China was before the Wukong and Phantom Blade bumps top 6 country for PS, so pretty likely will be above now. In Nintendo if they sold more pretty likely may be above in their ranking too.
That is relevant for the console market, and particularly when the previous gen were in top 11 because shows an important growth there. And if there is a huge amount of people (many of them players in other gaming platforms) shows that there is a big opportunity to get a big potential future growth there that isn't likely in the traditional markets.
The Chinese gaming population is twice the total (not only the gaming one) USA population. So doesn't matter if that is a small percent of the total Chinese population: it's the largest gaming market in the world.
China is so relevant that many western companies adapt their games to make them China friendly and companies like Sony keep investing in Chinese teams to keep growing there, and big western publishers partner with/sell a portion of their company to local companies to grow there.
Obviously yes, like in the west, in Asia the biggest gaming platforms by users and revenue is mobile, and Asia in general (and Japan or China in particular) are particularly more mobile gaming focused markets than the west, they're top key markets for mobile gaming.
But this doesn't matter to see they're also top key markets for console and in case of China for PC too, because even if there's some overlap between mobile gaming and console/PC gaming, most mobile gaming players aren't interested to play in console/PC and viceversa.
For console market what is important is if the country represents a key part of its worldwide sales and users, and if the country has growth potential for their market.
Japan game revenue (2025 revenue, Famitsu Game White Paper 2026 data by Kadokawa ASCII Research Lab shared August 2026): pink is mobile, blue is PC, unsaturated olive/camo green is console digital, saturated green is console physical
In Japan since around covid/PS5 release mobile kept pretty much the same, console physical kept slightly declining until Switch 2 launch and both console digital and PC grew considerably in the in 2020 being now pretty similar. PC over twice the revenue than console physical. For 2025 PC was 3,101, a 12% of the total 25,885. Console was 3,050+1,354=440.4B yen ($2.78B), a 17.01% of the total
Niko Partners' estimated back in June that China's gaming market would generate this year almost twice the revenue of Japan and Korea combined. 58.6% of $91.8B is $63.84B of yearly gaming revenue from China.
Newzoo estimated back in June that for 2025 the worldwide console market was $44.7B and that Chinese global gaming revenue for 2025 was $54.6B:
Newzoo estimated the Chinese gaming revenue for 2025 was $54.6B (chart from the white paper of the Spanish gaming trade association), and agrees that China generates over twice the JP+KR gaming revenue combined.
Edit 1 - I did some extra research and found Chinese market details directly from the white paper of the Chinese gaming trade association: According to the
2025 China Game Industry Report released by the Game Publishing Comittee of China Audio-video and Digital Publishing Association:
- Total game revenue in China during 2025 was RMB 350.789 billion (with current yuan->dollar exchange, $52.4B), split into:
- Mobile market: 257.076B yuan (up YoY 7.92%, it's 73.29% of the Chinese market)
- PC downloadable market: 78.160 B yuan (up YoY 14.97%, it's 22.28% of the Chinese market)
- HTML5 mini-games: 53.535B yuan (up YoY 34.39%, it's 15.26% of the Chinese market)
- Console market: 8.362B yuan ($1.25B, up YoY 86.33%, it's 2.38% of the Chinese market, doesn't specify if includes or not hardware or subs)
- Web game market: 4.325B yuan (down YoY 6.74%, it's 1.23% of the Chinese market)
They mention there:
"The console game market achieved sales revenue of 8.362 billion yuan, a year-on-year increase of 86.33%, maintaining growth for three consecutive years." I personally assume that thanks to mainly Phantom Blade Zero the growth will continue during 2026 for a fourth year.
Edit 2 / TLDR: Let's roughly compare the console game / sofware revenue of some key countries from their national gaming trade association white papers:
- UK (2025) 2490M£ (console digital) + 319M£ (physical, assuming all is console) = 2809M£ / $3.75B
- Japan (2025) 440.4B yen / $2.78B
- China (2025) 8.362B yuan / $1.25B (doesn't mention if includes hardware or subs)
- Germany (2025) 1847M€ / $2.06B (or 1108M€ / $1.24B if not counting 'online gaming services')
- France (2025) (out of 5.8B€, digital console sw 18% and physical console sw 7%. So 25%/1.45€/$1.62B)
- South Korea (2025) 1.1836T won / $867.9M
- Italy (2025) 643M€ - 57.9M (2nd hand) + 90.3M (console subs) = 675.4M€ / $753M
- Spain (2025) 234 M€ (physical games) + 509 M€ (console+PC digital games + addons) + 245€ (console game subs) = 988M € / $1.1B if counting everything (but also includes PC)
Please notice these trade associations don't follow an standard to report console game revenue. Some include or don't include count PC, bundled copies or second hand estimation market for physical. Some may or may not include addons and game subs in digital. And currency exchange to USD has been made today with current exchange via Google, and doesn't include any inflation correction.
National trade associations of other key markets like USA (by far the biggest one), Canada or Brazil don't provide console specific software revenue in their yearly reports. I didn't include market research firms public/free estimations for these few countries because they're estimations made in previous years and/or their estimations wildly vary between them. But may expand the post with them.