers on this subject▼ -23% share2022→2025 share of research on this subject
Rendering · Computer graphics · Real-time rendering · Shader
“GPU-Based Volume Rendering Techniques”
Virtual Reality / Human–Computer Interaction — Opportunities
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 subject2023: 2,101 of every 10,000 papers on this subject2024: 2,372 of every 10,000 papers on this subject2025: 2,060 of every 10,000 papers on this subject2022: 1,904 of every 10,000 papers on this subject2023: 2,101 of every 10,000 papers on this subject2024: 2,372 of every 10,000 papers on this subject2025: 2,060 of every 10,000 papers on this subject▲ +8% share2022→2025 share of research on this subject
Virtual reality · Human–computer interaction · Game engine · Augmented reality
“Creating Interactive and Realistic Augmented Reality Experiences”
Gaussian / Rendering — Opportunities
Opportunities · theme 07
Gaussian / Rendering
234 papers · 4.2% of this block
2022: 24 of every 10,000 papers on this subject2023: 21 of every 10,000 papers on this subject2024: 18 of every 10,000 papers on this subject2025: 45 of every 10,000 papers on this subject2022: 24 of every 10,000 papers on this subject2023: 21 of every 10,000 papers on this subject2024: 18 of every 10,000 papers on this subject2025: 45 of every 10,000 papers on this subject▲ +93% share2022→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 sharelosing 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 sharelosing 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 sharelosing 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

Go deeper on Gaming research and innovation

Research themes, patent activity and the companies commercialising them, in one place.

Keep going

Track Gaming in China beyond this page

Radar finds and filters the companies. Prism watches what is being said about them.

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.
Coming soon